Sorry if I ask it too bluntly, but what sets it apart from minecraft? I think its important that you emphasize on the page more how its different from that game, to avoid trying to compete against a giant
Don't worry, that's a fair question! :D In the currently available build of the game, not much. But the more I work on it the less like minecraft it will become. My goal isn't really to out compete minecraft, I'm just creating the game that I want to see. A closer comparison to the vibe I'm aiming for would be terraria. I'm going to be adding depth to as many systems as I can. For example, biomes will have unique caves, plants, trees, structures, enemies, and loot. I also want to give players variety early on. I find with minecraft, the selection of interesting items, tools and weapons you have at your disposal is very limited. I want to have lots of things to experiment with early on.
Once I finish getting the core systems in, (like monster spawning mechanics, more advanced block models etc) I plan to redo all of the page screenshots. As soon as I get a boss in, I'm going to create a trailer. And I'm going to try very hard to demonstrate that this game has it's own identity. Hopefully that answers your question :D
I see I see :) Definitely there's a niche for that yeah. Hytale trailer 6 years ago got so much hype cuz of that too. It's good if you have a vision, with the right scope too.
If we can go into the technical details more.. What engine you develop this in? Do you have any core packages that makes this work? And for the system with monsters, will you use Object Oriented approach, or the new kind of Entity Component System paradigm?
I'm not really using a game engine for this, just C# + OpenTK 4, a framework that handles input/graphics. Kind of like how Minecraft is Java + LWJGL. I am also using SoLoud as my sound library, it's pretty useful.
For monsters/entities, I'm doing an entity component system. I'm not sure if I'm doing it "correctly", but at the very least entities are made up of components, with behaviours instead of inheriting behaviours from a superclass. Like the player is made up of a Player component, a Health component and a Physics component right now.
If you check the link to my bluesky on my creator page I've got videos on there of zombies that walk around and attack the player. Also wrote an importer for blockbench so I can create/animate entity models way faster.
hmm, pretty great! although the gravity is a little too much and the underside of the grass blocks are the same as the top blocks. and I kinda wished the combat was implemented but it is great
But I absolutely love how the game looks at night and I actually can't wait for an actual survival mode!
Thank you! Enemies/combat and survival mechanics are next up, along with some tweaks/changes to the existing stuff. Hopefully the game will be a lot more engaging then :D
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Sorry if I ask it too bluntly, but what sets it apart from minecraft?
I think its important that you emphasize on the page more how its different from that game, to avoid trying to compete against a giant
Don't worry, that's a fair question! :D In the currently available build of the game, not much. But the more I work on it the less like minecraft it will become. My goal isn't really to out compete minecraft, I'm just creating the game that I want to see. A closer comparison to the vibe I'm aiming for would be terraria. I'm going to be adding depth to as many systems as I can. For example, biomes will have unique caves, plants, trees, structures, enemies, and loot. I also want to give players variety early on. I find with minecraft, the selection of interesting items, tools and weapons you have at your disposal is very limited. I want to have lots of things to experiment with early on.
Once I finish getting the core systems in, (like monster spawning mechanics, more advanced block models etc) I plan to redo all of the page screenshots. As soon as I get a boss in, I'm going to create a trailer. And I'm going to try very hard to demonstrate that this game has it's own identity. Hopefully that answers your question :D
I see I see :)
Definitely there's a niche for that yeah. Hytale trailer 6 years ago got so much hype cuz of that too. It's good if you have a vision, with the right scope too.
If we can go into the technical details more.. What engine you develop this in? Do you have any core packages that makes this work? And for the system with monsters, will you use Object Oriented approach, or the new kind of Entity Component System paradigm?
I'm not really using a game engine for this, just C# + OpenTK 4, a framework that handles input/graphics. Kind of like how Minecraft is Java + LWJGL. I am also using SoLoud as my sound library, it's pretty useful.
For monsters/entities, I'm doing an entity component system. I'm not sure if I'm doing it "correctly", but at the very least entities are made up of components, with behaviours instead of inheriting behaviours from a superclass. Like the player is made up of a Player component, a Health component and a Physics component right now.
If you check the link to my bluesky on my creator page I've got videos on there of zombies that walk around and attack the player. Also wrote an importer for blockbench so I can create/animate entity models way faster.
Your game starts at "59:07" in the video
I really enjoyed playing it! The mechanics were smooth, water physics could be improved like flowing water.
hmm, pretty great!
although the gravity is a little too much and the underside of the grass blocks are the same as the top blocks.
and I kinda wished the combat was implemented but it is great
But I absolutely love how the game looks at night and I actually can't wait for an actual survival mode!
Thank you! Enemies/combat and survival mechanics are next up, along with some tweaks/changes to the existing stuff. Hopefully the game will be a lot more engaging then :D