You are actually posting a common class of comment, which I don't much regard, but is unfortunately a formula for lots of karma.
X clone is not nearly as good as Y original for Z reasons. And of course the implied statement, or explicit in this case, that the hackers who made it shouldn't show so much pride or ambition.
There was a story the other day on Hacker News about not being able to impress developers[1]: that there's a tendency amongst developers believe whatever someone else did is easy and they could do it in a fraction of the time. Almost every time someone hacks something together that sorta resembles prior art, what I see is a rush to label it a clone of something else that's really successful, as if the work of the really successful product could be cobbled together by anyone who has a couple of hours/weeks/months of free time[2].
All I'm trying to say here is that while this is very cool and the creator should keep at it because this could be a great start to something new and interesting, there's a whole lot more work to do to make a game out of this and let's collectively temper the implications that all Minecraft is is a basic terrain generator.
[1]: https://news.ycombinator.com/item?id=5807770
[2]: Another recent example where months of work was reduced to "we did it in an hour": https://news.ycombinator.com/item?id=5747418
Even if had been the more forgiving narrative, it still ignores the 6 months the New York times did doing interviews, compiling the photography, and writing the piece itself. The technical part was, comparatively speaking, the part that took the least amount of time on the NY Times's end. You can't replicate Snowfall in an hour, even with Scrollkit's help.
As for my scummyness: Didn't Notch do a somewhat similar thing with Infiniminer? Didn't he build on it, make it better/different, and charge for it early? Just because it isn't much more than Minecraft right now, doesn't mean it won't be in the future. And there are some big differences already, like the theme of the world, the block size, and the technology. Hopefully, in time I'll get to show how big an impact all three can have on a game! :)
As for Notch, I couldn't agree more with you: He is a very valuable member of the dev community, and someone I have an incredible respect for.
Do not most games get inspiration from earlier games? Aren't quite a few FPS-games quite similar to the ones preceding them? Or RTS-games? Aren't most games iterations, improvements and variations upon an existing foundation that we collectively build on to create ever greater games? :)
There are games that take entirely new paths. But most games, actually most GREAT games are built on foundations of many, many other games, while introducing something new. And that's what I hope Skycraft will do.
That's the only similarity.
- Why not sell it? What do I lose? :) Many people might not buy it now, but some actually have, and that's great! I think this post might also have been an inspiration: https://garrickvanburen.com/archive/your-minimum-viable-prod...
- I had been working on it as a side project for quite some time, and the feedback of friends can only go so far. Getting honest feedback from strangers, both good and bad, is a great motivator to spend even more time on Skycraft. But even more so, the best feedback and motivator is having people actually buy your game. It is incredibly motivating to have someone else than your mom buy your product because they like what they're seeing, and it pushes me to spend more time, knowing I have customers I cannot let down.
- The possibility of doing Skycraft as my summer job. By releasing before summer I could check to see if there was enough interest that I could possibly spend my summer working on Skycraft instead of my usual tech consultancy internship. And there was definitely enough interest! It's not like I've even made enough money to cover even one week of consultancy pay, but the response I have gotten on Skycraft has made this two of the coolest weeks I have ever had, so it was a no-brainer to spend my summer on it.
As for the point about Minecraft's progress vs Skycraft: Notch is a very experienced game programmer, and he has a lot of "tricks up his sleeves". If I remember correctly from his blog, he already had some NPC's from an unfinished game that he could sort of dump in there. And the same is might be true for a lot of other stuff, like collision detection and networking.
As for me: I'm first and foremost a web developer, who has a passion for games, and recently started making them :) So there should really be no surprise Notch was faster, in fact, it would be a real shame if he wasn't!
Oh, and I've had exams for the last two weeks, with the last one finishing today. Expect a lot more coming in the following weeks! :)
I think those are all fair points, and I appreciate you explaining your business model here. If I may make one suggestion: play this up a bit more on the sales page. Knowing that you're a student the funding is going towards being able to let you take a summer off to explore this further significantly changes things: it's less preordering a game (the impression I got when I saw this) and more seed money.
And about the part about no work being done in two weeks: I didn't meant to imply that Notch was the baseline and that you were slacking off, but that Notch is a speed demon in the early stages of game development and can build out whole v.1 systems in a few hours or a few days. So there's some danger in comparing Minecraft at X point in its development and a similar game at a similar point in its development: "Minecraft had these N features 6 months later, so that means this other game is going to be in a similar state in 6 months as well" isn't very likely to turn out to be accurate.
At any rate, what you have here is still cool notwithstanding my negativity, and like I said in my original comment, best of luck to you: can't wait to see where you go with it!
Sure about that?
[1] https://news.ycombinator.com/item?id=5755653
[2] their demos here: http://www.gooengine.com/demos/
Thinking about early Minecraft, the creative version became an MVP in my mind when it got multiplayer and a variety of building blocks; the gameplay element there being working with others to create artwork. The survival version became an MVP when it added monsters and an infinitely generating world, which allowed exploration and, well, survival.
But if you look at Skycraft today, it's billed as a "creative voxel adventure game", but there's no adventure. It fails the basic test of what defines a game: there is no gameplay. It needs some sort of basic challenge to overcome, goal to reach, or ruleset by which to reach a win or lose state (to be clear, it doesn't need to be a fully fleshed out concept or demonstration: Pong is an MVP for a tennis game).
Skycraft does, however, demonstrate a very cool block-building generator done in HTML5. That's a very cool tech demo, but it's not yet a proof-of-concept of a game.
To get to an MVP, it needs to add some gameplay elements. If it's supposed to be an adventure game, there needs to be some sort of undertaking or goal to work towards played out through an experience the player has.
But beyond that, if you're going to try to create something that's a new spin on Minecraft and show there's an unmet demand for it, I think you have to demonstrate at least one gameplay element that Minecraft doesn't have. Skycraft doesn't have that yet.
And there's definitely a strong case to be made that there's a demand for games like Minecraft that have a different vision: there's at least a half-dozen "ripoffs", just as many (if not more) games that can directly trace their lineage through Minecraft, and hundreds of mods for Minecraft proper that radically change how the game works.
I almost wonder if you are interested in creating a new take on Minecraft, the easiest way to get to an MVP is to create a mod for it first and worry about the engine after you have something that's fun.
Minecraft-GTA mashup, maybe? That is, voxel-based riff on GTA street-view topic (https://news.ycombinator.com/item?id=5810285). Or maybe iCEnhancer-based Minecraft? I'd pay cash money for that.
EDIT: typo.
The state of the demo is about where Notch was about this time in 2009: http://www.youtube.com/watch?v=F9t3FREAZ-k
I point that out because every month or so someone creates a "voxel"-based terrain generator with basic building and gets branded a "Minecraft clone", as if that's all there is to one of the most abnormally successful indie games of all time.
Unfortunately, it takes a lot more than that just that to make something that's actually fun to play and is comparable to even Minecraft in its pre-alpha incarnations.
And if his success wasn't enough, Notch was comparatively fast at developing Minecraft (at least initially). Within a couple of weeks of the video I linked above, he had water and multiplayer working[1]. Nevertheless, it still took another 2.5 years to get to a 1.0 product, and Mojang is still hacking away at it. Skycraft, on the other hand, doesn't appear to have changed at all since it was last featured on HN[1] two weeks ago.
I don't mean to be a negative Nancy about it: I think it's great to mess around with this stuff and if playing around with a basic Minecraft/Lego-esque builder scratches a gamedev itch for you, that's awesome.
But it seems really premature to start asking for money for it[2], even as a "Kickstarter"-type pledge drive: I'm not sure I'd even consider this a MVP or proof-of-concept yet. Skycraft today is, relatively speaking, the easy part, and really more of a technical demo: there's no game here yet.
Best of luck to the developer, though: I'd love to see if they stick with it and make something really cool. The other ones I've seen all seem to die off shortly after being featured.
[1]: http://www.youtube.com/watch?v=kEAHqgZU-0o
[1]: http://news.ycombinator.com/item?id=5738984
[2]: http://skycraft.io/#buy