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God is a Cube
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You are currently reading a thread in /v/ - Video Games

Thread replies: 84
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Hi /v/, I'm making a sandbox god game with moving cubes, robots, AI, DNA and spaceships.
Lengthy gameplay video:
https://www.youtube.com/watch?v=JnVgRx_HeNA

Is it good shit or bad shit?
>>
< I have tons of things like that to show. If nobody tells me to go the fuck out, I could post more.
>>
>>274412972

... I'd pay for it.
>>
>>274412972
get rid of those mincecraft textures
Seem pretty good
keep it up
>>
proof it, that its really you, post something unrelated on your facebook page
>>
>Katamari Damacy like idea of devouring and absorbing into your mass
>With cubes
>In space
>Vs other players

Sold
>>
>>274413123
Looks cool.
>>
If Notch and Peter Molyneux of late had an abortion it would be this putrid piece of shit.
>>
>>274412972
Great idea, nice work.
You should work on the aesthetics though, it looks a bit bland
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>>274412972
I like that goofy pathfinding, I hope you keep it like that.
>>
mit b neat.

>>274414148
This.
>>
Interesting concepts, but yeah It'll be nice to see it without the placeholder textures.
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>>274412972
Not the type of game I would play but keep up the good work
>>
>Notch
>Peter Molyneux
>And the guy who did Inside a Star Filled Sky
>All uniting
>To make this

That is what this feels like, and it will be equally disappointing
>>
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I really like it so far.

I disagree with some other posters -- I really love the simplicity of the cubes. Solid colors or simple patterns on them look good, and would look even better with soft glows or other shader effects. Minimalism is the way to go with this.
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>>274415036
I'm fine with minimalism, but right now he's literally just using minecraft textures (I know they're placeholders, but still).
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>>274415036
I agree with Mark.
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>>274413603
> implying someone could lose time impersonating an unknow indie dev

I will post on the official Twitter this great quote: "Cubes are life. Cubes are hometown"
https://twitter.com/GodisaCube
>>
>>274415231
Oh, and the gameplay as the little figure is identical to Minecraft's. It should be differentiated a bit.
>>
>Can go into a cube that producers other cubes to mess with its DNA
>Could potentially go inside the individual cubes in the DNA chain to mess with them
>ad infinitum
>until you get some sort of austismal project on the level of Minecraft megaprojects, but inside one cube
>on an island
>in space
>>
>>274413932
> If Notch and Peter Molyneux of late had an abortion it would be this putrid piece of shit.

I retroengineered Molyneux's way of thinking. "This is a cube based building game where you are the cube"
>>
>>274415036
>>274415380

The only real minecraft elements are the pickaxe and the block destruction, which are pretty obviously not things that'll stay. Simple textures =/= Minecraft.
>>
WILL I BE ABLE TO DO EVERYTHING?
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>>274414259
> I like that goofy pathfinding, I hope you keep it like that.

It will be possible to edit the DNA of the high level pathfinding to add behaviour like "fuck the pathfinding if there is a closer place to put the cube".
>>
>>274414425
>>274414305
>>274414148
> You should work on the aesthetics though, it looks a bit bland

I would like to make some flat design. It should look close to the OP picture, but better looking... Yes, the main problem is that I'm so bad at 3D, the only thing I can do is a cube.
So I decided to make a game only with cubes.
>>
>>274415483
>>274415350
>>274413123
Autonomous construction is my thing, I've been wanting games to utilize it forever. This pleases me greatly.
>>
* forgot picture

>>274414425
>>274414305
>>274414148
> You should work on the aesthetics though, it looks a bit bland

I would like to make some flat design. It should look close to the OP picture, but better looking... Yes, the main problem is that I'm so bad at 3D, the only thing I can do is a cube.
So I decided to make a game only with cubes.
>>
Damn nice OP, I like this. Also I like your French accent.
How did you learn to make games? Self taught or degree?
>>
>>274414878
> That is what this feels like, and it will be equally disappointing

I spent 2 years working on the game from bottom to top. Currently, I can do incredible things with the technology, like going inside another player's body (in a non sexual way), but sometimes it doesn't have any sense for the gameplay so I don't allow it.

It's like a Molyneux quote, but the other way around "you can currently do this in the game, but I don't know if it will be available".

Pic related, it's the inside of the head of the player's body. You can go inside and build things inside your own head.
But which gameplay should I put with that? A Power Ranger mode, when you and your friends are inside a giant robot? Then you attack the enemy body as microscopic warriors?
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>>274415763
>>274415885
I posted before, but again, I think the minimalistic style is fine. Instead of making the cubes more complex, add subtle glowing effects, or soft shading ala Toribash.

Also, if I could recommend something a little different: Cubes moving will be a large part of the game, right? Uh, how do I say this..

Well, right now, when a cube moves from one tile to another, that tile-to-tile movement animation is moving at one constant speed, right? Instead, maybe you should make the animation faster in the middle and normal speed or slower during the beginning and end of the animation. This won't slow down the actual movement speed of the cubes at all, and it might lend them a sense of weight and momentum.
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>>274415231
> I'm fine with minimalism, but right now he's literally just using minecraft textures (I know they're placeholders, but still).

Yes, there are placeholders. I'm still using a lot of things I didn't design myself.
Pic related, there are some tests for my spaceships. I'm the kind of guy who do a house with dirt on Minecraft. But a big house. And I'm proud of it.

I will try to make the creative mode available as soon as possible, so people will create things I'm unable to do.
>>
>french guy makes a game that isn't cookie clicker
Hé ben enfin, putain !
The energy concept is complex and interesting enough, but maybe you should add a bit more detailed textures on the cubes, like the white cubes having a simple symetric black pattern on them, maybe randomized
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>>274413603
>>274415350
> I will post on the official Twitter this great quote: "Cubes are life. Cubes are hometown"

Proof I'm the guy who devoted his life to make cubes.
>>
>>274417371
Lets say this idea becomes much more popular. Are you gonna go the way of Minecraft and have people buy/download it off of your own site or are you going to try and get it on Steam?
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>>274415380
>Oh, and the gameplay as the little figure is identical to Minecraft's. It should be differentiated a bit.

Yes, I'm not fine with this part. The main first person view will be by possessing a cube, so you will be able to move on the walls and the roof. As a humanoid, the pickaxe will be replaced by something more in the spirit of the game.
Maybe you will shoot lasers with your eyes to break cubes?

If you have an idea, it could be cool.
>>
>>274417672
Well if you can control everything in the "world" it should be something like the Infinity Gauntlet. Maybe it changes color depending on its current "mode"
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>>274412972
Can I play the game yet?
>>
>>274417672
Maybe raise your hands (arms" and have the cube dissipate, like, decomposing into small cublets that float and fade away.

The opposite animation for placing them.

Or make it a configuration option.
>>
>>274415454
>>Can go into a cube that producers other cubes to mess with its DNA
>>Could potentially go inside the individual cubes in the DNA chain to mess with them
>>ad infinitum
>>until you get some sort of austismal project on the level of Minecraft megaprojects, but inside one cube
>>on an island
>>in space

"This whole time you was just inside a cube."

I'm designing the game like imbricated snowglobes.

> you enter the house
> you see a snowglobe
> you look into the snowglobe
> you see a house
> there is someone inside the house
> it's a guy looking at a snowglobe
> it's you!
> you turn your head!
> are you in real life?
> or are you in a snowglobe?

That's the kind of things I will put in the solo campaign. For the game, I took a great inspiration of the minecraft mod Miniblocks (or something like that) which allows you to make entire houses in a small block.
But here, you can enter yourself into a cube, deeper and deeper.

As I said in the video, it's "Inception but with cubes".
>>
>>274415623
>WILL I BE ABLE TO DO EVERYTHING?

You will be able to do a lot of things, things you never did anywhere.
Instead of beaking a door, you can go inside the lock. There, you talk to the keeper and if you use the right words, he will withdraw. So the world of the lock will collapse, and the door will no longer block you.

Yes, you can enter inside the DNA of the door and put a mess. Basically, everything in the game uses DNA.
This 3D DNA is transformed into a pseudo script.
You don't have to know how the DNA works, duh, you just build a door by clicking on the door icon. But other people can learn how to break your door from the inside.
>>
>>274418403
Is there a limit to the size or to the numbers of layers?
>>
Seems pretty cool. Keep it up, OP
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>>274418403
About the going into yourself thing, could you add "muscle" to your legs and be able to move faster?
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>>274418690
>Instead of beaking a door, you can go inside the lock. There, you talk to the keeper and if you use the right words, he will withdraw. So the world of the lock will collapse, and the door will no longer block you.
>>
>>274415850
>Autonomous construction is my thing, I've been wanting games to utilize it forever. This pleases me greatly.

Games like Factorio helped me a lot to see that it's possible to create a network generating thousands of elements you will be able to waste later.
In God is a Cube, you need tons of cubes to make spaceships and repair them. Thanks to the autobuilding and autorepairing, you can go further into the construction AND the destruction.
>>
Stop talking about your game and start finishing your game.

I'll give a shit when it's out, as it currently is there's too many indie games available to play right now, or "hot" ones that are in development and funded by crapstarter.

When the game is finished then start schilling
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>>274416081
>Damn nice OP, I like this. Also I like your French accent.
>How did you learn to make games? Self taught or degree?

I have some degree (but just a basic 2 years), so I'm mainly self thaught. Started 10 years ago, I made a 3D physics and graphics engine on RPG Maker XP (2007-2008).
Pic related.

I also did a localisation tool to extract texts from a RPG Maker game, used on 10,000+ projects. I worked on the RPGs To the Moon, the Laxius series (Laxius Force / Power) and a bit on Aedemphia.
I also worked 3 years on Prodigy but it was on the business and communication part.
https://www.kickstarter.com/projects/121511007/prodigy-the-game
>>
Keep deving op, looks interesting enough...
>>
>>274416726
>Well, right now, when a cube moves from one tile to another, that tile-to-tile movement animation is moving at one constant speed, right? Instead, maybe you should make the animation faster in the middle and normal speed or slower during the beginning and end of the animation. This won't slow down the actual movement speed of the cubes at all, and it might lend them a sense of weight and momentum.

Yes, I think about doing something like that. I will soon working on collisions between moving cubes, so I have to make it right.

Also, cubes are moving thanks to softwares, and you can combine softwares to make better versions. Because in the DNA, each cube take some time to process the information. Better cubes lead to a faster animation.

It's the kind of game when you have automatic things to help you a lot. You can make a few super fast cubes, or tens of slow ones.
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>>274418910
>autorepairing
yes
YES
NANOMACHINES
>>
It has a lot of interesting ideas and potential. Keep it up.
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>>274417347
>>french guy makes a game that isn't cookie clicker
>Hé ben enfin, putain !

Well, in fact, you can setup a factory on a big island and wait for hours that your cubes eat everything. You launch a few cubes on an island, go to work, and come back at the end of the day. The cubes are like little ants eating a big sugar pack, multiplying themselves and eating each other, until only a few cubes survived, filled all the energy of the island.

So you can play the game mainly as an idle game. You can play the game a lot of different ways.

Pic related, the island is eaten by cubes.
>>
Could people make cubes by editing DNA that you never thought of? Like in that game Landmark people were making anti voxels that the devs didn't implement at all.
>>
>>274419797
>Giant cube-made robots fighting each other while autorepairing
>>
>>274417630
>Lets say this idea becomes much more popular. Are you gonna go the way of Minecraft and have people buy/download it off of your own site or are you going to try and get it on Steam?

I don't really know. I'm a previous pro dev, and people are telling me "this should be a MMO with a monthly subscription" as well as "this should be a mobile game with in app purchases".
For now I see the game as a Minecraft-kind of game.

Personnaly, I would prefer to be free of doing whatever I want. There is a huge moding potential, and I don't know how good / bad it will perform with a platform like Steam.

It will depend if I can reach a state when I can start to sell the game on my own, or if I will be forced to use an early access.
I could also use some crowdfunding to keep truly independant (as an almost only one man team). But I know also the bad aspects of Kickstarter (I was a crowdfunding specialist).
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>>274420721
I'm stoked.
>>
>>274419550
I mean the animation of a cube moving from one tile to another specifically, rather than the overall speed of the cube (how long it takes to get from A to B).

It's easier to explain with frames. Like, animation A will look more weighty and natural if its frames are laid out like this:

1(10ms) --> 2(8ms) --> 3(4ms) -->4(8ms) -->5(10ms)

Whereas animation B looks less natural:

1(8ms) -- 2(8ms) --> 3(8ms) --> 4(8ms) --> 5(8ms)

Even though these two animations take the same amount of time to play out, A has momentum to it and B doesn't.

Street Fighter 3's animations do this sort of thing really well. I know it doesn't apply in quite the same way to this sort of 3D animation / scripted movement, but maybe this explanation is more understandable.
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>>274418216
>Can I play the game yet?

The demo is real, it's 15 minutes footage from the engine. But there are missing collisions (you can fall if you walk outside the DNA cube), there are things which works only when I'm pressing a key on the keyboard, etc.

So sadly, it's not ready for a public demo, but you can subscribe to the forums to be part of the first prototype alpha.
http://godisacube.com/forum/index.php
>>
>>274418012
>Well if you can control everything in the "world" it should be something like the Infinity Gauntlet. Maybe it changes color depending on its current "mode"

I like the idead of having an Infinity Gauntlet. With Infinity Cubes, of course.
I will credit you into the game, Anonymous.
>>
>>274420721
Personally, this being an MMO or a mobile game with in app purchases both sound awful. I don't know if you've heard of it, but there is a mobile game called The Sandbox, and the way it handles in app purchases...eh. I guess Patreon could be an option.
>>
>>274418321
>Maybe raise your hands (arms" and have the cube dissipate, like, decomposing into small cublets that float and fade away.
>The opposite animation for placing them.

It makes me think about Kirby particles (from the old comics), but with cubes instead of the circles.
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>>274421224
Never have I wanted to be a namefag more then this moment right now.
>>
>>274421472
That's pretty.
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>>274418881
>Instead of beaking a door, you can go inside the lock. There, you talk to the keeper and if you use the right words, he will withdraw. So the world of the lock will collapse, and the door will no longer block you.

I spent years designing the game in secret, just to be 100% sure I can say things like that.
If you want to be sure it's not bullshit, just think about the gameplay video, when you enter inside the cube and mess with its DNA.

Find the "block" + "humanoid" part of the DNA and break it, or ask the cubes to move, and the door will no longer block you.
You can also attack the battery powering the door (but the door will no longer block other creatures you don't like).
But you have to pay attention, maybe there are towers defending the world inside the lock.

Yes, the inside worlds are following the same rules than the normal size world, so you can find small towers, roses, moving cubes, etc.
I worked a lot on this part of the concept to make it run on any configuration (I'm developing the game on a 2006 computer).

Basically, instead of having room next to each other, each room is miniaturised and inside a bigger room.
>>
>>274422090
how deep does it go?
>>
>>274422090
Holy fug OP this is actually great.
I hope everything works out well and you get a lot of money.
>>
>>274412972
When are you going to stop using minecraft textures? I don't think you can sell your game while you're doing that.
>>
In most of these screenshots, it seems that you are confined to that one giant white square. I understand that you can also go "deeper" and that would of course give you more "room" to build, so to speak. But could you make cubes that would build outside of the white square, maybe even after a couple days of waiting, make a "biome"
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>>274418704
> Is there a limit to the size or to the numbers of layers?

On the logical part, not really. As I said in another post, it's like having rooms next to each other, but you miniaturise them to put them inside one another (like matriochka puppets).

On the graphical part, I'm making it so you can look only into one cube at the time (to avoid performance issues). That's the whole "looking closer into a cube" from the demo.

On very low values, I think there could start to have problems with the graphical positions of elements (I'm using Unity), but I can have a "real size" very high to compensate.

The problem here is to find what better suits the gameplay.
Does it have any sense to have an enemy player inside a temple built inside a cube which is inside your body? Should I allow it?
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>>274422090
>those pickaxes

Were those pickaxes made using your cube creator system? Can I make any object with it?

Would I be able to travel the galaxy, planting down cubes that cover the world with fully automonous dicks?
>>
>>274423006
>Does it have any sense to have an enemy player inside a temple built inside a cube which is inside your body? Should I allow it?

Maybe not inside the God Cube but it could be allowed inside the "Avatar (purple man)" of the GC.
Though i don't know what kind of damage one could do inside the GC, is the whole "can make stuff and possess stuff" in it's DNA?
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>>274418831
>About the going into yourself thing, could you add "muscle" to your legs and be able to move faster?

Your body is in fact a spaceship. It works with the same rules. There will be engines to make you move, and part of your body will physically contain your items.
So yes, you will be able to improve your body.

I'm designing from bottom to top, so I will first provide a free editing for expert players, then I will add several layers of interfaces so basic players will be able to click on a button to "add more power to the jump ability"... which will in fact just add a cube somewhere.
Pic related.

If they understand how the stuff works, they can disable the interface (but no longer use it with their custom build).

It also means you can break your own body if you make an error. But free editing is at this cost.

To better understand this whole part, it's like buying a car: you buy a ready to run car, or you start to customize your own car by changing pieces. You can make mistakes, but you can make the better build ever done.

Basic players will just take ready to use stuff.
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>>274418943
>Stop talking about your game and start finishing your game.

I already spent 2 years on this game. Just looking for a small moral boost.

> he is posting on an image board
> he is doing it for free
> he just want some smile

But I agree with you, the number of unfinished Kickstarter / early access games is too damn high.
That's why I refuse to do a crodfunding, at least before I can deliver a solid demo worth tens of hours of gameplay.
>>
About the "block source" in the video, it is possible to create more of them? Maybe by editing the DNA of another cube?
Is it possible to create a self sustaining machine that continuosly build sources and roses and expand infinitely?
>>
>>274419797
I hate it in Minecraft when a Creeper explodes, because you have to put back all the cubes one by one... here, the cubes are moving on their own, explosions will be far much fun!
>>
>>274422090
This sounds amazing, I would love to get this game. The idea of going into the DNA to program something to autonomously create giant walls or castles is mind boggling.

I hope so very dearly that you are not another Todd Howard, because I want to pay for this game.
>>
Do the crystal cubes have a limit on how much energy they can produce, and if so can you take that out of its DNA? Could you take the bit of its DNA that enables it to produce energy and put that in a different cube so that it could "deliver" energy?
>>
>>274424041
And it's good to hear you say that.I refuse to ask for funding on my current projects because A. I don't really need it at this point, and B. it seems like a shit thing to do unless they're guaranteed to get what they heard about and more, and that early money is what gets it in.

As for what I've seen and heard in this thread, once you make the art/objects more of your own rather than minecraft, you'll be pretty far along with the game's content and quality and I would be interested in getting it. Seeing some quality work from an independent using Unity is definitely a break from the usual shit.
>>
>>274420251
>Could people make cubes by editing DNA that you never thought of? Like in that game Landmark people were making anti voxels that the devs didn't implement at all.

I don't know this example (I will look at it), but yes, they will be able to do things I never thought about.
It happened regularly that I discover myself something I never thought about.

By example, pathfinding cubes are sometimes walking on the bottom of the island. I followed them with camera and realised I could make anti gravity stuff, all the technology I need was already there.

I think the first version of the game will be a creative mode where you create objects (mainly cubes) using DNA. I will provide a creations exporter creating PNG cards with a picture, a description and informations encoded into the file. It will allow a very rough kind of workshop.

My purpose is that every item, creature, spaceship in the game use DNA. And that's why items, creatures and spaceships are all the same in a concept way: they are cubes put together.
>>
This honestly looks really promising and really interesting and I'm looking forward to seeing the finished product
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I like it.

Granted it's a bit confusing for me but I like the concept of Inception with cubes and the way the cubes move automatically to build and repair stuff.
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>>274420479
>>Giant cube-made robots fighting each other while autorepairing

This will be used for sure for spaceships, and... technically, I can right now load a creature model as a spaceship model, so I already have a giant robot. It's the robot you saw in the first minute of the demo.
Pic related.

But I have to work a lot on how to control spaceships with real electronics. The spaceship you saw on the demo is not completed, you should normally add a source energy, another cube to control the whole spaceship using your keyboard, etc.
>>
>>274424739
I noticed that the cubes only act as per programming but everything they do is tied to the cube itself.
Will be there a way to have cubes "communicate" with each other?
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>>274420949
>I'm stoked.

Let's make a stockpile. A 1 million cubes stockpile.

Pic related. It takes 6 hours and half just to make half the work.
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