WISHLIST Star Mining Co. on STEAM: store.steampowered.com/app/2584800/Star_Mining_Co/ Is there anything more you'd add to the asteroid generation? Would you like me to go into more depth on any of the techniques I used in this video?
@@ketos8315 sometimes people have ideas that have already been implemented. One can assume that he had a idea, but it was already implemented or He was inspired by that game but forgot to credit, or didn't think it necessary enough for a 3 minute video about making asteroids exciting. Or he had malicious intent to not inform about To The Core, like your comment implies. I like to think that he just had a idea that was already implemented or that he forget/ didn't think necessary enough
Perhaps you could do layers of different materials, along with the cells, kind of like how the minecraft terrain does it's biomes with humidity and temperature
@ketos8315 I've honestly never heard of it until now, it does look similar, but I think my game will end up being very different. I'm making it as a roguelike deckbuilder. I first made a video my game a year ago if you want to check it out (it's unlisted because it ranks pretty high on the cringe-o-metre): ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-hYlWGMbqFLs.html
Love this concept! some ideas: you could make it so the internals of the asteroid are not visible at first, you have to scan the ground and dig, and scanning costs some credits. Would also be fun to place explosive charges that you need to get away when they explode. Or perhaps some minerals are reactive and will detonate when you mine them.
if you add weights to each material, and use that as the probability of that material spawning, combined with voronoi cells, you will get a much more "realistic" ore distribution, where denser materials are typically found deeper, with some outliers here and there. but good job mate, keep it up 💪🏻
Really good idea, I've already got the materials sorted based on durability from when I was doing the layers, so that shouldn't be too difficult to implement! Thanks for the comment!
i think it would be fun to also change the generation a bit based on depth so that the digging tactic changes both based on where you start digging and also based on how deep you've gotten into the asteroid
Asteroids don't have to be boring and round. They can be potato shaped where two different asteroids kind of merged together. Could have multiple cores. Could have barbells. Could have some asteroids that are spinning rapidly which makes them harder to approach from some angles. Could have "veins" of more valuable material to follow.
potential improvement would be to weight the probability of harder materials each cell gets to make it proportional to how close to the centre you are. That would end up with some kind of compromise between this and the original version. Additionally some fog of war type mechanic would probably be nice where you can't immediately see the whole asteroid but this very much depends on how you want the game to play.
Thanks for the suggestions! A few other people mentioned biasing the materials too and I think it's a great idea. I've actually already implemented it, just working on a few more features before I do another update video! I might have to play around with the fog of war and see how it feels 👍 Thanks again for the comment!
I'd honestly not heard of To The Core until it was mentioned in a few other comments. I think it'll end up being pretty different since my game is a roguelike deckbuilding game. I made a video about this about a year ago if you want to learn more about it: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-hYlWGMbqFLs.html
voronoi generation is also exactly how I generate the worlds in my terraria clone. Interesting! I'm gonna have to check out that perlin noise trick for caves in my game, atm they're very boring and sort of buggy.
I've updated the generation a bit since this video (I think I show how I changed it in the next devlog?), what I do now is weight the randomness so materials are more likely to show up in bands, but they still have some randomness. I think the overall effect is quite similar to what you're suggesting! Thanks for the comment!
I'm hoping to get organised and put out some test builds/demos in the not too distant future. Eventually I plan on releasing it on Steam, not sure about the price point at this stage sorry!
@amogus3795 I'll definitely make them bigger in the future! There's also a lot of tweaking to do for the strength of the bombs which should make it more challenging.
I did make a video on it about a year ago: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-hYlWGMbqFLs.html But as a few comments have mentioned, there is another game called "To The Core" that I was unaware about that seems similar.