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nocoldiz

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A member registered Jan 08, 2025

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Space ship combat is still far in the future but will be like FTL or Save Our Ship mod for Rimworld

Right now no but in future yes!

I'm using MZ3D that is probably the best rpgmaker plugin ever made ahah

The weather system don't involve capitalism and rain will fall on you regardless of your bank account size! Also the surfing minigame, i thinked very hard but these are the only two system i already implemented that don't involve money in some way.

I want the player be able to create religions or factions but it will be more complicated by just reciting passages

My dream is to make an official "Pirate version" in collaboration with a releaser with exclusive content just for the pirate version.

No since she is not a fighter but you will be able to fight Margareth Thatcher.

Yes that was the first thing i implemented when doing the vehicle system ahah each vehicle has his own submap both for land based vehicles and starships. Trucks and RV can also be converted into a mobile base.

Yes you can select from over 600 character busts, and you can override the files to put your custom ones. You can recruit people in the world in your party but I plan to add the option to start with custom party members.

Is on steam now!

You can now wishlist it on Steam!

Early access in minimum 2 years from now, i will release a demo next summer. Is coming on steam soon, i'm waiting for approvation.

Yes i put a more optimistic Q3 2026 for the demo and an undefined date for the full game

Tomorrow or max in two days!

Yes they already contribute to the weather and this is noticiable when travelling across europe where you can see the weather pattern shift to use the local weather

About 6 months, but i developed the world and characters two years before for another game project made in unreal that shares the same universe.

Wait until next summer for the demo ahah i'm just six months in on the development

It runs on RPGMaker MZ

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It's not just look up just how a bird's immune system works: the game needs to model every imaginable system present on Earth, from tire tension of monster trucks to the effect of moon rays in the navigation of moths, based on moon position in the sky and lunar phases. The AI is making every possible submodel with a common schema defined so that it can interact with all compatible submodels by sharing data and state infos.

My job is to organize all this obscene mass of metadata into a coherent procedural world, and this can be done just by hand and by a human since the context how the whole code exceed what AI can store in memory withouth crapping herself: the clanker's job is to make in a hour a model that will take weeks of study and manual coding, and every bits of code written by AI is double checked and corrected by hand. 

Just another example: in the multiverse view, when zooming out at the maximum level, i've added for some eye-candy some  four-dimensional hypercubes mapped in 2D, i have absolutely no idea or time how to learn how to model four dimensional objects in javascript and i will never do in two lifetimes, but the AI wrote a method do draw a procedural xray tesseract in like 30 seconds.

It's more like a The Sims approach to sex so nothing graphic will be shown, just the raw cold stats about the intercourse in a very clinical way, it will made to also reflect the in-universe utilitarian approach to sex: over 2 billion people died during the Y2K event and the various superpower are desperate to repopulate Earth, so romance is basically extinct and probably the rarest treasure to find in the dungeon.

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Procedural caves will be carved into the heightmap baseed on biomes, so more like how rimworld handles them. Structures like dungeon and cities will be placed according to the heightmap on different height levels, while handcrafted caves and dungeons will be accessed with a teleport in a separated map

I plan to release the demo next summer and final release in minimum two years, also i plan to continue updating the game after release.

The version of pixi.js i'm using should still support Windows 7 but i need to test it.

It runs on RPGMaker MZ engine but i used a lot of javascript and Node.js trickery to make this work.

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I used AI for modeling and debug the most complex subsystems: for example i have no idea how a immune system of a bird works in detail but the AI does i can manage this on an high level by connecting the outputs and inputs of the various subsystems, i come from a 10+ year coding experience so i know what i'm doing ahaha is not just mindless vibe coding.

It's purely a time based problem: making all the complex and intricated economic, physics, chemical and biological simulations that use real world science will take me as a solo developer years of study and several university degrees, time i would rater spend making this game :D So on a high level scale i just need to know IF a subsystem works and provide the correct input and outputs to the rest of the simulation, the implementation details are not that important.

Game translation will be done manually in both english and italian and it uses a lot of slang, technobabble and neologisms that the AI just can't do, i don't plan to use it to translate it to other languages since i don't speak them and i can't verify if the translation is correct, but i leave them to any native speaker who want to translate it!

All the placeholder dataset of items and spells are being slowly implemented and rebalanced manually one by one, at the end of the two year developement cycle basically no AI generated data structure will go untouched. 

Also no AI graphical or musical asset is or will be used, AI usage is limited just for code and DB and all the code will be made public on release if anybody want to reuse the subsystems.

The entire clip is sped up at same velocity to make it fit with the song segment ahah the entire system is smooth except for the zoomed out galaxy view: there it lags like hell especially when having in view multiple galaxy arms. To fix this i'm clustering multiple single stars together into a single glow when zooming out but requires manual calibration for different types and shapes of galaxies.

Yes it will be in english and italian, with custom language support if anybody wants to make translations