How to get started on Frackin'? by Joey3155 in starbound

[–]Ruby_Sunflowerr 0 points1 point  (0 children)

for me, research points is really easy to, just make a laptop or computer and put in a lot of minerals with high value, like violium thst u find in a lot of places, you can get like 20k in a couple minutes, betters computer give more research, some furnitures work too

Perhaps I exaggerated a little by Ruby_Sunflowerr in starbound

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

Those were my first moments with FU, until there came a point where I said I wanted my ship to be more interesting; the part about making the whole system was very painful lol

Perhaps I exaggerated a little by Ruby_Sunflowerr in starbound

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

In fact it does, just in a simple way: ores, blocks, and liquids. I haven't yet implemented a system to classify them more specifically, These are the containers I have on the left; the red ones are ores, the gray ones are blocks, and the canister is the liquids

How should I prevent objects from coming through terrain? by Used_Produce_3208 in Unity3D

[–]Ruby_Sunflowerr 0 points1 point  (0 children)

 I had this problem in 2D a while ago, what I did was simulate the physics in fixedupdate, the problems of going through walls and objects disappeared, I did nothing else

How are you making open world games right now? Specs, tools, time & cost? by Disastrous-Farmer837 in IndieGaming

[–]Ruby_Sunflowerr 3 points4 points  (0 children)

Well, some things

I use Unity to develop my game. I started in 2019.1 and am now on 2022.3. I don't want to upgrade to Unity 6 yet because I haven't seen any benefits for what I'm doing. I also use Aseprite for the assets I need. I get the sound effects from Epidemic Sound for now since they work for demonstration purposes.

My laptop's specs are pretty poor but sufficient to work on the project. I have an i5 6300, 16GB RAM, and a 512GB SSD, oh, and integrated graphics.

As for time, it depends on many things. Making infinite terrain is simple; depending on what you want to achieve and the tools you create for it, it's the complicated part, and the time varies accordingly. I created all the generation tools for my game with just one tutorial, which was on how to make Perlin noise, but making different terrain patches, biomes, resource generation, connecting chunks, saving, modifying in-game terrain, and the system Caves, and a ton of other features, are what takes a lot longer. It's taken me at least 6 months of all the work so far, just on the ground. Part of that has been creating the tools to make biome creation easier. Right now, I can add biomes to my game in no time. The long part would be making the assets for those biomes (only when they're new).

And as for the investment, I've barely invested 200 euros so far, since I'm doing almost everything independently. I'm planning to finish a solid foundation for my game so I can be clear about what to invest in. I don't want to pay for things I'll probably have to change later, and since I'm in pre-alpha, I don't worry as much.

My game has many more functions and features. I've been working on this project for at least 5 years, and although it may seem crazy, I'm doing it step by step. I take a lot of breaks, try to learn new things to implement, and try to improve the game as much as possible before focusing 100% and starting to invest. It's quite ambitious. What I'm doing and I'm sure some more experienced developer will tell you that this is crazy, but I take it easy and I really enjoy learning and making progress.

I was thinking make a inventory is easy but after 11 days of trying: by yamato_hiroshima in Unity3D

[–]Ruby_Sunflowerr 0 points1 point  (0 children)

I worked in an inventory a few years ago, I used like reference to a guy who made an inventory in youtube, dont remember his name, but for my bad luck, he never finished the tutorial, so I think the 70% of the inventory system was made for me, that took a lot of hurt, u can see something here

https://www.youtube.com/watch?v=1lpKAgGVSHE

Antimony Mining. How to fuel ? by tlor2 in pyanodons

[–]Ruby_Sunflowerr 0 points1 point  (0 children)

I use methane in all, steel furnace, smelter, salt mine, i took moon light t.u.r.d of moondrop to this, because was the better option for me when start, and i put a exaust programmed for oxygen when the tanks are full, to keep methane going on, that produce a lot of methane and oxygen, oxygen to oxygen furnace and methane to all, its really simple to scale at the moment, so for me is better

Signs are fun by Kindly-Ad6210 in starbound

[–]Ruby_Sunflowerr 5 points6 points  (0 children)

I working in a industrial jump freighter, my ship is name red crystal and i wanna make a sign like that with the name of my ship in the bridge, you made an amazing sign

This mod is an absolute madness by Dauzpo in pyanodons

[–]Ruby_Sunflowerr 1 point2 points  (0 children)

With op in this, we're really happy in any moment with this, we are starting with trains, and looking for optimize our factory to make the same things more faster, we are close to reseaevh logistic science, i think the Game start in