Re:Show HN: My first startup, Cubical Drift video game studio
by jclos on Saturday February 22, 2014 @10:21AM
(#7282282)
Nice to see some frenchies doing something in that space. The site says that all the elements are here for a first PC release, do you plan to release an early demo? Or keep the game playable by contributors (release regular builds that add stuff)? Or go the traditional route and wait to have a complete product?
Re:Show HN: My first startup, Cubical Drift video game studio
by NeomCD on Saturday February 22, 2014 @10:34AM
(#7282331)
Indeed, the early "demo" (we call it alpha) will be playable by contributors few months after our crowd funding campaign.
"Non Contributors" will have to wait for the final product.
Re:Show HN: My first startup, Cubical Drift video game studio
by BatFastard on Saturday February 22, 2014 @10:45AM
(#7282375)
Just curious, is this a rendered demo? If you started in October 2013 and actually wrote an engine that could do this in 4 months, its time for me to to leave software and go into lawn mowing. It looks great, and I like the concept, but devil is in the details of actually making it work.
Re:Show HN: My first startup, Cubical Drift video game studio
by BatFastard on Saturday February 22, 2014 @07:40PM
(#7284407)
Whew, I have been working on a next gen voxel engine for over a year now. Its amazing what you can do with it, but due to the level of interaction, complexity keeps raising.
Re:Show HN: My first startup, Cubical Drift video game studio
by BigGuiGui on Saturday February 22, 2014 @11:14AM
(#7282470)
Being a RPG and a construction game at the same time, I hope players will have the possibility to interact with the dungeons' layouts to lay traps for the monsters to kill them smartly instead of simply shooting them. I love RPG but I always regretted the lack of interaction with the environment.
Re:Show HN: My first startup, Cubical Drift video game studio
by Datsundere on Saturday February 22, 2014 @10:21AM
(#7282283)
Looks really awesome.
Since it looks like a fighting game, Something like this could be implemented for multiplayer: each face of a cube is owned by a faction in the beginning. Then the factions fight to gain the different sides.
Re:Show HN: My first startup, Cubical Drift video game studio
by ybaumes on Saturday February 22, 2014 @10:24AM
(#7282293)
Nice idea, but I am wondering: will too much fight impedes space development? Space discovery would really be what I'am looking for when playing such a game. Saying that, I might not be in the set of targeted customer for the game...
Re:Show HN: My first startup, Cubical Drift video game studio
by NeomCD on Saturday February 22, 2014 @10:44AM
(#7282372)
We see this game more like a rpg than a pvp game, the first gaming hours will be dedicated for discovery. When the storyline is finished then players will surely start "pvp".
Re:Show HN: My first startup, Cubical Drift video game studio
by NeomCD on Saturday February 22, 2014 @10:42AM
(#7282366)
Thanks,
Multiplayer will depend on players in fact, if they want to "divide" the planets by face. We see pvp more like "each faction on each planets and be prepared for invasion!"
Re:Show HN: My first startup, Cubical Drift video game studio
by ybaumes on Saturday February 22, 2014 @12:12PM
(#7282680)
Extract from the website: "While on a planet’s surface, the view out into the rest of the universe is nearly endless! This means even from the surface of your own planet, you’ll be able to see moons and other planets in the distance.
To ensure the game runs with a variety of graphics cards, we have implemented an algorithm of sub-resolution to be able to display a quantity of blocks a individual graphic cards can manage. " May you elaborate on that please?
Re:Show HN: My first startup, Cubical Drift video game studio
by NeomCD on Saturday February 22, 2014 @12:20PM
(#7282715)
Not every actual cards can display the billions of blocks we want to display. So we needed to create specific algorithms to reduce the number of blocks to display without "cutting" the viewing distance.
This means that from every point in the system solar you will see every planets, allowing you to know where to go.
We launched the studio in october but we are on the project since much longer.
Just to ease you, the engine is far form being finished! Don't leave software!
Just a thought.
BTW awesome team portfolio. Good luck