The engine isn't related to t1a's code. Its the same inspirations though.
I'm making it in a way that it won't be just another terraria clone either. It will give players a very high degree of customization, like you're able to create new blocks including their appearance, then people joining your server will be able to download them automatically. I don't want to reveal too much this early, but I have very high hopes for it.
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CynderDragonborn
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Khlorghaal, I would like to take control over the code of your mod, I recently learned how to code and I would like to take a shot at your mod. I don't have blender experience so someone else would have to deal with that.
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Click us or we die!
My grown dragons!
Do not meddle in the affairs of dragons, for you are crunchy and good with ketchup
With much regret, I have decided to indefinitely halt development of T1A.
Minecraft is simply a bad platform for what I wish to see, it has been doing nothing but holding me back.
I have started on a game engine resembling a mix of Powder Game, King Arthur's Gold, and Dwarf fortress.
Modding MC has been fun, but the horrors of working with vanilla are too much, and although I may potentially make good ad revenue, it will be nothing compared to making my own game.
Taking much longer than I thought. I've recently redone the gameplay style to be programatically easier. Also ported about a year of work from Java to C++. Java ended up not working because of its lack of copy and move semantics, which ruined my collision detection perf.
Heres a screenshot from the old engine, the new version won't have planets until post 1.0 however.
So without planets it really doesn't resemble T1A that much anymore.
Closest thing I'd compare it to is Starmade, but I'm taking a much different approach to ship modules, and I've invented a mechanic that solves the issue of exponential growth in a sandbox without arbitrary numerical manipulation, that will also give an entirely unique feel to it.
I've been working full time on it and am starting to run low on money, but I think I'll have something sellable before I run out.
I'm terrible at time estimates, but I've put about 16 months of work into this, and theres no way I'm stopping.
Sounds pretty epic. How are you going to get to space? Is the player going to go there at all, or just send up satellite death lasers? Is there going to be advanced nuclear technology? Will you be able to have your own space station? Also, for the death beams from space, will that be more like a concentrated energy beam designed to vaporize anything that comes near it, or will it be something like this?
Perhaps both could be an option? I'd probably opt for the shooty-explodey thing, because, hey, who doesn't like explosions?
I'm making it in a way that it won't be just another terraria clone either. It will give players a very high degree of customization, like you're able to create new blocks including their appearance, then people joining your server will be able to download them automatically. I don't want to reveal too much this early, but I have very high hopes for it.
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Click us or we die!
My grown dragons!
Do not meddle in the affairs of dragons, for you are crunchy and good with ketchup
My Dragon Scroll :If you wish to see my scroll, click here.
The only big thing that T1A has that are worth salvaging are
-The the module system for mechs, but its mostly just abstraction.
-The gun system. The way that parts and ammo work is way more complex than any other mod. I tried to get Flan to take some of it but he didnt want it.
Click us or we die!
My grown dragons!
Do not meddle in the affairs of dragons, for you are crunchy and good with ketchup
My Dragon Scroll :If you wish to see my scroll, click here.
Ooooow. My brain hurts.
Click us or we die!
My grown dragons!
Do not meddle in the affairs of dragons, for you are crunchy and good with ketchup
My Dragon Scroll :If you wish to see my scroll, click here.
How's that going so far?
Taking much longer than I thought. I've recently redone the gameplay style to be programatically easier. Also ported about a year of work from Java to C++. Java ended up not working because of its lack of copy and move semantics, which ruined my collision detection perf.
Heres a screenshot from the old engine, the new version won't have planets until post 1.0 however.
So without planets it really doesn't resemble T1A that much anymore.
Closest thing I'd compare it to is Starmade, but I'm taking a much different approach to ship modules, and I've invented a mechanic that solves the issue of exponential growth in a sandbox without arbitrary numerical manipulation, that will also give an entirely unique feel to it.
I've been working full time on it and am starting to run low on money, but I think I'll have something sellable before I run out.
I'm terrible at time estimates, but I've put about 16 months of work into this, and theres no way I'm stopping.
Sounds pretty epic. How are you going to get to space? Is the player going to go there at all, or just send up satellite death lasers? Is there going to be advanced nuclear technology? Will you be able to have your own space station? Also, for the death beams from space, will that be more like a concentrated energy beam designed to vaporize anything that comes near it, or will it be something like this?
Perhaps both could be an option? I'd probably opt for the shooty-explodey thing, because, hey, who doesn't like explosions?