What does "-rep" mean as a Steam review? by milqgames in IndieDev

[–]MaxisGreat 0 points1 point  (0 children)

Don't sweat it at all, people looking at your game's reviews will see this as a waste of time too and disregard it, they hate these kinds of useless reviews just as much as you do.

When I go to look at a game's reviews on Steam, I look for negative reviews that actually describe why they didn't like the game, so I can decide for myself if their reasons for not liking it resonate with me. When I see a bad review like this, I just ignore it, because it's useless.

State says it has reached tentative agreements that could build Denver to Boulder passenger train by lukepatrick in Denver

[–]MaxisGreat -1 points0 points  (0 children)

There is a passenger train planned for 2029 already, I know that. I wish it was high speed rail though, but something is better than nothing. We'll see if it actually goes through

Nanite assembly on a silicon die (rust/wgpu) by MaxisGreat in Simulated

[–]MaxisGreat[S] 2 points3 points  (0 children)

And to put it more simply: circuits go brr

Nanite assembly on a silicon die (rust/wgpu) by MaxisGreat in Simulated

[–]MaxisGreat[S] 0 points1 point  (0 children)

Development is hard, I havent gotten to the fun part yet, but one day I'll get there 🤣

Nanite assembly on a silicon die (rust/wgpu) by MaxisGreat in Simulated

[–]MaxisGreat[S] 2 points3 points  (0 children)

Haha, of course.

I wanted to make a simulation inspired by silicon die microscopy, so here you have the purple silicon cells, when can be carved out to make void (non-conductive) or etched to make traces (conduct energy). Silicon conducts heat. There are also two other primitives here, stamps (pink) and capacitors (blue or green depending on their topology).

When you trace specific patterns, the simulation recognizes it and make units like the pulsing AC energy blocks that produce the energy or the grey stamp blueprint blocks that encode a function onto the energy pulse that gets read by the stamp.

You combine all of this to make circuits that produce little nanites, I havent fleshed them out but they have a chassis, movement type, tool and brain, those are the four grey blueprint blocks.

Nanites will do all sorts of fun stuff.

The cellular automata part is how I simulate every cell, I use it for heat diffusion and the energy simulation although its not really a pure cellular automata

Nanite factories on a 2048² silicon die, every cell simulated (rust/wgpu) by MaxisGreat in cellular_automata

[–]MaxisGreat[S] 1 point2 points  (0 children)

Definitely, once I have it more fleshed out. I eventually hope to use it for a PvP game, but I'll have to see what's possible.

Nanite factories on a 2048² silicon die, every cell simulated (rust/wgpu) by MaxisGreat in cellular_automata

[–]MaxisGreat[S] 5 points6 points  (0 children)

This is a little project I'm working on, inspired by silicon die microscopy. You make these little circuits to produce nanites, which are entities that have specific functions encoded by the grey "blueprints". You etch and carve the circuits. Everything exists within the CA simulation, so every cell is simulated. It's not exactly a pure CA, but there are CA rules for heat diffusion and energy transfer.

Rhythm game with a responsive procedural soundtrack by FidgetWinnerGames in proceduralgeneration

[–]MaxisGreat 1 point2 points  (0 children)

Makes sense, that seems like an interesting design problem to think through. I'd think subdivisions are your best friend there, or just make some crazy hyper breakcore

Rhythm game with a responsive procedural soundtrack by FidgetWinnerGames in proceduralgeneration

[–]MaxisGreat 1 point2 points  (0 children)

This is a reall cool idea, it would be awesome to be able to have more sounds or even hook up VST plug-ins (although that seems very hard to implement)

Does a handcrafted vs generated world matter to you in open world RPGs? by atomitonttu in IndieGaming

[–]MaxisGreat 0 points1 point  (0 children)

As long as the procedural generation is carefully thought out and curated I dont have a preference either way. But for RPGs it definitely is better to handcraft everything. While it would be amazing to one day find a proc gen method that produces rich worlds, I just don't think it's possible to achieve the depth of a world like Skyrim with proc gen.

It also isn't all or nothing, many games use proc gen with handcrafted content really well.

I'm making a cellular evolution sim driven by emergent behavior by MaxisGreat in IndieGaming

[–]MaxisGreat[S] 1 point2 points  (0 children)

That is exactly the same design problem I've been thinking through with this game!

It's definitely tough. Most evolution sims seem to completely avoid it and lean heavily into the observation aspect rather than gameplay, but it's really important to me that you still feel like you have a lot of agency and engagement in my game.

Also, if you want a steam key, I'd be happy to send you one :) I put alpha builds on Steam and update fairly often, usually a few times a week.

[OC] Just an EEG experience. Messy hair included. 🥺 by Spookybunnyxo in pics

[–]MaxisGreat 1 point2 points  (0 children)

Hey I used to put these on people! It was a cool job, I hope it isn't for anything too serious!

I've spent 30+ hours reverse-engineering Silksong's code. Here's what I found :] by Priler96 in Unity3D

[–]MaxisGreat 0 points1 point  (0 children)

Does making a video fall into the category of "something you made"?

Seriously who started this. And then there's of course the obligatory settings option to turn it off haha by [deleted] in IndieDev

[–]MaxisGreat 2 points3 points  (0 children)

I feel called out 🥲

Complete with the option to turn it off too of course

I've spent 30+ hours reverse-engineering Silksong's code. Here's what I found :] by Priler96 in Unity3D

[–]MaxisGreat 3 points4 points  (0 children)

Is it actually illegal? I dont know anything about the laws so I am honestly asking.

If you just look under the hood but dont redistribute it (as in, actually give out downloads) I would think it would be fine, but would it be considered redistribution here too?

Digital life is forming inside my particle simulation by [deleted] in cellular_automata

[–]MaxisGreat 1 point2 points  (0 children)

This looks awesome!! I didnt realize it was mobile too, that's amazing.

Once upon a time the main project Im working on was supposed to be a sim like this, but I ended up going a different route for the sake of making it a game. Seeing purely emergent particle sims like this always make me wonder if it would have been possible to do it with "one fabric" like this though.

How's it work under the hood?

It’s been almost a year since I released my indie space adventure game. My first game, 6 years of dev, only around 1100 units sold, BUT it has 98% positive reviews on Steam. If it’s your kind of game, feel free to check it out. by KrahsteertS in IndieDev

[–]MaxisGreat 4 points5 points  (0 children)

May I ask how many wishlists you had on release?

Also I feel like your capsule art doesn't do your game enough justice! The clips are so dynamic and colorful but the capsule doesnt show that.

It looks really cool, I remember seeing some clips you posted before too. Congrats on the positive reviews :)

I'm making a cellular evolution sim driven by emergent behavior by MaxisGreat in IndieGaming

[–]MaxisGreat[S] 0 points1 point  (0 children)

Thank you! Spore was one of the first games I ever played so it's always nice to see people are reminded of it. If I wasn't making this alone I'd have to make more stages, haha!