hopfog
Joined 13 years ago
Joined 13 years ago
It's funny because I really wanted to introduce more things like that, but the very simple things I've added so far have received a bit of pushback ("I want to play a factory game, not solve puzzles!"). So now I'm reconsidering it, but I think there's a lot of room for really interesting Noita-style secrets when combined with the automation and processing tools.
Overall it's a much simpler and more controlled experience than Noita though, so don't expect anything like it.
By the way, this talk by the Noita devs has been instrumental when building my engine: https://www.youtube.com/watch?v=prXuyMCgbTc
Highly recommended!
It's my publisher (Hooded Horse) handling it so not sure about the exact process. I don't think it's easy to get a day 1 deal though so I'm very grateful for it.
It's an automation game and factory builder with "falling sand" physics. Think Noita meets Factorio.
I think the most famous Electron game is Vampire Suvivors, but it has since been ported to Unity.
The world is divided into chunks and the threads are processing them simultaneously in an even-odd checker pattern to avoid race conditions. When all pixels settle in a chunk it falls asleep and can be skipped altogether until an active pixel enters and wakes it up again.
I can highly recommend building your own falling sand simulator. It's really fun to see how such simple rules create emergent behaviors. Sand pixels try to move down, then diagonally down. Water does the same, then tries sideways.
Me messing around with it eventually resulted in a game I'm now working on full time (think Noita meets Factorio): https://store.steampowered.com/app/2764460/Sandustry/
I've built something similar and have yet to find a compelling use case for it. In my mind it seemed like such an obvious idea that I thought I'd start using it instead of Wikipedia. However, in practice I seldom care about the broader or more specific topics for the thing I'm looking into. It's strange though because I'm a compulsive rabbit holer but it just doesn't trigger the same urge to explore related nodes as Wikipedia does.
With that said, this UI is much slicker so maybe that is the missing piece.
I also built this incremental clicker game where you split words ad infinitum (like Infinite Craft but in reverse):
It has been amazing. I had no intention of signing with a publisher initially but when my demo blew up a lot of cool publishers started reaching out. In retrospect I'm really glad I didn't self-publish considering how much that goes into releasing a game. I was very naive, so wouldn't have done it without their support.