Well, it's been awhile, my vacation was pretty good, thank you :).
Meanwhile Starbound team posted some updates. Some thoughts on that. First pickaxes are confirmed. This leads to conclusion that Starbound is definetely a Terraria clone, in a good sense of that. I mean look at Terraria it's a clone itself (of Minecraft of cousrse).
However it's became more and more obvious what will be the feature of Starbound. It's procedurally generated content (PCG). This is not a new thing per se, but Tiy has a vision of moving it to a next level.
Usually PCG is limited to thing which I call 'playfield' (major) and item properties (minor). In Terraria it's, for example, a world (earth) structure. Item properties can be for example some modified items which can then start to glow (enchanted sword, etc). In Starbound, most items itself are created via PCG (more of a pseudo-PCG) which means that not only stats, but visuals of an items are somehow unredictable. This is very cool.
The key question however is how well randoness will be controlled and constrained. By that I mean, that PCG games lacks that soul part of a manually designed worlds. Imagine, for example, Fallout with PCG land. One the one hand each game would be somehow unique, that's a good part. On the other hand, you loose sense of the game world reality. The real worlds are static. So, it's really a challenge for a Starbound team how story mode (if any) will deal with randomness.
Tiy already mentioned some kind of global coordinates which players can exchange with each other and which will lead to exact same location for any player. I assume this coordinates are basically the RNG seed values which will allow to recreate world precisely on another user machine. This feature is already very good.
As a conclusion: so far Starboud is looking pretty awesome! Can't wait to play it.
Showing posts with label Starbound. Show all posts
Showing posts with label Starbound. Show all posts
Aug 7, 2012
May 5, 2012
Starbound biomes update
Tiy has updates Starboud site with Biomes post. He demontrates procedural generation of a somewhat random Biomes. Random here means that a set of sprites are combined to form new structures. And of course additional color can be applied to sprites. While still this is an incredible work, I'm a little unimpressed, becausue the biomes indeed look a little.. artifical, I would say. But this is still an early stage, and not everyone can show such thing even hand made, and this is a semi-procedural generated! So this is still very cool.
Also for now it's still not 100% confirmed that you will be able to dig earth, as in Terraria. I mean it wasn't in any video or screenshot, and nobody from a team confirmed that this would be possible. However from what it looks like, I would say you can.
Also for now it's still not 100% confirmed that you will be able to dig earth, as in Terraria. I mean it wasn't in any video or screenshot, and nobody from a team confirmed that this would be possible. However from what it looks like, I would say you can.
Feb 23, 2012
How should development of a game ends
This one is a good example (there is also part 2). Terraria is incredibly good game. Actually it's the best game I played in a last year, and I mean all games, not just indies. But. You should be honest to your players and youself, you should not be a pusher. There were, clearly, big possibilities to continue further development of Terraria. But it would be a fake. If developer is making only money on it. I think modern game development suffers pretty much from make money goal. So such an action may seem absolute madness to them. If it was, say, Blizzard, then we would see Terraria 2, 3, World of Terraria etc. But with such pusher behaviour, your game idea, your game world, is on steroids and will always results in unnatural and very predictable games. Starcraft II is an example. It's a very good game, but it doesn't have a soul, it's a pure marketing product. I think large game studios became hostages of themselves, they just can't work another way now, or they will go bankrupt. This is the part there indie studios have major advantage over them. This explains why indie games are so popular lately: they have soul. Like an old games, then there wasn't unstopabble sequels, addons, prequels. There is exception though. Valve managed to fight temptation to make money, and continued to make good games. But that's a personal opinion.
Anyway, there is some very interesting game in develppment now from some other creators of Terraria. It could be a hit, it could be a failure, but I'm most certanly will try it!
Update. An interview with Andrew "Redigit" Spinks the creator of Terraria. I'm glad to find this particular answer which just says that I meant to say, but in some fewer words:
What is your take on the future of indie games vs. the big-name developers?
It’s not my intention to bad mouth the big-name developers, but from my perspective the recent rise of indie gaming is due to big-name developers losing touch with what gamers want. Gaming shouldn’t be treated like a business. If you genuinely enjoy your product, then there is no risk involved because others will as well.
Anyway, there is some very interesting game in develppment now from some other creators of Terraria. It could be a hit, it could be a failure, but I'm most certanly will try it!
Update. An interview with Andrew "Redigit" Spinks the creator of Terraria. I'm glad to find this particular answer which just says that I meant to say, but in some fewer words:
What is your take on the future of indie games vs. the big-name developers?
It’s not my intention to bad mouth the big-name developers, but from my perspective the recent rise of indie gaming is due to big-name developers losing touch with what gamers want. Gaming shouldn’t be treated like a business. If you genuinely enjoy your product, then there is no risk involved because others will as well.
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