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About Hav0c

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  1. If you don't feel challenged then find something to learn and do it. You are young, don't waste time wondering exactly how useful it will be in your future. By the time you are 26 or 36 everything you can learn today will be old and outdated. You should be learning how to think like a programer and a game designer or whatever it is that interests you. If you don't know exactly what interests you, or maybe everything does, then you should learn everything you can. Maybe this project will sell well, never hurt anyone to get rich at 16, but you have time.   Want a more specific suggestion? Continue with C++, you already started. Find another engine that uses it and learn that too. So what if you can do it in Unity?
  2. No, it would just run slower. That said, the terrain is not what slows you down as much as all the game objects (like trees, grass, rocks, buildings, etc). You should be able to upgrade Unity to the pro version when your project is further along to get access to those features, but you would still be locking yourself into buying that at some point if you ever want to have access to all those features. If I were you though I'd still go for Unity. Being free at this stage gives you the option to try it out and learn without worry. Later on when you have learned more and progressed in your development more, start a kickstarter or something similar and raise the $1500 to get pro.
  3. About adding pure white fixing the walls: Height maps should always range from pure white at the highest point to pure black at their lowest. You scale the height map to the actual min and max height later, but that image should use to full range of greys. To properly fix it, check the histogram of the image in Photoshop and adjust the image levels (or hit auto-levels) so that the entire range is used. Be careful not to clip the whites and blacks as you will create flat spots on the terrain.
  4. Yey, my rep is back up! I don't feel so hated anymore!
  5.   I suppose you are right :) Seeing negative rep points on my opening post last night made me feel a bit defensive.   I'll say this though, I have no personal interest in a clone. If I got very far into this, I would make it my own.
  6. Wtf? -10 rep in my opening topic here? ..l.. you guys.
  7. I think most people reading this are seeing Minecraft and latching onto a world made of blocks that works just like Minecraft. That is not my project and I have said as much a couple times now.   Voxels and similar data structures used in Minecraft would be used to store the map. The world would not appear to be made out of blocks. It would only store map information in a 3D grid. Visually it could look realistic. Additionally, resource gathering and building are the only features in Minecraft I would even consider strongly emulating. Combat would be more complex. Crafting would be more interesting and varied. My intention is absolutely not to clone Minecraft. I only referenced it to achieve quick understanding of the technical requirements for the map creation and storage.
  8. I totally agree Gian-Retro, other people can not be relied on unless they are paid professionals or truly a partner in your concept. As to network first... :/ TBH, I don't think the project could sustain itself as well if I did that. Having a single player version ready and out there to keep my own motivation up and attract funds to the project is, in my mind, more important. Additionally, I don't know much about networking or how it should work. The way a client and server will communicate will be largely based on how the game is written, something that logically would need to happen first.   In any case, I see I finally have some replied with engines that are actually out there. I shall go take a look. Thank you all.
  9. Unfortunately, no one ever got paid the big bucks before the job was done, so a day job is an absolute must, hence my limited time. I do not mind the idea of taking months or even years to finish a project, nor am I against taking on help from those who are passionate. I do doubt however that I will easily find such people as most developers are either interested in a paying job or their own game concept.   Unity with a voxel add-on might be the best route in this moment, though if I spent time learning to program first, perhaps C4 would be a better choice. It describes itself as cleanly coded and well structured, something that, to me, sounded beginner friendly. I admit though, it also sounds code centric and looking around, I find most of their screen shots feature a heavy dose of code compared to GUI and the highly technical descriptions are not buried very deeply.   The aspect of minecraft and voxels I am interested in is the editability. Voxels are a convenient method of storing material data in an array of nodes corresponding to the terrain allowing it to be broken, collected, and placed elsewhere. The scalability and procedural generation is also an asset. I am not looking for a world made of blocks.   I must say, networking is not something I had fully considered and is simply a bridge I will have to cross when I get to it. Hopefully when I do, I will have a single player playable game behind me ready to add that to and it can help financially sustain further development.
  10. I am aware that game creation is not an easy process and requires time and effort. My intention here is to find my optimum platform without a lot of wasted time. I'm not looking for "the easy way".   Also, I do actually have a pretty good idea of what I want to do, and a direct clone of minecraft is not really it. Its just the easiest way to describe it technically and coincides with a lot of the basic game play. I thought a full description of my game concept would have been out of scope for a thread about what platform should be used.   This thread is such research.   TBH, one of my goals is simply to be making a "better" Minecraft. It has many pervasive problems even after years of refinement, as such, building on top of that would be quite counter to the goal. I know it is a lofty goal, one I will likely not reach, but but you don't set out to walk a marathon by riding a bike. Additionally, this game would be my baby. I would not want it subject to Mojang's whims just because my users have to buy their game and agree to their EULA.   .   I was looking at a list of engines last night and came across C4. I'd read about it in the past and, IDK if this is new or I forgot, but it seems it uses voxel terrain and the blurb about the feature sounded very much like what I would need. Does anyone know more about C4?
  11. I'd like to make a Minecraft-like game and have zero programming experience. I've researched game engines quite a bit and know a few things I need, but also have some concerns I can't find sound answers to myself.   What I need: A complete game engine, not a render/physics/etc engine. Little to no programing needed. Scripting such as LUA is far preferable to C#. Easy asset manipulation. (I don't know how to animate or really even model so placeholders will be in use for a long time.)   Up to this point, Unity has seemed like a prime target.   My main concern is this. I want a Minecraft-like game. Something the user can modify, something that efficiently stores and alters a huge world. It doesn't have to be totally infinite, minecraft isn't, but I am going for procedurally generated and continually added to.     Is Unity my best bet? Are there engines out there made for Minecraft clones? My time is limited so avoiding dead ends and generating results will help me stay motivated.
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