this is such a sick concept! I love automation games, and I love LOVE automation games that include logic programming (logic gates) to enable us to sort of invent our own ways to go about creating self-managing systems. i'm not versed in knowing how to design these types of games, but I always love when games like this empower the player to use and process vital information about various aspects of a component for their own purposes (via outputs that denote different information such as amount of items, speed of operation, empty/not empty, operational/not operational, processing an items/not processing, etc.). My first gripe in any automation game w logic programming is not being able to make my systems aware of certain pieces of information about itself, and thus I cannot implement ways for it to respond to that information. idk how in-depth your going to go with this aspect of the game, but I look forward to the automation aspect bc not alot of games do it in a way that satisfies my minecraft redstone addiction lol.
I love that exact type of thing in automation games as well (redstone, factorio circuit network) so I definitely want to add that in some form. I already have a speaker object implemented that would be used with the logic network. Right now my general idea is having all the basic logic gates, an object to read a data state from another object, and conditional logic for some objects that accepts a signal as input (and wires to transmit all the signals). This is of course a difficult thing to do, so it will likely be later down the line once more gameplay is set in stone, but definitely would love to!
So down with this idea, def. my kinda game. I wonder how well godot will handle the complexity of the state machine given how much factorio can bog down... one way to help offload some of your cpu load would be to possibly instance the dungeons, so their game loop is on a different core, and maybe also allow building machines in dungeons and exporting their goodies above ground. Could make for some fascinating gameplay loops if the dungeon only has a couple exits or multiple.. and you can only route items in and out the entrances... that'd be fun... oh man.
Love the ideas! I'll definitely be running dungeons on different threads for performance. Building machines inside of dungeons could also be an interesting idea, I'll definitely explore that and see if that could work.
I am super excited to follow more of this game. I like the title, and as a huge fan of factorio and forager myself, I can't wait to see where this goes!
Great idea. I've always enjoyed the mix of automation/tech and dungeoning of Minecraft modpacks. This is going to be awesome and I've seen similar game devs making automation games similarly but this is unique! In my own game, I plan to do something similarly but lighter on the rogue like side and heavier on another third aspect like Stardew valley farm care and city revitalizing. 🙂 Best of luck! Liked and subscribed!
i like how you think about multiplayer. back in the minecraft 1.7.3 beta we had people doing different things in one huge base. one went mining, some were builders, one was a farmer and we all had a blast and helped each other. it was always fun splitting off from the group doing your own thing and then coming back, seeing what's changed, bringing your friends gifts.
As someone who's also played a ton of beta minecraft, I know exactly what you mean, and that multifaceted gameplay is one of the biggest reasons I started developing Starground.
This is an awesome idea! I love these types of games. I have always dreamed of making something similar, with automation, resource collection, crafting, and mining, number go up is a good way of saying it. Miners Haven and modded Minecraft automation are super cool.
This video randomly popped up on my feed, and you've got yourself another subscriber! As someone who plays Valheim, Factorio, etc with friends I think you hit the nail on the head with Gameplay Gripes. Looking forward to watching this game develop!
Bro starground is just the game i wanted that game is fire even in demo If i had full game my mind would blow Also make something like bow so you can fight enemies at range
It sounds fun, but... Are you sure you don't get over your head? It sounds like a perfect example of feature-creep. It's okay to have a rough target in mind, but finish one system before implementing another one. I have seen so many people failing at the planning phase because they just wanted everything in their game.
I totally see the concern. It's definitely more of a problem with a game like this with multiple aspects of gameplay competing. I have two very specific avenues I'll be putting time into (automation and roguelite). To avoid feature-creep, I always follow the rule that if it doesn't fit those categories or only serves one singular purpose (especially for automation), then I axe it. I'm aiming to immediately get the core gameplay loops finished and working, so someone can play the game from beginning to "end" as soon as possible, then I can branch out from that strong gameplay foundation and add whatever else it needs for polish. I would try and get just the automation or just the roguelite aspect done first, but the problem that I would run into with that is ending up with balancing issues and trying to link them together in a meaningful way. No one can ever guarantee feature-creep won't become an issue, but I'm aware of how it starts and the negative impact it has, so all I can do is my best.
@@BBGDev I struggled myself with such topics - making some RPG with farming simulator aspects and maybe some zombies, and some survival aspects could fit inside. A social system is unavoidable and maybe some city building? Why not. And suddenly you are in front of a huge wall of systems that doesn't work together that well as you thought. I would recommend building one system, maybe with another system in mind. Godot(especially the implemented scripting) is pretty bad with it. Tutorials usually show you the wrong way of doing such stuff.(like putting everything in a single node with a whole tree of child nodes) I played a lot of godot games lately and basically all of them fall into this trap. If you do it right, you can totally pull this off and i would be happy to see it success. But don't start with all the systems at once - finish one and then implement the next.
This game literally looks like what I want to develop myself. Please could you do a video on how you created the conveyor belts along with their placements please.
The idea is good, you might be able to pull off a forager with GDScript but a factorio godot does not make. I think your main problem here is going to become multiplayer + gdscript + scalability. I've done a fair number of MP game prototypes in godot by now and what I ended on on as my personal solution for these games is always an event based system (I use C#) where I can just transmit events over the network but all events go through the same place. This way they can be synchronized properly and it is easy to track what sends data over the network and what does not. I actually started my own game something like enter the gungeon (first video on my channel) in gdscript and ended up trashing it simply because of scalability problems with GDScript. Since then I tried to remake it in C# but my heart was not in it at that point. Anyway, I wish you the best with your game. I hope you will succeed but I also think it is a very ambitious one man project.
I'm totally aware of the insane optimization Wube puts into Factorio, so I would be a fool to think I would ever get close to that level of scale and polish alone, especially with GDScript being so high-level. I think for this project I'm definitely aiming for a more small scale automation experience (more of an emphasis on tall progression upwards rather than wide), which Godot should handle much better. Definitely still an ambitious project, but it's not my first rodeo, so hopefully I can at least get it decently polished. Regardless I appreciate the encouragement!
Not as of right now, but once the game is a bit more polished, then it will be available on Steam and itch.io (and maybe an early alpha test on the Discord server).
hmm, Factorio
it seems like a combination between mindustry construction and forager in terms of graphics I really like these automation games
Cool video! Great presentation. And awesome game! Good luck!
this is such a sick concept! I love automation games, and I love LOVE automation games that include logic programming (logic gates) to enable us to sort of invent our own ways to go about creating self-managing systems. i'm not versed in knowing how to design these types of games, but I always love when games like this empower the player to use and process vital information about various aspects of a component for their own purposes (via outputs that denote different information such as amount of items, speed of operation, empty/not empty, operational/not operational, processing an items/not processing, etc.). My first gripe in any automation game w logic programming is not being able to make my systems aware of certain pieces of information about itself, and thus I cannot implement ways for it to respond to that information. idk how in-depth your going to go with this aspect of the game, but I look forward to the automation aspect bc not alot of games do it in a way that satisfies my minecraft redstone addiction lol.
I love that exact type of thing in automation games as well (redstone, factorio circuit network) so I definitely want to add that in some form. I already have a speaker object implemented that would be used with the logic network. Right now my general idea is having all the basic logic gates, an object to read a data state from another object, and conditional logic for some objects that accepts a signal as input (and wires to transmit all the signals). This is of course a difficult thing to do, so it will likely be later down the line once more gameplay is set in stone, but definitely would love to!
So down with this idea, def. my kinda game. I wonder how well godot will handle the complexity of the state machine given how much factorio can bog down... one way to help offload some of your cpu load would be to possibly instance the dungeons, so their game loop is on a different core, and maybe also allow building machines in dungeons and exporting their goodies above ground. Could make for some fascinating gameplay loops if the dungeon only has a couple exits or multiple.. and you can only route items in and out the entrances... that'd be fun... oh man.
Love the ideas! I'll definitely be running dungeons on different threads for performance. Building machines inside of dungeons could also be an interesting idea, I'll definitely explore that and see if that could work.
@@BBGDev yeah could pose extra risks that have to be mitigated, ya know like... hey you're drilling rig is pissing off the skeletons again!.
dude your underrated af i just saw this on my fyp and i am hooked ive been looking for a sandbox survival rpg automation devlog for so long
Thanks, glad you enjoyed!
I am super excited to follow more of this game. I like the title, and as a huge fan of factorio and forager myself, I can't wait to see where this goes!
Very nice artstyle. Looking forward to future devlogs!
Great idea. I've always enjoyed the mix of automation/tech and dungeoning of Minecraft modpacks. This is going to be awesome and I've seen similar game devs making automation games similarly but this is unique!
In my own game, I plan to do something similarly but lighter on the rogue like side and heavier on another third aspect like Stardew valley farm care and city revitalizing. 🙂
Best of luck! Liked and subscribed!
i like how you think about multiplayer. back in the minecraft 1.7.3 beta we had people doing different things in one huge base. one went mining, some were builders, one was a farmer and we all had a blast and helped each other. it was always fun splitting off from the group doing your own thing and then coming back, seeing what's changed, bringing your friends gifts.
As someone who's also played a ton of beta minecraft, I know exactly what you mean, and that multifaceted gameplay is one of the biggest reasons I started developing Starground.
@@BBGDev i wish you best of luck in your gamedev future.
This is an awesome idea! I love these types of games. I have always dreamed of making something similar, with automation, resource collection, crafting, and mining, number go up is a good way of saying it. Miners Haven and modded Minecraft automation are super cool.
You seem talented, I am subscribing to you
It's looking so good! I will watch your streams!
damnnnnn looks fire
This game looks sick !
fr
Super cool! Hope to wishlist soon!
good luck sounds like a fun game idea!
This video randomly popped up on my feed, and you've got yourself another subscriber! As someone who plays Valheim, Factorio, etc with friends I think you hit the nail on the head with Gameplay Gripes. Looking forward to watching this game develop!
Ohhh it looks so nice 😍😍😍
This looks very nice! Will be very fun to follow you along your journey >:) Good luck!
It looks amazing!
im excited!! :D
Looks interesting!
Bro starground is just the game i wanted that game is fire even in demo If i had full game my mind would blow
Also make something like bow so you can fight enemies at range
It sounds fun, but... Are you sure you don't get over your head? It sounds like a perfect example of feature-creep. It's okay to have a rough target in mind, but finish one system before implementing another one. I have seen so many people failing at the planning phase because they just wanted everything in their game.
I totally see the concern. It's definitely more of a problem with a game like this with multiple aspects of gameplay competing. I have two very specific avenues I'll be putting time into (automation and roguelite). To avoid feature-creep, I always follow the rule that if it doesn't fit those categories or only serves one singular purpose (especially for automation), then I axe it. I'm aiming to immediately get the core gameplay loops finished and working, so someone can play the game from beginning to "end" as soon as possible, then I can branch out from that strong gameplay foundation and add whatever else it needs for polish. I would try and get just the automation or just the roguelite aspect done first, but the problem that I would run into with that is ending up with balancing issues and trying to link them together in a meaningful way.
No one can ever guarantee feature-creep won't become an issue, but I'm aware of how it starts and the negative impact it has, so all I can do is my best.
@@BBGDev I struggled myself with such topics - making some RPG with farming simulator aspects and maybe some zombies, and some survival aspects could fit inside. A social system is unavoidable and maybe some city building? Why not. And suddenly you are in front of a huge wall of systems that doesn't work together that well as you thought.
I would recommend building one system, maybe with another system in mind. Godot(especially the implemented scripting) is pretty bad with it. Tutorials usually show you the wrong way of doing such stuff.(like putting everything in a single node with a whole tree of child nodes) I played a lot of godot games lately and basically all of them fall into this trap.
If you do it right, you can totally pull this off and i would be happy to see it success. But don't start with all the systems at once - finish one and then implement the next.
Looks fun, I'd play.
Fuck ye so glad i found this so early
I'm also starting out with Godot and I love the genre of game you're making with it. Looking forward to progress :)
Same here! About two months deep. Played the hell out of automation games like Factorio and Satisfactory.
This game literally looks like what I want to develop myself. Please could you do a video on how you created the conveyor belts along with their placements please.
My way of programming things was pretty specific, but I'll definitely consider formulating a tutorial for things like conveyors!
@@BBGDev okay great. That would be amazing
The idea is good, you might be able to pull off a forager with GDScript but a factorio godot does not make. I think your main problem here is going to become multiplayer + gdscript + scalability. I've done a fair number of MP game prototypes in godot by now and what I ended on on as my personal solution for these games is always an event based system (I use C#) where I can just transmit events over the network but all events go through the same place. This way they can be synchronized properly and it is easy to track what sends data over the network and what does not.
I actually started my own game something like enter the gungeon (first video on my channel) in gdscript and ended up trashing it simply because of scalability problems with GDScript. Since then I tried to remake it in C# but my heart was not in it at that point.
Anyway, I wish you the best with your game. I hope you will succeed but I also think it is a very ambitious one man project.
I'm totally aware of the insane optimization Wube puts into Factorio, so I would be a fool to think I would ever get close to that level of scale and polish alone, especially with GDScript being so high-level. I think for this project I'm definitely aiming for a more small scale automation experience (more of an emphasis on tall progression upwards rather than wide), which Godot should handle much better. Definitely still an ambitious project, but it's not my first rodeo, so hopefully I can at least get it decently polished. Regardless I appreciate the encouragement!
is there a demo or way to play?
Not as of right now, but once the game is a bit more polished, then it will be available on Steam and itch.io (and maybe an early alpha test on the Discord server).
Do not undervalue your game.
"It'll never apply to me"
You dont know that, make your game to your standard and players of your game will recognize it.
bro game will basically be a minecraft smp with create modpack installed
I'm sorry, I pirated your game. It's great though. I told a few friends about it and one of them bought it....We even stevens? 🙃
We're all good here 👍
Mindustry 😂