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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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Crafting added and working

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Wild Rose


Current base inventory picture (crafting on the right side and already working). Crafting bar will be made scrollable soon.

Current menu picture (text will change later and some changes will be also made to this):

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Seems kind of pointless; there's no challenge in mining.

You obviously never played Motherlode. This is similar, and as far as I can tell, there is going to be a story/challenge added later. 


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This is in early stage (there won't be only mining), there will also be enemies and goals you will have to fulfill to go to another planet. There will be a story, else it is pointless.

As I said at start, Earth is in trouble and the remaining survivors need to find another planet to live on, so they need to mine with the robot to find needed materials and artifacts. Artifacts will help them find plans for the spaceship, after they build it, they can progress to the second planet - Mars to our plan. As they find they can't live there, they are searching for new artifacts that will help them improve the spaceship to fly further. They will need to search quite a few planets so they find one that is suitable for them. In between we plan to make some exciting maps and enemies. We want the player to want to see how the next planet will look like and what he can find there.

We still need to finish the drawing of the spaceship to put it in game and also there will be survivors at the base. They will be observing every planet, making sure the robot is in good condition and of course make another if the first one will blow up (drop too far or just ran out of fuel and too far to bring it back up). Those details are still being planned, we want some survivors to be funny, to make a player laugh if he makes a 'stupid' mistake or a wrong turn or anything else we can think of. 


Only two are making this game at the moment and I know it will take some time to finish it. So if you like the story and the vision we have, be patient. We are doing our best and going as fast as we can. If you want to help us, please go to -> http://igg.me/at/Mining/x/2399266 every contribution, like or share will be greatly appreciated. That way you can also shape some of the game if you want (see the link for more information).


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