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RE: My Interview With @churdtzu About My MMOG by dwinblood

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· @dwinblood ·
$0.27
I didn't realize you were a fellow game developer.   That is actually where I spend the majority of my time when I am not working in my job as a senior network engineer.   In fact I was doing pretty well and getting my first title ready for release on Steam.  (6th version of the code)   Then I discovered this thing called Steemit and my productivity became almost ZERO.   I know it is just a blip though and I will readjust to life with STEEMIT as a balanced part of it and get back to where I need to be.   Just haven't found that balance yet.
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@andrarchy · (edited)
Haha, I'm actually not really a gamer! It sounds like you would have far more value to add to this idea than I would!
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@bitbutter ·
Hey @dwinblood what's the name of your project? Is there anything online (devlog) about it yet? I'm developing a game that my colleague and I are about to publish on Steam too. Good to see other game devs here.
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@dwinblood ·
My project is called Wormhole Ventures.    I launched it on Steam Greenlight a couple of years ago now, and had kind of given up on it and then after being there for 570 days I received a note it had been greenlit.   So I have a lot to work to do integrating Steam API stuff I want to use, and I am pushing forward.   Or at least I was until I encountered steemit.   I think I'm starting to find a balance so I expect to be moving forward on the project some more.     The version on the greenlight page is Version 5 of my code.   I've been working on version 6 for quite some time.   Though most of that has been getting my networking working the way I want, building a level editor (internal use only), and things like that.   Plan on having MP which will be similar to the greenlight, but also having a full single player campaign with branching options that will also double as a tutorial.   It is a different enough game that it really needs a tutorial to introduce people to what the purpose is.   :)

I have another far more ambitious project that I WAS hard working on when I received the greenlight notice.  It'll be full 3D and hopefully very cool but will likely be a several year project to release, and potentially could be something I keep adding stuff to for years after that.    

I am doing these two projects in Unity.   I considered switching to Unreal for the bigger project and it could handle it but I already have some great assets, and a lot invested into Unity so it'd likely set me back 6 months or more to switch to Unreal.    They are both good engines, but I know Unity pretty well by now.

http://steamcommunity.com/sharedfiles/filedetails/?id=338504721

What is your project?
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@bitbutter ·
Thanks for the background. Looked through the steam page too, it does look like quite a unique thing, kudos!  And congratulations on the greenlight. I'm also using Unity. The game my colleague and I are making is a [local multiplayer, very slow, abstract racing competition called Chalo Chalo](https://www.youtube.com/watch?v=HoMICBm5aRg). Blog [here](http://chalochalogame.blogspot.nl/).

I'm going to take a look at your blog posts, thanks!
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@dwinblood ·
As to blogging,  I've been blogging about where the idea came from here on steemit.   I've released I believe 4 blog posts.   I haven't historically made it to the greenlight point in history yet, though that will likely be my next post.
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@dwinblood · (edited)
[Nesting limit reached]
Your project looks interesting.   I don't play racing games very often because I suck at them, and people that have far more time to get good at them than I do tend to stomp all over me.    I do love procedural generation though and am definitely familiar with voronoi cells, though I have not coded those.   They do some cool things though so I may have to.  I've messed with perlin noise quite a bit, and I've been known to do quite a few weird voxel side projects.    I love love love procedural stuff.   I think it is critical to making games that we the developers can play and enjoy after we make them.   If we make fixed levels, then we've memorized them likely played them far more than we wanted to during testing, so while it is a game type we WOULD play it ends up being something we don't enjoy playing.   I like procedural techniques because they can eliminate this.   They can make testing a lot more difficult though.    "It did this weird bug"   "what map seed were you using"   "I don't know"  :)
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@virtualgrowth ·
Sounds awesome!  Best to your endeavors!
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