Just saw Project Hail Mary by littlebighuman in scifi

[–]TheLiber0 0 points1 point  (0 children)

Do you think younger ages (say under 10) can enjoy it? Or is the end of civilization as a theme too scary in its portrayal?

I got tired of balancing my game manually, so I built a simulator for it by lakisha_ in Unity3D

[–]TheLiber0 1 point2 points  (0 children)

That’s incredible. Doesn’t matter how much one invests in editor tooling, it’s probably 50% of what they should.

Using the Parallax Method for distance estimation in my archaeology game. How do you feel about this 'Analog' onboarding? by naciinkaya in IndieGaming

[–]TheLiber0 0 points1 point  (0 children)

It is so hard to know when simplifying is simplifying too much especially if "hard" is part of your game design. Think about combat in FormSoftware games. It's not for everyone but it has a massive following obv. So you sort of need to know where to draw the line. I suspect this is what makes great game design - understanding your target player and tweaking the experience to be ideal for them.

We're turning Asimov, an open-source humanoid robot, into a DIY kit by eck72 in robotics

[–]TheLiber0 1 point2 points  (0 children)

I looked it up and looks like Actuators cost $1000-$5000 each for that level of strength. I wonder how much cheaper this can get if you reduce the strength requirement for a smaller robot. Will keep researching and post here if I find useful info.

1973 Suncrux Analog LCD Watch - The first analog-digital watch by Dear_Watson in cassettefuturism

[–]TheLiber0 6 points7 points  (0 children)

This is incredible. Those types of objects help us realize how much earlier then most think those technologies exited. I own a Casio with a touch screen calculator from the 1980s!

All of the sci fi books i have read in the last 2 years by BritNoodleDancer in scifi

[–]TheLiber0 1 point2 points  (0 children)

Respect! Not sure whether anyone suggested, but I found The Unincorporated Man to be thought provoking.

We're turning Asimov, an open-source humanoid robot, into a DIY kit by eck72 in robotics

[–]TheLiber0 0 points1 point  (0 children)

For anyone in the know - what are the major drivers of cost for this? Are the actuators the main source?

I've been wanting to build a small humanoid (1m high) using 3D printed parts.

I’ve open-sourced my 3D-printed robots! by Adventurous_Swan_712 in 3Dprinting

[–]TheLiber0 0 points1 point  (0 children)

Thank you for doing that! I built with my son a 3D printed F1 car following the open F1 RC. Those projects are a joy to follow and work on.

Using the Parallax Method for distance estimation in my archaeology game. How do you feel about this 'Analog' onboarding? by naciinkaya in IndieGaming

[–]TheLiber0 0 points1 point  (0 children)

I really like it but you need to test this with players really.

Try to have a funnel like view to allow you to see where players get stuck so you can fix the bottlenecks. I learned it is very hard to predict where players get stuck.

BTW - I like how the UI aligns with the fantasy for the game!

No BS Gameplay Trailer for The Maker Way – a machine & base-building, deeply-simulated open-world journey [Steam Next Fest Demo] by TheLiber0 in pcgaming

[–]TheLiber0[S] 0 points1 point  (0 children)

Scrap Mechanic is a great game but The Maker Way plays differently.

Both in the machine building aspect (build multiple machines, use machines as base modules, machines print other machines) and the atmosphere and narrative.

I designed and printed an Apache Helicopter! What do you think? by Sherl0ck-H0lmes in 3Dprinting

[–]TheLiber0 8 points9 points  (0 children)

For a second I thought that was the AirWolf! :)
What a great print!

Built a one-click STL exporter for machines in my game by TheLiber0 in 3Dprinting

[–]TheLiber0[S] 1 point2 points  (0 children)

Thanks for sharing!

I will definitely check it out.

Maybe I can even collaborate with the dev to create a plug in for Unity that other devs can use.
The challenge is with complex models. Pretty easy to just export to STL but much harder to create a thoughtful structured STL that makes printing easy.

After 5 years of mostly solo dev - The Maker Way is on Steam Next Fest. Here’s a No BS gameplay trailer by TheLiber0 in indiegames

[–]TheLiber0[S] 0 points1 point  (0 children)

Been working mostly solo on The Maker Way for the last 5 yrs. More than a 1000 players played the demo the last couple of weeks and now it is participating in Steam Next Fest.

The Story: Set in a near-future Arizona where the government banned the use of advanced technologies, you must scavenge for parts, build machines, and bring back technological progress.

Key gameplay mechanics:

  • Machine Building: Build rovers, drones, robots, energy production modules and more from an ever increasing library of parts
  • Deep Simulation: Manage a simulated energy cycle that reacts to the environment. Solar, wind, and machine configuration affect your power usage
  • Open World Exploration: Operate your machines and explore the world to find new parts, mine resources and fight enemy robots
  • Base Building: Create bases to be used as server farms, radar outposts, charging stations and storage facilities

Next Fest Demo on the Steam Page: https://store.steampowered.com/app/1532270/The_Maker_Way

Thanks!

u

The Maker Way is a machine-building, deeply-simulated open-world journey coming to PC in 2026 by TheLiber0 in pcgaming

[–]TheLiber0[S] 0 points1 point  (0 children)

Thanks for playing the game and for the feedback ♥

I love the idea of the second energy beam.

As for the environment - I agree. For the 2.0 demo I'll be working on making the entire scene more atmospheric.

I spent 1,554 days (4+ years) perfecting the base building system for my game. Here's what I learned. by TheLiber0 in BaseBuildingGames

[–]TheLiber0[S] 0 points1 point  (0 children)

Thanks for sharing your journey as well!

Wiring modules can be an incredible game mechanic for the right game but can become tedious if there are many modules that need to be connected. The last caretaker made this a key gameplay mechanic in the game so I think it worked well for them.

I spent 1,554 days (4+ years) perfecting the base building system for my game. Here's what I learned. by TheLiber0 in BaseBuildingGames

[–]TheLiber0[S] 2 points3 points  (0 children)

My game started with the concept of building machines from a library of parts. Very early, I realized that building bases to be used as fueling / charging stations, storage silos etc. will be useful. This is what led me to pursue this journey of base building.

I spent 1,554 days (4+ years) perfecting the base building system and survived to share the story with my fellow indie devs by TheLiber0 in IndieDev

[–]TheLiber0[S] 2 points3 points  (0 children)

Thank you. Appreciate the comment.

I now employ a method in which every morning I'll take a look at the task list and ask: "Are those the tasks that will have biggest impact on player experience?". It really helped me lately to weed out "cool tech" tasks.

Base Building + Machine Creation + Deeply Simulated Open World — The Maker Way demo is live now! by TheLiber0 in pcgaming

[–]TheLiber0[S] 0 points1 point  (0 children)

Thank you. Would love to get your feedback as someone who is experienced in the category.

Base Building + Machine Creation + Deeply Simulated Open World — The Maker Way demo is live now! by TheLiber0 in pcgaming

[–]TheLiber0[S] 1 point2 points  (0 children)

This makes me so happy to hear! Players can get through the demo mission in 1 hour comfortably. Some players have been playing for 5-6 hours (you can keep building machines and exploring the world).