The Humble Beginning

 The project I've been waiting so long finally has begun. It's Escape Velocity, my first independant game.


I've been doing a lot of coding stuff but they always fell short. Most of them didn't even make to the final version that I was satisfied of.

My first coding experience was a Minecraft mod that I called Biotecraft. It involved using biotech in Minecraft that apparently nobody tried before. It's been a long time since so I don't have any piece of it left but I remember making semi-realistic selective breeding feature complete with gaussian distribution. I also made a energy system made of blood vessel and machines made from mob materials that uses sugar as energy source. There were a lot of complications about this one. The Minecraft Forge that I used to make the mod was moving from using interfaces to using dependency injection which is not very easy to understand for beginners. But I chugged along, frantically searching what does this even do. Eventually I made some machines and pipe that could connect to any block that can use or generate energy. I even made it so it could be blocked from connecting to a particular direction by right clicking the face of the pipe. But that was about it. I couldn't figure out how to move the energy fast through the pipe. I looked up a lot of mods' source code but every mod used a complex energy network system that I couldn't just understand. Frankly, I don't think I can understand it now either. And it didn't help that Minecraft Forge didn't have much documentation and was constantly updated because the base game was updated frequently. So I just let it slide and abandoned it.

After a few years, I stumbled upon Terraria mods. I had a lot of fun with them but it was not enough. At first, I made a very simple mod called Faster Start. It just gives better starting items so the players don't have to grind early game where it is really tedious to walk around.

I then made a mod called Potion Charms that adds charms that grant potions effects indefinitely. This is the first mod that uses the "right click to insert" method that I use for later ones too.

The third and most successful mod is Upgraded Accessories. It currently has almost 400k downloads and is 73rd most downloaded mod on the mod browser.

My next mod was creatively called Useful Items. It adds a lot of items that skips time consuming grind like fishing. My next 2 mods were Chaos RPG and Equivalent Exchange that are mediocre at best.

My next another successful mod is Useful NPCs. It adds various NPCs that sells rare or annoying-to-get items. Most of the items cost way more than default value to make them somewhat balanced. It currently has about 220k downloads and is 132nd most downloaded mod on the mod browser.

I made some other mods like Autotools that absorbed the Potions Charms and Useful Items' contents and added some more, Fallen Angel that is a experimental mod that adds scaling additional attacks, Tale of Ascension that is the expanded version of the Fallen Angel, Item Frame and Weapon Rack Fixer that just does what the name suggests, and Grave Bell that adds a conditional revival item.


Anyway, that was my past adventures. While it is important to remember and learn from the past, it is already long gone.

To elaborate more about the Escape Velocity: It is going to be a minigame compilation with some cute story. The basic gist is the robots are going around the planets in the solar system gathering various resources. Each planet will have different minigame and short story. It's 2D game made with Unity. I thought about using Godot but it just looks like Unity but more user unfriendly. I think being user unfriendly is the destiny for open source projects. And Engine specific python-like language is the real killer. I don't want to be trapped by the Engine specific language especially when it is a lot like python. Godot does support C# and C++ but it is still in alpha stage and I don't want to risk anything breaking while I'm making something.

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