Would be happy to. I'll include our material if the bid isn't successful.
Would be happy to. I'll include our material if the bid isn't successful.
Current one is a TSB "Greater Manchester Creative and Digital Launchpad" thing. Basically industrial R&D grant that does 60% funding for projects.
Its all just bought stuff from the Unity asset store. Its mostly just placeholder content for now. Appreciate the comments though, I think you're right.
Yeah, there are already a few trees here and there. But one of the things you as a rig manager have to do is keep people happy enough to work productively. Which means sometimes making spaces they feel happy in, which means more natural areas like gardens and parks.
The worst bit is that I'd like to do some analysis of other games design aspects to show how I'm thinking of developing the gameplay, but I'm too scared to because of the Content ID, so no discussion of other games for me.
Thanks, much appreciated.
Yeah, I think the world I envision would be good for MMO and other media, but honestly its one of those things you have to stop thinking about as you develop.
Yeah, absolutely want to get there. But feel like its not fair to release it currently, it literally wouldn't be playable to anyone but me right now (parts tend to block other parts etc). Will get it out as soon as I can though.
Thanks, I keep thinking of doing an early release and I'm definitely going to do it, but its at the "just too broken" stage right now. Its almost like it makes me think its ready and then I notice it really isn't. I need it to be something you can actually play and have fun in. Which isn't far off, but its frustratingly slow to come together in that way.
I'm going to maybe do something quite stupid and release it just as soon as I have enough mechanics in it to feel like a game you can play (trade, construction, crafting etc). Then I plan on developing it further with the social stuff while people play with the other parts and give feedback on how that should change.
I suspect "finished" will be a quite loose term. More like "released" in that I plan on developing it in quite a few directions (first phase is getting the rig working, next phase getting off the rig into the wider world etc).
So I can't honestly give you a date for when. But I'll release the work-in-progress builds as early as I can. Likely for free.
I thought that eagle had a bear in its claws when I first looked at it :)
Hmm, I like the idea of birds, because they do represent the only real animals (except rats, cats and dogs) that I could see living on rigs. But it doesn't really say too much about the social setup does it? I mean the work ethic and solidarity etc.
Most of the early coins did have images of status on them to be sure, but they were also promises to pay the bearer, so tended to be dual purpose.
Nice suggestions.
I didn't know COD:GHOST had fish? I knew about the dog, but fish?? oh AAA you are amazeballs!
Glad you say that, because its kind of meant to be like an RPG garry's mod kind of thing (Garry's Mod meets the sims as an RPG).
I agree that in general you don't want inventories clogged up with tons of items. But in this case, you wont necassarily have tons of items, but instead have tons of inventories. Basically almost all machines in the game will produce things for an inventory. There are a huge number of storage options (the world being full of metal containers helps there). So inventory management isn't such a problem as the issue of tranferring things from one inventory to another (i.e. from the trade area to the industrial area for crafting into goods for sale).
Noted about the packs idea. I'll no doubt do some testing with the API and some indie devs to really figure out how it should work. But I agree. I want to make it so you can buy/sell "add-on" content. Pretty much exactly like that Daz3D thing, but not crap and more game-dev focussed.
There are a bunch of different tools to use. For the most part they'll be part of first person view. But a few like the build drone are remote operated (think ROV). Thanks for the comment though, I'm always thinking about how to make the world more immersive. Take your point about the tools.
Hehe.. yeah, but don't worry, it'll get far showier before release (its actually meant to be a sort of sparky electric stream thing, but I don't want to spend time doing the graphics code for it right now.
I've been torn about the glove/gauntlet thing. I figured something like sanctums glove would work, combined with a pipboy style left arm. But then distinct "tools" would work too.
Right now its just me. I've got various artists that come and go quite a bit. But you mostly can't rely on them :)
thanks, much appreciated.
Hey Fox!
I'm working on some research artefacts right now which I'll be taking into our labs sometime over the next few months. If those work out, I'll do a slightly bigger artefact and release that on the internet. So I'd say it might well be 3-4 months before you see much there.
I've actually been focussing a lot on things like trade and craft as I learn more about Unity and C#, so things have been a bit slow on the AI front. But I really REALLY want to get onto playing with the AI soon.
Sorry its taking so long. You've also reminded me to update the mindflock site again :)
I tend to put more info up as I'm working on the reddit page:
Take care!
zoombapup 10hours 10mins ago says: Online
Yeah, if you like there's a reddit thread over at:
Where I tend to post my rambling ideas for the game. So post anything you like there. I'm always happy to get player point of view about these things.
Yeah, that "we take what we find" thing is key here. So there'll be a bunch of objects of all varieties in the game, some just as junk to be processed, but other stuff could still be used.
Glad you like it.
I honestly don't know at this point. It feels like multiplayer can some along in a new revision once the basic game feels right. Its more work to support it, but I guess it might be worthwhile.
I wish I had a time machine to actually make it with :)
Interestingly enough I saw that the other day too. I find a lot of animated films/series quite visually interesting. Hope to get some of that visual quality in the game, especially the sense of scale and detail.
I'm from Hull originally. Live in Lancs now (ptooey), but mostly a yorkshire lad yes.
Hehe.. we're getting there slowly. Look forward to showing more.
zoombapup
Phil joined
I've been programming games for more than 20 years. Previously I worked on the WORMS franchise for Team17. I currently teach game programming and design at the University of Bolton and run a small indie studio called MindFlock where we specialize in AI based gameplay.