Discussion in 'Assets and Asset Store' started by goldbug, Feb 15, 2012.
"I ready to pay" <-- Lol same guy keeps replying under different accounts.
Yeah watch aT Post count it tells all.
Hi, I have an Idea for this, perhaps you can release a "Lite" version which allows you to generate indiviual worlds and change the block sizes of them, perhaps even add the ability to generate underwater caves, caves etc.
I'd love to see a "Lite" version which is cheaper and useful as I need the option to generate multiple individual worlds and not just one infinite world.
Also if you consider this can the world's not be infinite and give you the option to generate worlds of different sizes?
Perhaps smal, medium, large and gigantic or something similar?
Oh, and also many different options for the devs of the game would be nice, so it would be easy for them to modify how your terrain works.
Thanks for reading.
The "Lite" version will contain this for sure: You will be able to pass a ChunkGenerator object to the world. A default will be provided, but you can implement your own. The ChunkGenerator will be responsible for creating chunks when the world asks.
What you would do, is use the noise functions (I will provide noise functions with derivative), and combine them in any way you want to create the chunks.
For the most simple implementation of ChunkGenerator you will override a function that receives a coordinate (x,y,z) and return a Block. But I will leave it open for you to load whole chunks from files or database for example, so you don't have to do one block at a time.
Caves, overhangs, floating islands, resource veins, trees, water, can all be done procedurally with this API (I do so now).
There will be an API for registering your on kinds of blocks as well.
If you want multiple worlds, you would just instantiate several worlds and provide different ChunkGenerators
I am not sure what you mean by block size. Making some blocks bigger than others? Making all the blocks bigger or smaller?.
I am still deciding what exactly to do over world sizes. Clearly most people want fixed height worlds, perhaps I will provide several implementations of World. I could provide an up to 2048x128x2048 (1.6 mi^2, 1023 acres) world in lite, and an infinite one in Pro.
Nice Job with this. Not sure quite how it could be implemented into my game but having this system I'm sure would open up a lot of possibilities for either full games or mini-games based on what people are working on. I'd probably find this most useful to create some type of mini-game - though they'd need to build things as well not just break blocks - and I'm not sure if you have that in the demo or not. Regardless, great job I am bookmarking this. I'd likely pay around $100 for this - though I can
Yes I do. Press "alt" to put a rock. I simply have not bothered placing other blocks yet, though there is nothing preventing it.
Great, did you have a time-frame in mind for when you might sell this on the unity store?
I will try to put it up in 1 or 2 weeks.
Wow cool and thanks for replying, what I mean by block size is changing all the blocks to different sizes, atm I would like blocks smaller than minecraft so they can be densly packed and add more detail to the terrain.
You mean somthing like in BlockWorld on Android? There you can dig and build blocks with different time at the same world.
Not sure what you mean by "build blocks with different time at the same world"
But I took a look at BlockWorld, seems that Minecraft inspired many, must feel great to be an inspirer like Notch and the devs of Infinminer.
The chunks are compiled into meshes which you can add to your game objects. You have full control over the game objects, you can apply any transformation you want including scaling. If you do that, you have to make sure that when you supply player coordinates to the world, they are scaled back to 1 block per unit. The world itself works ONLY in integer coordinates for speed and accuracy.
Another way to do it, is to make your player bigger .
The current sizes are very natural to work with: 1 block per world unit, player is 1.8 blocks tall. The analogy is that 1 block is 1 meter, and 1.8 is a tall person. If you make the blocks to small compared to the player, then it takes longer for a player to dig tunnels because he would have to break more than 2 blocks to go through.
Ah I see, thanks for the info, got any idea when this terrain engine could be finnished and the pricing?
This will be available in 1 or 2 weeks. There will be 2 versions with the following features:
finite world of 2048x128x2048 (this is quite big)
You can change the world generation algorithm as described earlier
API will be provided for custom blocks, up to 254
1 byte for block data, for storing things like heat, humidity, facebook likes etc...
You will get the shader with specular and normal mapping you see in the video
API for you to plug in your persistence method, such as files or database
View distance adjustment
Built in flashlight
Animated water (I am very proud of my water)
Cool animated block selector you see on the demo
The "deal with the devil" speed you see in the demo
Everything in lite plus:
Full source code
Infinite world in all directions
Mobile touch controller for editing world
More adjustable speed/performance: faster shaders for older hardware (particularly useful for mobile)
Pricing has not been determined yet.
What is about Saving and loading a World? As i guess that is the Main Key in Building Games.
I agree. Saving to xml or other format is important future.
Cool thanks, Can't wait this is gonna be amazing!!
I have been furiously hacking at this thing to get the api as clean as possible as well as adding some of the missing features. HeadHunter has been helping me and we managed to get this thing running in mobile:
And description of changes and screenshots
Mobile version here:
Outstanding, nice work you guys!
On your website it says blockster is a multiplayer game.
Is there any multiplayer feature in your block engine ?
Will you continue to work on blockster ?
When will you release it?
Oh, I just saw in the other thread that you and someone else are actively developing a game.
Will you still release the engine on asset store?
I don't think so.
I was the first that talked to him about selling his engine. After this pool he seemed excited about the idea.
But the last message he said his plans changed, that there wasn't money enough selling it etc. So I don't think he will sell it anymore. I tried to contact him, but he doesn't answer.
He is, indeed, developing a new game with Headhunter. So I guess one more reason he won't sell his engine.
So, does anyone know a minecraft-like-world engine for sale? I know there are at least 7 engines on unity's forum. One, the open source, is incomplete. But none of them is for sale?
You know the game Ace Of Spades? It seems like you could easily make a game like that using this
That's the problem with those 7 engines. There are a lot of people wanting to be the next Notch and get rich creating the next minecraft. So they hold their engines with fear of competition. That's just ridiculous, there is competition already. The flood has already started. There are dozens of engines out there also. There are even good open source ones that makes you want to leave unity to use them. AceOfSpades has now an amazing competitor called Brickforce. The difference, as minecraft proved, is the gameplay. Gameplay is everything! You don't need the best graphics or the best engine, you need the best gameplay ideas. People could use the same engine with completely different gameplays. There is a lot more in a game than its basic engine. So people could sell an engine and still make a game. These are two separate things...
I agree with most of this. Graphics I'm mixed about agreeing with you on and here's why. It's not all about gameplay. Don't get me wrong, gameplay is most of it, but not everything. You have to have good looking polished graphics or it's not going to be worth a damn. Potential players will judge the game based off graphics. If you disagree, well, you have every right to. If you do disagree at least try lookign at it from a non-developer's perspective first.
You'll need to cut down on mobile memory pretty significantly, especially for older devices, with about 90ish MB available before you're in danger of crashing.
Yeah I see your point and agree with you. Graphics are still important indeed. But they are not essential. A lot of people could live without a AAA graphics, but they couldn't live without a great gameplay. That's why gameplay is so important. And that's why I can't understand why people are locking their blocks engines as that alone would make them rich. There is a lot more than an engine, graphics included, that makes a successful game. Look at Brickforce: http://www.brick-force.com/en/game/media/screenshots, the quality of the block games is rising rapidly.
As I said, people could sell an engine and still make a game. These are two separate cash flows...
Which ones ?
I know a xna one just google it.
I am sorry to disappoint you guys, but I have decided not to sell it in the asset store. The money is just not there. I would have spent all these months writing something decent, and I don't think I can get more than a few thousand dollars by selling the engine.
Instead, I engaged in a partnership with HeadHunter to produce a mobile game. Progress is furious, and we are excited about the possibility of releasing something within a month. Here is what it looked like in a phone a few days ago (skip to 4:40 for the good stuff). It has received massive improvements since then, including dramatic speed improvements, menus, options, and many new blocks.
My original idea Blocksters, which was going to be an MMO, is for all practical purposes dead. I may resuscitate it one day, but ATM, a mobile game seems much more attainable/profitable.
I believe the engine you refer to for XNA is techcraft. Seems pretty feature complete.
look into my Thread for my Cubic Engine (developing for my game but if I get good feedback and the engine grows I release it)
I bet all of us wouldn't mind a poorly documented engine if it works and is available!
You already have the engine almost ready for release. You said one week to put it on asset store.
I also bet Immersiva is right. You are dreaming being the next Notch and so you are afraid of competition.
Come on man, release it and make some bucks for yourself. We are not going to steal your game ideas!
Everyone here have their own ideas for gameplay. There are billions of way of creating a shooter, for instance. Every single month there is a different shotter on the market.
I would like to pay $500 for this)) Who can take more?
heres a free unity minecraft package from 2 years ago
I hope PaulP is okay with posting this here - If not I'll be removing the link.
Here's another similar engine idea topic; http://forum.unity3d.com/threads/13...ing-my-c-block-engine-if-I-port-it-to-Unity3d
lol... this is the most hilarious method I've seen of someone promoting their asset.
(sorry for the off-topic guys)
What is so funny? I´m ok with it.
What about creating a great asset and not releasing/selling it?
That's funny also. Specially since there are many people knocking on your door trying to buy it.
And what would I gain with that? I already decided not to sell the engine.
Believe me, it is not me doing the astroturfing.
I am really sorry to get people's hopes up. But from my POV, If I sold the asset, I would make maybe with some luck $10K total. We are 2 or 3 weeks away from releasing the game on google play, and we think we can get a lot more than that, and have huge room to grow.
Thanks for your reply, but I was talking about Diablo's asset Skinz.
BTW, I think after publishing your game you could do both.
Please man for one week give us full project,MAN PLEASE,CAUSE HALF OF PEOPLE DONT HAVE MONEY TO BUY THIS AWESOME PROJECT,please man just for one week,PLEASE!
If you don't have the money to buy the project (which isn't for sale) don't beg. Download Minepackage and learn from that or go https://sites.google.com/site/letsmakeavoxelengine/ and follow along.
Just let this thread die in peace. This is not worth doing for me. My game has been selling fairly well for months and the time it would take for me to support this package would be much better spent enhancing the game and deploying to new markets.
As Ocid suggested, get the Minepackage for free, or if you are not married to unity, try TechCraft. Sure they might be missing a few things, but there is just not that much that you can get for free.