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They've linked video, here's the links:

- Game 1 - "lucky win" : https://youtu.be/reM4ojB48Kw

- Game 2 - "be aggressive" : https://youtu.be/hD7wBwrfj8E

- Game 3 - "wait it out" : https://youtu.be/X0IKxCrAbpI


Well done OP!

I've been thinking about doing this for the game I've been working on and you've inspired me to put some energy behind accelerating it


I've been building small games on and off over the last decade

Started taking it a bit more seriously over the last 3 months and I've started building a specific game that I'm slowly building out

It's a top down ARPG called Mechstain where the player creates and pilots voxel based mechs

Instead of traditional gear, your mech has a physical voxel footprint that you the player have to fit weapons and components inside

Your job is to manage space, power and mass, what you can fit and power directly becomes your stats and abilities, essentially a bin packing problem

Basically take Diablo 2 and remix it with Kerbal Space Program, still fleshing out the various systems, but I'm really enjoying the process of slowly designing systems, iterating on it and fleshing it out

It's quite fun taking thoughts I've been noodling on for years and trying to figure out if they synergise with what I'm looking at and do they provide interesting player decisions

Recently onboarded a 3d artist and it's really making things look a lot better

If anyone has experience lighting this sort of game, I'd love to talk to them, still trying to figure that out =)


I would love to talk to you if you're willing, email in my profile, I'm in SL right now and was thinking of trying something like this but it sounds like you've gone through this journey and are a lot more experienced than me

Would love to get your perspective


Hello fellow Clojurist, I sent you an email.

Pinged!

There's a difference between needing no trivial skills to do novel things and not needing specific prerequisite trivial skills to do a novel thing

Also known as build the cockpit and use it to build things you want to do with the computer


I think you're underestimating your competency

Things like effects aren't obvious to people, at least based on my experience of trying to teach it to people


I don't agree, the article isn't going deep into effects.

The intro where they describe effects as essentially being "function colors" (referring to another article fairly often linked in hackernews) plus give lots of concrete examples (async, const, try) seems like more than enough to be obvious to the readers.


I've been slowly hacking on game ideas on and off for the better part of a decade and I've finally switched tracks and trying to seriously build something full time

I've given myself 6 months

It's a bit scary basically 180ing like this but I figure if I don't try it now I never will

I've already started prototyping various ideas, and to be honest just sitting down and spending time doing this has been really quite lovely

One thing I'm finding fun is slowly unearthing what I actually find interesting

I started with messing around in minecraft and tinkering with rimworld-like game ideas, but I'm slowly moving away from them as I've been tinkering more and more

Don't get me wrong, I do want to revisit them at some point in the future, but I do find myself circling more around narrative, simulations and zachlikes

It's a bit of an odd mix and in some ways they look like paradox style games, but I'm well aware that taking one of those behemoths on is going to be a bit silly, so I'm trying to slim down until I get to a kernel that I actually find enjoyable tinkering with

A toy if you will

Currently I'm trying to work out if there's anything interesting in custom unit design, basically unpicking how games like rollercoaster tycoon's coaster design maps to stats like excitement ratings and seeing how that might mix with old school point buy systems

It feels like it might be small enough to be a good toy and I'm having fun tinkering with it, but I have no idea whether other people will xD

It might honestly be too niche for anyone and I've successfully optimised for an audience of one :shrug:


Well it's not something somebody does perfectly on the first try, from my experience or rather If I put myself to the same idea I would fully know that I'd be way better at making a game after 6 months of fucking around.

Essentially the hardest step is to throw yourself into the big enough fire that easier and simpler things would seem like a child's play.

Even less time is fine but throwing yourself at the hard stuff you don't know how to do is smart, cus after that If You Were to repeat it, it'd be easier for you to do.

Niche or not, it's about being satisfied of the project.

So it's more about who you are as a person, I like to throw myself into fire and I fully understand that I might get disenchanted quickly, but simpler tasks or projects will be easy easier to make.


Thanks for the kind words :)

I've got to admit throwing myself into the deep end is always how I've learned

It's been difficult at times, but in the end I've always found it more rewarding

I think I'm just struggling with trying to do something so different to what I've spent a lot of my career doing whilst being really aware this is such a challenging field

It's a bit like when I first decided to go all in on being a founder over 15 years ago


Awesome to see your progress YesBox!

Didn't realise you'd swapped to isometric, it's looking fabulous!


Thank you! Really appreciate it :)


I do find it really interesting that more coding agents don't have this as an toggleable feature, sometimes you really need this level of control to get useful capability


Yep; I've actually had entire jobs essentially fail due to a bad compaction. It lost key context, and it completely altered the trajectory.

I'm now more careful, using tracking files to try to keep it aligned, but more control over compaction regardless would be highly welcomed. You don't ALWAYS need that level of control, but when you do, you do.


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