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Merging bots/workers - Page 2

4y
#11
Thanks Colbya. One of the reasons why i quit Java was because I built a game that was making very good progress and the need for spacial hashing stopped me in my tracks

. It was a terraria type game, where you dig holes in the terrain and collect ores, but I was going to add my twist to it. It had trees that you could climb up on and collect wood from, ore deposits underground, a very detailed inventory system with realistic resources and crafting recipes, and even different things that you could craft and place in the world, like furnaces and house blocks. Speaking of the house blocks, I even had an indoor system where you could place and connect house blocks, and each house block had an inventory that you could place parts in, like windows, chests, stairs, doors, and beds, and each part would give each specific block certain abilities, like the ability to see outside, or transfer the player to another block in a certain direction, or even store and craft items. I even added infinite terrain and developed a way to save the game as the player moved through the land and reload the game as the player returned to previous pieces of land.

Now I'm going to boldly make this claim, but I came up with a random world continental and biome generator way before rimworld came out. I even put this invention in action, and every time a user would start a new game, they were presented with a world map that was randomly generated, biomes and all. Each different biome was going to end up having it's own theme of map where the player could travel left or right forever in. Even the ocean was going to have it's own map. I even came up with a way to transport players from map to map while keeping saved data in each map. Eventually I was also going to add the ability to travel to other randomly generated planets. At that point the game would have had three factors of infinity, which is why I would've named my game-development company "Triple Infinity Studios" if I would've finished any of the games I started and turned a profit.

Eventually I got to the part where I could destroy blocks, and they would drop items, but I noticed the computer slow to a crawl when those items started to pile up. I was told about the concept of spacial hashing, but I never could get it right, and it completely discouraged me from continuing to develop that game. Eventually I moved on to something other than java and I lost the game. Haven't been able to find it since.
4y
#12

@Amorphus , what you're describing sounds extraordinary. You shouldn't give up on your dream! EVER !!

Just look at the ''my colony '' example. When it came out it was flawed and bugged as hell and here we are a few years later and it's still full of bugs and flaws, but it's a damn fine game and i wouldn't trade it for 100 versions of sim city or whatever.

The key is persistence. Bast did it and so can you. It will eat you whole but trust me when i say this, at the end of the day you'll sleep a lot better knowing that you came closer to achieving your dream. Take this from a fellow entrepreneur.


PS : Make bot mergers great again!!! :)
My Colony





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Ape Apps, LLC is an independent software development company founded in 2010 by Brandon Stecklein. Over the years, Ape Apps has published over 400 apps and games across various platforms. You can get in touch with Brandon on Twitter or by leaving a post on his wall @bastecklein
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