I think Undecipherable suggestion No.1 actually means 2 features: 1. Natural weathering: Wood becomes rotten, rocks chip off and copper becomes verdigris. 2. The result of these processes is collectable as loot: Mushrooms (possibly poisonous) and worms can be collected from wood, loosened rock can be picked up and verdigris is a pigment.
Cool video. I really like the fact that everything is just made out of ASCII and custom characters, give's it a nice retro vibe. For other ideas to add, how about a chest that can randomly spawn when you enter a new biome for the first time. This chest could contain normal things like stone or wood, but there is a small chance that it also could have some rare items/resources. For example, the chances of a chest spawning when you enter a new biome could be 1/10 and if a chest should spawn, there could be a 1/50 chance that it contains rare items. This would give the player an incentive to explore and discover more biomes.
I'm glad you liked the video and my game, thanks for the suggestion as well, I like it, I'm thinking though how I should go about implementing the ui for the chest, I've decided to use as minimal amounts of ui as possible to keep that retro vibe, maybe when you open chests the items empty themselves onto the neighboring tiles and the chest just disappears, or I could just add a ui to the chest slots. Anyways thanks for suggestion once again and for the comment, I appreciate it.
@@lurple_ Glad you like my suggestion. That sounds like a good Idea for the chest, but I think this behavior (with the items emptying themselves onto the neighboring tiles) would be more fitting when you break a chest. Just opening a chest could be similar to the inventory, with one row showing what items are in the chest and a second row with the amount of said item. To make sure that it doesn't cause confusion with the inventory, you could make it appear on the right side of the screen. This way, people know that the left two rows are the inventory and the right ones are the contents of a chest. Sorry for the late reply, I just noticed the notification.
1. sculpting! It's like crafting, but it doesn't need a UI or crafting recipes! Say that anything colored gray is made of stone. When the player places a rock, let them type ANY character, and that character will be placed down, in gray. So they can place down a "stone sculpture" of each letter in their name to spell out their name. When you pick up a sculpture it turns back into a rock. 2. more ambitious: sculptures that do things! > always pushes to the right ༄ blows away enemies. ᚛ performs logical OR with rocks or pushers ⁋ sends anything that touches it down a line and to the right of the screen. "mods" for this game could be user-defined rules for what different unicode characters do. And there are so many unicode characters, conflicts between mods will be extremely rare. Characters are always evaluated in the order of their unicode ordinal value, so mods don't need to decide which order they apply in. If you want me to play this for hundreds of hours, just let me build doodads that do things. Like with redstone, or in cell machine. When the game has building blocks of logical operations, the objectives create themselves!
That's wow, quite detailed suggestions, you're in luck my friend, because my favorite thing in sandbox games is making some sort of contraptions, so you're definitely in luck, there are going to be some sort of gizmos and doodads that'll make appearances soon in the game. Also since you brought up modding, I just wanna clarify that the game will be totally free and entirely open-source, so anyone can open it right up and do some operations on the code, which should make modding very accessible. I'm sure all the wonderful people in the modding community can come up with much more creative mechanics than me. Thanks for the comment, I appreciate it, also one last thing what do you say I implement some special gizmos and tools which can be used to make little contraptions and mechanisms and you play-test them, just saying, it's totally up to you though, cheers.
i really like the first suggestion, lets you write out text into the world easily, one thing to add tho to prevent accidentally ruining all your text would be instead of automatically picking up the rocks you have to stand above them and press a pickup button! i think its the only way for them to stay there as sculptures while you walk on the same tiles
This is a really cool project! It reminds me of playing dwarf fortress in that alternate mode, the one where you played as a single character. I never figured out how to travel anywhere so I ended up just cutting down trees and doing basic minecraft stuff. I'll be watching this series as it progresses. One critique of the audio: The music gets far louder than your voice at some points, and prevented me from understanding what you were saying. And a game recommendation: Having a character's background be a color could improve the readability of your game. For example, a tree would be a light brown "T" with a darker brown background. Grass could be the opposite, a dark green "g" with a light green background. It might be possible to have darker backgrounds be used to indicate solid objects at a glance.
Thanks for the comment, firstly, I'm happy my project reminded you of dwarf fortress, because it was my main motivation for the game, specifically how the game should looks like. Second I agree with the audio, I have a difficult time mixing my voiceovers and the music well, I have to work on that regard, thanks for pointing it out though I totally agree with you. And third thanks for the suggestion, it's a interesting idea, I'll definitely think into it. Once more thanks for the comment and I'm happy you liked my project.
For the item amount display, if you want players to hold more than 10 items, you could add a second row of numbers below the current row and let the player read the amounts vertically. Also, I would color 0's in black or a really dark grey if the player has no items in that slot for better visual clarity.
Those are pretty good quality of life updates, I especially like the idea of blacking out the 0's that are empty. thanks for the suggestions, I appreciate it,
Great video! One megabyte is still looking pretty roomy. I have a few suggestions. Biome specific resources to collect (maybe sea shells in the ocean, gems in the cave, etc.) and an economy in which you can trade resources with NPCs. I would also suggest custom color palettes, which would be nice both for aesthetics and to allow color blind people to more easily play the game.
Great suggestions, especially the custom color paletts, those can easily be implemented, but it'll definitely make the game much better. Thanks for the comment and I'm happy you enjoyed the video.
Nice video. One suggestion i have is a cliff biome (could just be only one biome variant, or a chance to override previous generation) and possibly a canyon (mabye with a little river inside?)
Thanks for your biome ideas, I don't see why those two aren't possible, I'll definitely try and implement them into the game. Thanks for the comment as well, I appreciate you.
i have two suggestions! you could add an arid wasteland - it would look similar to the original biome, but with sand like the desert where the grass normally is and dirt where the rivers and ponds would be. you could also add more animal diversity - from what i understand, there is only one animal (the wolf) and there could probably be more.
Thanks for adding my suggestion! I think it would be really cool if you were to add unique structures (like houses, randomly generated dungeons, etc.) to each of the biomes. As for the comments you didn't understand, I don't understand the last one, I don't know how I would simplify the first one, but I think that what the person in the second comment meant was that basically different types of tiles should be able to "spread" into the world, for example, water could flow onto the neighboring tiles to make it more dynamic. I would suggest for only water to be able to spread that way, with a chance to evaporate so it doesn't "swallow" the entire screen. The chance to evaporate should probably be lower the more water neighbors each water tile, with eight neighboring water tiles meaning a 0% chance the tile will evaporate. Hope that cleared it up, and I enjoyed the video very much!
Oh yes that did clear some stuff up, thanks for the explanation I appreciate it. That's an interesting suggestion and your one as well (the structures), I'll definitely look into both of them, thanks for the comment and you're welcome.
also, for the first comment you didnt understand (the one about conservation of mass) theyre referring to one of the laws of our universe that states that matter cant be deleted or created! paraphrasing it a little but basically, the example they gave in their comment requires other features into the game such as farming, so ill just give a brief overview of what they meant to hopefully clarify it, if you plant a tree, and you throw rotten food around it, the soil will get rich from the bugs eating the food and pooping around the tree, fueling the tree, giving a sense that the rotten food didnt really go fully onto waste, but this is assuming you want to implement 1: bugs 2: realistic farming with soil stats 3: cooking 4: etc, so basically, even if you were to add this, itd be a feature that would only play part into the game in the very far future, but itd be important to implement it as soon as possible since id imagine itd require some code rewriting and code rewrites are easier while the codebase is small
- Store each "chunk" of the world before entering a new one, that way, the game doesnt regenerate the chunk you were in a moment ago - Use a minify program to make your Javascript files smaller, so that you can add more things while still staying in the 1MB range. - Create save/load functionality. For loading, you could make like a box where you can input a sort of code which represents a certain world state. For saving, you could make a button which either copies the code which represents the world state to your clipboard or display it.
Make the max stack of items be 9, so that there's no overflow in the inventory lines. It would get confusing if you had 9999 wood, and had to guess that the following 0 is related to rocks above one of the 9s belonging to wood. There's many suggestions I thought of, but they're adding complexity where it doesn't need to be. I think the inventory limitation is quite fitting with the idea though. Alternatively, add a third line to count the amount of stacks of 9 you have and the max limit goes up to 81 per slot.
when you switch from a biome to another you should make the generation continuous so that instead of there being a hard wall between the "pages" the rivers would continue and the biomes would transfer smoothly
The biomes have an indescribable HyperRogue feel, so maybe overcoming a challenge to get a tool (not a basic one) from each biome would be cool. Probably not that kind of game. With that in mind a kudzu biome requiring some special way to clear it is a "minimal graphics sim game" classic.
I just had my mind blown by the 3d ASCII graphics, omg!! Is it possible to make the fish look like they're jumping up out of the water occasionally? Or make two ascii block "tall" things? Like have a green square on top of the little brown tree trunks? bonus third suggestion, make some nice wildflowers in different colors :)
I can definitely make the fish jump out of the water occasionally, like onto the neighboring tiles shouldn't be all too difficult. For the second suggestion, I was actually thinking a lot about making things that are multiple tiles long, this one might be a little more difficult, but I'll definitely try to involve it in some way in the game, and for the bonus suggestion sure flowers definitely will add more life to the biomes. Thanks for all the suggestions and the comment, I appreciate it.
I am right now working on my own clone of this, and I want to make it procedurally generate and have layers (so you can press a key to look at things immediately above you and later on also fly and see the world from above, as well as dig down into caves).
Oh nice man, reminds of dwarf fortress the depth I mean, mine is actually inspired by the original version of dwarf fortress, I wish you the best of luck on your project, feel free to share your progress in the comment section if you like. Anyways thanks for the comment, I appreciate it
I'm thinking of adding either health or hunger for now, I'm leaning more towards health for now. Thanks for yet another comment my friend, I appreciate it.
You're amazing my friend, don't worry you can have it on your current pc hopefully soon, the whole open-source package, so you can play or tinker with any of the files, whatever you like. Thanks so much for the comment.
Great video and concept! I think to be not confusing the count under the inventory make it only displays the selected item count not all at the same time.
Oh I actually haven't thought of that, that's a great idea, thanks for the suggestion and the comment, I'll definitely implement your idea into the game.
that makes the game feel claustrophobic. Maybe large but finite patches of fog somewhere far from spawn? eg. 300 blocks away there is a 120x170 blob of fog.
This project is really cool. My laptop would still have a stroke rendering this game lol 😂😂😭 For biomes, I think an archipelago (cluster of small islands) or a beach could be cool. Since you already have sand for deserts and water for oceans y'know?
I'm happy you liked my project, and archipelago sounds cool, thanks for the idea, and also a beach as well, that should be easy enough to add just need to mix the desert and the ocean biomes. Thanks for suggesting your ideas for the biomes, they'll definitely make an appearance in the next video, thanks for the comment as well, I appreciate it.
I can elaborate on my idea, or simplify it. Simpler: make it so nothing is ever destroyed or created from nothing Elaborate: when something is created, like a tree that can be smashed into wood, the floor should be partially drained of the ressources needed by the trees to make that wood. After over-farming an area, these spots should be somewhat barren. By dropping dead enemies, wood scraps and so on, or letting things rot nearby, soil should be replenished. The most basic requirement for this kind of system, would be to keep track of all elements inside the game world, in some way. Not to follow them around, but to ensure that all changes are tracked in a way that makes sure there is no spot, aside from exploration, which may generate new map tiles, where any matter is created, nor destroyed by "despawning" the remnants of any actions or events, like fire or combat. When you chop a tree into a log, saw that log into planks and build a hut, then a campfire, all of the parts of that tree should still exist, in the form of sawdust, splinters, CO2, soot, planks and so on and so forth. Naturally, at a point this becomes computationally... problematic, but the idea is, that instead of merely "despawning", whatever small elements like sawdust or splinters or rotten logs or stumps will "rot" into map values, that either distribute according to where they should have been created, or mapwide random dropping of nutrients that can grow into more trees or other plants.
Oh I understand your idea much clearer now, thank you for elaborating, but I don't think I'll be able to make things so you know detailed at such small scale, I'll give it a try, but no promises. Thanks so much for the comment, and for explaining your idea to me, I'm sorry I couldn't understand it the first time, I'm a little dumb hehe, thanks once again for your comment.
@@lurple_ No problem, and of course these ideas are very advanced, definitely not the best for an excercise in low filesize. One thing I wanted to mention is, that the idea definitely has a low scale version, where instead of all the elements being accurate, they can instead be semi-procedural and interlinked. Like, wood debris being a part of what makes wood wood, which dissolves into preset parts of particulate, gaseous and seeping byproducts, which will cover surface, dissolve into the whole biome and flow into the ground. It could be as simple as linking elements, like with "doodle god" if you remember that one, but in reverse. Complex objects breaking down into base elements, to a point. Tiles could then include values for the presence of these elements in their array, with default states and so on. As for making it simpler/low scale, the elements could be based on simple alchemy, earth, wind, fire, water. Or similar placeholder elements, since the player will probably not be able to make an electron microscope.
I think I understood what the 2nd comment said at 7:27. Basically make more complex shapes for ponds like L, T, or H. It should look something like... GGGTG GGWGG GTWWG TGWWG GGGGTG Nice to be in a video ☺️ Also, it's quite sad to see a great channel to not get alot of subs.
Add more contrast to the game, making the grass and other static objects slightly darker than objects that are more important, like enemies, or other moving things. Making it easier to look and interpret things. (The caves already have a good contrast in my opinion)
Thanks for the suggestion and the comment, I appreciate it. I'm actually working on a menu which let's you use any color palette you want for any of the tiles.
You get it man, I wish I could use more Gorillaz tracks, for now I can only get away with hidden gems, I also wanted to use: Dub Dumb, Gorillaz - Film Music, Hand Clapper and Kid Koala. I'm sure a man of your caliber knows those ones as well, thanks for the comment.
add multiple layers to the world! and random stairs in places so you can go down! and make cave biomes only appear down! and make more cave biomes now that other biomes wont share the same pool as it!
Thise is pretty tempting, cause I quite like stairs, I'll think into our suggestions. Thanks for your idea and the comment, I dearly appreciate it, thank you.
Aww its in JS. I was hoping the game was made in C/C++ with a sub 1MB executable. Then it could've been a cool idea to get it running on a 386 or similarly old system with usually
Nice! Thanks for adding my sugestion and also nice video! btw, do u currently just run into caves in the overworld, than there being a cave layer for the world? this sounds a bit janky tbh. Anyways, next biome will be vilages, since we need more freinds in this world!
Thanks for the biome idea and the comment as well, your idea will definitely be making an appearance in the next video as well. I'm glad you liked the video as well. And yeah the cave being just another biome and not a separate thing was definitely a little strange of a decision.
I'm sorry to hear that, I didn't mean to make it a clickbait title, I've just ran with the "under 1 megabyte" for both of the videos, because it's the whole philosophy behind the game you know. Thanks for the comment, I appreciate it.
Thanks for the suggestion, I quite like that idea actually wow nice, I'll definitely be adding some lava to the cave biome and make it also react to wood and other flammable objects. Thanks for the comment, appreciate it.
@lurple_ i also got another idea just now, how about snakes that are composed of lots of characters (one is the head and the others are the body that trails behind) it might be hard to code but its pretty cool
Man's full of bright ideas hehe, but yeah on a real note that's a great idea as well, actually I've been toying with the idea of things being multiple tiles long, it'll definitely be on the harder side of things to implement, but I'm sure it'll make for a cool feature. Thanks for the comment once again, appreciate twice as much.
Sick video this is so interesting, maybe try adding adding a boss which is far away from spawn (or close) who looks like a spinning donut out of letters *or just add dungeons with loot because thatd be cool*
Oh spinning donut huh, that sounds quite cool, I've been thinking about implementing like enemies or like you said bosses that take up multiple tiles, it definitely sounds like a challenging feature to implement, but I'm sure it'll be worth it. Thanks for the suggestion and the comment, I'm happy you enjoyed the video as well, cheers.
Vertical rivers have been actually on a backburner for a while now, they'll definitely make an appearance in the near future. thank you for the comment.
I don't know if its possible but can it be possible to make the green more transparent ? i never tested your game and its first time watching ! it seems a very cool game but the first thing i noticed was i couldn't find the "P" player o.o Was kinda wondering "wtf ?" But then realise the green was masking the player ... The puddle is amazing (i think its water right? and also fish?) Making the fish for example other shade of blue or maybe yellow as a living creature but non agressive for example
It's definitely possible to make the grass more transparent, but I don't know if it'll help with finding the player quicker, maybe it will. Anyways thanks for the comment and the suggestion, I appreciate it, thank you.
Actually I plan on the game being fully open-source so anyone can access all the files that make up the game, which makes the modding very easy, anyone can basically modify any of the files and add anything they like.
That's totally possible, you can use any font you like with the game, even ones that are entirely populated with sprites and not letters. I decided to use letters as a stylistic choice, I just thought it looked cool, and ofc I from time-to-time I bring in actual sprites (with the fish for example) as well, to spice up the game visually. But ofc, once I release them game it'll be fully open-source, so feel free to use a font that's completely made up of sprites if you like, thanks for the comment.
It's essentially just a div that's holding more divs and in each of those inner divs are the tiles, if you haven't had experience with html, think of divs as elements that hold other elements. I might have misunderstood your question, if you meant how I display the whole game, I use "executioner", which is a simple browser I made in the last video, so if you're curious feel free to check out the previous video. Keep in mind tho the mic quality is drastically worse, thanks for the comment, I hope I was able to answer your question.
Mom: we have a 3d game under 1mb at home
3d game under 1mb at home: 08:05
Remake it in templeOS
You mean holy c
@@bestbuny0078 code it in holy c and run it on temple os
I think Undecipherable suggestion No.1 actually means 2 features:
1. Natural weathering: Wood becomes rotten, rocks chip off and copper becomes verdigris.
2. The result of these processes is collectable as loot: Mushrooms (possibly poisonous) and worms can be collected from wood, loosened rock can be picked up and verdigris is a pigment.
Cool video. I really like the fact that everything is just made out of ASCII and custom characters, give's it a nice retro vibe.
For other ideas to add, how about a chest that can randomly spawn when you enter a new biome for the first time.
This chest could contain normal things like stone or wood, but there is a small chance that it also could have some rare items/resources.
For example, the chances of a chest spawning when you enter a new biome could be 1/10 and if a chest should spawn, there could be a 1/50 chance that it contains rare items.
This would give the player an incentive to explore and discover more biomes.
I'm glad you liked the video and my game, thanks for the suggestion as well, I like it, I'm thinking though how I should go about implementing the ui for the chest, I've decided to use as minimal amounts of ui as possible to keep that retro vibe, maybe when you open chests the items empty themselves onto the neighboring tiles and the chest just disappears, or I could just add a ui to the chest slots.
Anyways thanks for suggestion once again and for the comment, I appreciate it.
@@lurple_ Glad you like my suggestion. That sounds like a good Idea for the chest, but I think this behavior (with the items emptying themselves onto the neighboring tiles) would be more fitting when you break a chest.
Just opening a chest could be similar to the inventory, with one row showing what items are in the chest and a second row with the amount of said item. To make sure that it doesn't cause confusion with the inventory, you could make it appear on the right side of the screen. This way, people know that the left two rows are the inventory and the right ones are the contents of a chest.
Sorry for the late reply, I just noticed the notification.
1. sculpting!
It's like crafting, but it doesn't need a UI or crafting recipes!
Say that anything colored gray is made of stone. When the player places a rock, let them type ANY character, and that character will be placed down, in gray. So they can place down a "stone sculpture" of each letter in their name to spell out their name. When you pick up a sculpture it turns back into a rock.
2. more ambitious: sculptures that do things!
> always pushes to the right
༄ blows away enemies.
᚛ performs logical OR with rocks or pushers
⁋ sends anything that touches it down a line and to the right of the screen.
"mods" for this game could be user-defined rules for what different unicode characters do. And there are so many unicode characters, conflicts between mods will be extremely rare. Characters are always evaluated in the order of their unicode ordinal value, so mods don't need to decide which order they apply in.
If you want me to play this for hundreds of hours, just let me build doodads that do things. Like with redstone, or in cell machine. When the game has building blocks of logical operations, the objectives create themselves!
That's wow, quite detailed suggestions, you're in luck my friend, because my favorite thing in sandbox games is making some sort of contraptions, so you're definitely in luck, there are going to be some sort of gizmos and doodads that'll make appearances soon in the game.
Also since you brought up modding, I just wanna clarify that the game will be totally free and entirely open-source, so anyone can open it right up and do some operations on the code, which should make modding very accessible. I'm sure all the wonderful people in the modding community can come up with much more creative mechanics than me.
Thanks for the comment, I appreciate it, also one last thing what do you say I implement some special gizmos and tools which can be used to make little contraptions and mechanisms and you play-test them, just saying, it's totally up to you though, cheers.
i really like the first suggestion, lets you write out text into the world easily, one thing to add tho to prevent accidentally ruining all your text would be instead of automatically picking up the rocks you have to stand above them and press a pickup button! i think its the only way for them to stay there as sculptures while you walk on the same tiles
This is a really cool project! It reminds me of playing dwarf fortress in that alternate mode, the one where you played as a single character. I never figured out how to travel anywhere so I ended up just cutting down trees and doing basic minecraft stuff. I'll be watching this series as it progresses.
One critique of the audio: The music gets far louder than your voice at some points, and prevented me from understanding what you were saying.
And a game recommendation: Having a character's background be a color could improve the readability of your game. For example, a tree would be a light brown "T" with a darker brown background. Grass could be the opposite, a dark green "g" with a light green background. It might be possible to have darker backgrounds be used to indicate solid objects at a glance.
Thanks for the comment, firstly, I'm happy my project reminded you of dwarf fortress, because it was my main motivation for the game, specifically how the game should looks like.
Second I agree with the audio, I have a difficult time mixing my voiceovers and the music well, I have to work on that regard, thanks for pointing it out though I totally agree with you.
And third thanks for the suggestion, it's a interesting idea, I'll definitely think into it.
Once more thanks for the comment and I'm happy you liked my project.
For the item amount display, if you want players to hold more than 10 items, you could add a second row of numbers below the current row and let the player read the amounts vertically. Also, I would color 0's in black or a really dark grey if the player has no items in that slot for better visual clarity.
Those are pretty good quality of life updates, I especially like the idea of blacking out the 0's that are empty.
thanks for the suggestions, I appreciate it,
Great video! One megabyte is still looking pretty roomy. I have a few suggestions. Biome specific resources to collect (maybe sea shells in the ocean, gems in the cave, etc.) and an economy in which you can trade resources with NPCs.
I would also suggest custom color palettes, which would be nice both for aesthetics and to allow color blind people to more easily play the game.
Great suggestions, especially the custom color paletts, those can easily be implemented, but it'll definitely make the game much better.
Thanks for the comment and I'm happy you enjoyed the video.
Nice video. One suggestion i have is a cliff biome (could just be only one biome variant, or a chance to override previous generation) and possibly a canyon (mabye with a little river inside?)
Thanks for your biome ideas, I don't see why those two aren't possible, I'll definitely try and implement them into the game.
Thanks for the comment as well, I appreciate you.
i have two suggestions!
you could add an arid wasteland - it would look similar to the original biome, but with sand like the desert where the grass normally is and dirt where the rivers and ponds would be.
you could also add more animal diversity - from what i understand, there is only one animal (the wolf) and there could probably be more.
Thanks for adding my suggestion! I think it would be really cool if you were to add unique structures (like houses, randomly generated dungeons, etc.) to each of the biomes. As for the comments you didn't understand, I don't understand the last one, I don't know how I would simplify the first one, but I think that what the person in the second comment meant was that basically different types of tiles should be able to "spread" into the world, for example, water could flow onto the neighboring tiles to make it more dynamic. I would suggest for only water to be able to spread that way, with a chance to evaporate so it doesn't "swallow" the entire screen. The chance to evaporate should probably be lower the more water neighbors each water tile, with eight neighboring water tiles meaning a 0% chance the tile will evaporate. Hope that cleared it up, and I enjoyed the video very much!
Oh yes that did clear some stuff up, thanks for the explanation I appreciate it. That's an interesting suggestion and your one as well (the structures), I'll definitely look into both of them, thanks for the comment and you're welcome.
@@lurple_ No problem, happy to help!
also, for the first comment you didnt understand (the one about conservation of mass) theyre referring to one of the laws of our universe that states that matter cant be deleted or created! paraphrasing it a little but basically, the example they gave in their comment requires other features into the game such as farming, so ill just give a brief overview of what they meant to hopefully clarify it, if you plant a tree, and you throw rotten food around it, the soil will get rich from the bugs eating the food and pooping around the tree, fueling the tree, giving a sense that the rotten food didnt really go fully onto waste, but this is assuming you want to implement 1: bugs 2: realistic farming with soil stats 3: cooking 4: etc, so basically, even if you were to add this, itd be a feature that would only play part into the game in the very far future, but itd be important to implement it as soon as possible since id imagine itd require some code rewriting and code rewrites are easier while the codebase is small
Just wanted to say thank you for adding my suggestion, I love this game, and would love to see a download soon!
You're welcome, I'll be sure to update you guys on any potential releases.
Thanks for the comment.
@@lurple_ Ofc! Good video!
idk how I got here, nor do I have ideas to offer, but im interested in following your project. Great job!
Fair enough.
Thanks for the comment, appreciate it.
5:56 Thanks for including me in the video! I really cant wait to see how the open-world aspect turns out
- Store each "chunk" of the world before entering a new one, that way, the game doesnt regenerate the chunk you were in a moment ago
- Use a minify program to make your Javascript files smaller, so that you can add more things while still staying in the 1MB range.
- Create save/load functionality. For loading, you could make like a box where you can input a sort of code which represents a certain world state. For saving, you could make a button which either copies the code which represents the world state to your clipboard or display it.
Very interesting ideas, thanks I appreciate them.
Thanks for including my in ur video!!! also you should add health and hunger❤
Minecraft, but it's ASCII. :D
Man, that’s super cool! Definitely gonna follow this game.
Make the max stack of items be 9, so that there's no overflow in the inventory lines. It would get confusing if you had 9999 wood, and had to guess that the following 0 is related to rocks above one of the 9s belonging to wood. There's many suggestions I thought of, but they're adding complexity where it doesn't need to be. I think the inventory limitation is quite fitting with the idea though. Alternatively, add a third line to count the amount of stacks of 9 you have and the max limit goes up to 81 per slot.
Can't wait to come back next year and find out you made Dwarf Fortress2
when you switch from a biome to another you should make the generation continuous so that instead of there being a hard wall between the "pages" the rivers would continue and the biomes would transfer smoothly
The biomes have an indescribable HyperRogue feel, so maybe overcoming a challenge to get a tool (not a basic one) from each biome would be cool. Probably not that kind of game.
With that in mind a kudzu biome requiring some special way to clear it is a "minimal graphics sim game" classic.
I just had my mind blown by the 3d ASCII graphics, omg!! Is it possible to make the fish look like they're jumping up out of the water occasionally? Or make two ascii block "tall" things? Like have a green square on top of the little brown tree trunks? bonus third suggestion, make some nice wildflowers in different colors :)
I can definitely make the fish jump out of the water occasionally, like onto the neighboring tiles shouldn't be all too difficult. For the second suggestion, I was actually thinking a lot about making things that are multiple tiles long, this one might be a little more difficult, but I'll definitely try to involve it in some way in the game, and for the bonus suggestion sure flowers definitely will add more life to the biomes.
Thanks for all the suggestions and the comment, I appreciate it.
Igloos and at times snow would be tranquil and nice for the idea.
이글루와 때때로 눈은 고요하고 아이디어에 좋습니다.
this is pretty cool, i await progress with great anticipation!
I promise to not disappoint.
I am right now working on my own clone of this, and I want to make it procedurally generate and have layers (so you can press a key to look at things immediately above you and later on also fly and see the world from above, as well as dig down into caves).
Oh nice man, reminds of dwarf fortress the depth I mean, mine is actually inspired by the original version of dwarf fortress, I wish you the best of luck on your project, feel free to share your progress in the comment section if you like.
Anyways thanks for the comment, I appreciate it
Add hunger.
Just use orange numbers and place them at the top of the screen.
Maybe health aswell?
Use red, maroon, or pink number on top too.
I'm thinking of adding either health or hunger for now, I'm leaning more towards health for now.
Thanks for yet another comment my friend, I appreciate it.
Idea: make the items in the inventory stack to 16 so that the number displayed below the slot can fit in a single hex character.
this is amazing! i wish i had a game like this on my ms-dos pc
You're amazing my friend, don't worry you can have it on your current pc hopefully soon, the whole open-source package, so you can play or tinker with any of the files, whatever you like.
Thanks so much for the comment.
Great video and concept! I think to be not confusing the count under the inventory make it only displays the selected item count not all at the same time.
Oh I actually haven't thought of that, that's a great idea, thanks for the suggestion and the comment, I'll definitely implement your idea into the game.
Now that there are fish, you should add fishing
Of course, only seems natural.
Thanks for the suggestion.
Idea: you could add a “fog of war” effect so that you need to move around a screen to reveal what’s there, unrevealed area would just be black
this is a good idea!
that makes the game feel claustrophobic. Maybe large but finite patches of fog somewhere far from spawn? eg. 300 blocks away there is a 120x170 blob of fog.
@ makes sense, or you could have a spooky biome… idk how it would be spooky
W I LOVED THIS, KEEP IT UP!
This project is really cool. My laptop would still have a stroke rendering this game lol 😂😂😭
For biomes, I think an archipelago (cluster of small islands) or a beach could be cool. Since you already have sand for deserts and water for oceans y'know?
I'm happy you liked my project, and archipelago sounds cool, thanks for the idea, and also a beach as well, that should be easy enough to add just need to mix the desert and the ocean biomes.
Thanks for suggesting your ideas for the biomes, they'll definitely make an appearance in the next video, thanks for the comment as well, I appreciate it.
I can elaborate on my idea, or simplify it.
Simpler: make it so nothing is ever destroyed or created from nothing
Elaborate: when something is created, like a tree that can be smashed into wood, the floor should be partially drained of the ressources needed by the trees to make that wood. After over-farming an area, these spots should be somewhat barren. By dropping dead enemies, wood scraps and so on, or letting things rot nearby, soil should be replenished.
The most basic requirement for this kind of system, would be to keep track of all elements inside the game world, in some way. Not to follow them around, but to ensure that all changes are tracked in a way that makes sure there is no spot, aside from exploration, which may generate new map tiles, where any matter is created, nor destroyed by "despawning" the remnants of any actions or events, like fire or combat.
When you chop a tree into a log, saw that log into planks and build a hut, then a campfire, all of the parts of that tree should still exist, in the form of sawdust, splinters, CO2, soot, planks and so on and so forth.
Naturally, at a point this becomes computationally... problematic, but the idea is, that instead of merely "despawning", whatever small elements like sawdust or splinters or rotten logs or stumps will "rot" into map values, that either distribute according to where they should have been created, or mapwide random dropping of nutrients that can grow into more trees or other plants.
Oh I understand your idea much clearer now, thank you for elaborating, but I don't think I'll be able to make things so you know detailed at such small scale, I'll give it a try, but no promises.
Thanks so much for the comment, and for explaining your idea to me, I'm sorry I couldn't understand it the first time, I'm a little dumb hehe, thanks once again for your comment.
@@lurple_ No problem, and of course these ideas are very advanced, definitely not the best for an excercise in low filesize.
One thing I wanted to mention is, that the idea definitely has a low scale version, where instead of all the elements being accurate, they can instead be semi-procedural and interlinked. Like, wood debris being a part of what makes wood wood, which dissolves into preset parts of particulate, gaseous and seeping byproducts, which will cover surface, dissolve into the whole biome and flow into the ground.
It could be as simple as linking elements, like with "doodle god" if you remember that one, but in reverse. Complex objects breaking down into base elements, to a point.
Tiles could then include values for the presence of these elements in their array, with default states and so on.
As for making it simpler/low scale, the elements could be based on simple alchemy, earth, wind, fire, water. Or similar placeholder elements, since the player will probably not be able to make an electron microscope.
Awesome video, mind blown as usual and I love the su ggestions 🤭
I think I understood what the 2nd comment said at 7:27.
Basically make more complex shapes for ponds like L, T, or H. It should look something like...
GGGTG
GGWGG
GTWWG
TGWWG
GGGGTG
Nice to be in a video ☺️
Also, it's quite sad to see a great channel to not get alot of subs.
i thought he meant that the water would flow to the other cells around the shapes wouldn't be so unnatural
Add more contrast to the game, making the grass and other static objects slightly darker than objects that are more important, like enemies, or other moving things. Making it easier to look and interpret things.
(The caves already have a good contrast in my opinion)
Thanks for the suggestion and the comment, I appreciate it.
I'm actually working on a menu which let's you use any color palette you want for any of the tiles.
You can decide if it is better to keep ground items darker and "walls" brighter and easier to look at because they have more importance in general.
This is so cool!
You can tell this guy has goated music taste with Jet Set Radio and Bomb Rush Cyberfunk tracks and Don Quixote's Christmas Bonanza.
You get it man, I wish I could use more Gorillaz tracks, for now I can only get away with hidden gems, I also wanted to use: Dub Dumb, Gorillaz - Film Music, Hand Clapper and Kid Koala.
I'm sure a man of your caliber knows those ones as well, thanks for the comment.
super underated!!!
add multiple layers to the world! and random stairs in places so you can go down! and make cave biomes only appear down! and make more cave biomes now that other biomes wont share the same pool as it!
Thise is pretty tempting, cause I quite like stairs, I'll think into our suggestions.
Thanks for your idea and the comment, I dearly appreciate it, thank you.
I love the video! ❤
Pretty cool!
Remake it in API like structure so you can allow the creation of a better front end with custom textures like dwarf fortress
I don't know if I'm on the level of Tarn Adams, but I'll try my best.
thanks for the comment.
You probably couldn't keep it under a meg to do full 3D and use AALib to render with, but it would still make for a pretty cool aesthetic for a game.
Yeah maybe I can do a one-off video, exploring 3D with AALib, it really could make for a cool looking game.
Thanks for the comment and the idea.
Aww its in JS. I was hoping the game was made in C/C++ with a sub 1MB executable. Then it could've been a cool idea to get it running on a 386 or similarly old system with usually
Sorry to disappoint.
Thanks for the comment.
Nice! Thanks for adding my sugestion and also nice video! btw, do u currently just run into caves in the overworld, than there being a cave layer for the world? this sounds a bit janky tbh. Anyways, next biome will be vilages, since we need more freinds in this world!
Thanks for the biome idea and the comment as well, your idea will definitely be making an appearance in the next video as well.
I'm glad you liked the video as well.
And yeah the cave being just another biome and not a separate thing was definitely a little strange of a decision.
very cool
About the graphics maybe adding background to blocks with ANSI escape code. Have you tried that?
I actually haven't tried it yet, thanks for the advice and the comment, I appreciate it.
Cool stuff, found it kinda clickbaity to say "under 1 megabyte" and use JS but a cool video nonetheless
I'm sorry to hear that, I didn't mean to make it a clickbait title, I've just ran with the "under 1 megabyte" for both of the videos, because it's the whole philosophy behind the game you know.
Thanks for the comment, I appreciate it.
you should add lava lakes that spawn in the cave biome that turn wood and flammable things into more lava! great game by the way😀
Thanks for the suggestion, I quite like that idea actually wow nice, I'll definitely be adding some lava to the cave biome and make it also react to wood and other flammable objects.
Thanks for the comment, appreciate it.
@lurple_ i also got another idea just now, how about snakes that are composed of lots of characters (one is the head and the others are the body that trails behind) it might be hard to code but its pretty cool
Man's full of bright ideas hehe, but yeah on a real note that's a great idea as well, actually I've been toying with the idea of things being multiple tiles long, it'll definitely be on the harder side of things to implement, but I'm sure it'll make for a cool feature.
Thanks for the comment once again, appreciate twice as much.
Sick video this is so interesting, maybe try adding adding a boss which is far away from spawn (or close) who looks like a spinning donut out of letters *or just add dungeons with loot because thatd be cool*
Oh spinning donut huh, that sounds quite cool, I've been thinking about implementing like enemies or like you said bosses that take up multiple tiles, it definitely sounds like a challenging feature to implement, but I'm sure it'll be worth it.
Thanks for the suggestion and the comment, I'm happy you enjoyed the video as well, cheers.
Looking at my idea its kinda outrageous so maybe add like a health/food bar and sheeps or something instead of this idk
"Spinning donut" lol
make terrain with heights and water that can flow down hills
This one is complicated, but make the camera centered on the player.
wonder how long these series will go on if its only at 40kb now. the fishes are very awesome
Only one way to find out
Vertical rivers?
diagonal rivers even,,,,,
Vertical rivers have been actually on a backburner for a while now, they'll definitely make an appearance in the near future.
thank you for the comment.
Nice video
Thanks
I don't know if its possible but can it be possible to make the green more transparent ? i never tested your game and its first time watching ! it seems a very cool game but the first thing i noticed was i couldn't find the "P" player o.o
Was kinda wondering "wtf ?" But then realise the green was masking the player ...
The puddle is amazing (i think its water right? and also fish?) Making the fish for example other shade of blue or maybe yellow as a living creature but non agressive for example
It's definitely possible to make the grass more transparent, but I don't know if it'll help with finding the player quicker, maybe it will.
Anyways thanks for the comment and the suggestion, I appreciate it, thank you.
Add modding support
Actually I plan on the game being fully open-source so anyone can access all the files that make up the game, which makes the modding very easy, anyone can basically modify any of the files and add anything they like.
Add cact to the desert
hmm there are cactuses already my friend, I'm guessing you meant cactus by cact, I could be wrong tho.
@lurple_ oh yeah I did mean cacti, maybe add some fruit or flower they grow
Health bar
also, idk if this is just me, but the small n looks too much like the small h, i think itd look better without that one pixel on the upper left corner
Good observation, yeah since I'm using a font that I made there's a lot of this small irregulation.
Thanks for the comment.
also i think the r's could be improved, they look too down and wonky, make em like this instead:
█░██
██░░
█░░░
█░░░
@@lurple_ no problem!
if you have custom font then instead of 'G' just draw grass instead of 't' draw tree etc.
That's totally possible, you can use any font you like with the game, even ones that are entirely populated with sprites and not letters. I decided to use letters as a stylistic choice, I just thought it looked cool, and ofc I from time-to-time I bring in actual sprites (with the fish for example) as well, to spice up the game visually.
But ofc, once I release them game it'll be fully open-source, so feel free to use a font that's completely made up of sprites if you like, thanks for the comment.
@@lurple_ Oh open source, that's nice thanks for response.
What did you use to display the tiles?
It's essentially just a div that's holding more divs and in each of those inner divs are the tiles, if you haven't had experience with html, think of divs as elements that hold other elements.
I might have misunderstood your question, if you meant how I display the whole game, I use "executioner", which is a simple browser I made in the last video, so if you're curious feel free to check out the previous video.
Keep in mind tho the mic quality is drastically worse, thanks for the comment, I hope I was able to answer your question.
@@lurple_ thanks!
6:40 That music makes it really hard to make out what you say because your mumbling and the music mix to a steady stream of random noises…
You're right, I'll try to do better at audio mixing and at pronouncing words in the next video.
Thanks for the comment.
what's that song at the end?
It's called "Everybody Jump Around", it's from a game called "Jet Set Radio".
@lurple_ Thank you!
Make crystalized cave
add Renamon
Might be a bit tough to convey with just one letter, but I'll try my best.
Thanks for the comment.
ngl pokemon mod for this game would go hard
could be under 1k if you wrote it in a real programming language (C)
Damn, so many of you like c so much, where're my js lovers.
Hehe anyways thanks for the comment.
wait, are you georgian?
I am, lemme guess you saw me misspell a variable in a Georgian font.
@@lurple_ Hahaaa, you make good content. im subscribing
Thanks for the support man, appreciate you.
btw, community discord server?
Yup I've just made one, hopefully I made it properly, I just made a community post with a link if you would like to join.