Mindustry – Open-Source Game
mindustrygame.github.io
mindustrygame.github.io
We split into four teams, with one providing power, one providing ammo, one building defenses, and the rest just running around trying to help out where we needed it the most.
There was a ton of potential. I had to keep adjusting the difficulty as the match went on to keep us alive and then to finish us off when we were running out of time.
I'd love a multiplayer coop game like this but with the potential to have fifty or a hundred players. Right now the office plays CS:GO once a week, with the settings changed to allow max players, but it still caps at thirty. CS:GO is hard for new employees to get in to so I'd love something where everyone has fun. We also did TF2 for a while, which was better because the newbies could be medics and still feel like they were contributing, but the hard-core player base loved the challenge of CS:GO.
I was commenting on the owners, who restrict freedoms unnecessarily and with consequence even if many people are able to make a happy way through it
This seems like a particularly uncharitable interpretation from the context of the post.
According to the OP, CS:GO is too hard for their new employees to get into, so Eve, which is famous for its brutal learning curve [1], would be a terrible choice for them. After playing it for four years and having created dozens and dozens of notes, I still felt like I understood only 70% of its mechanics.
I play it with my kids (10 and 16) and my father (70) and brother. Everybody finds something to do and everybody has a lot of fun.
One place where Mindustry is clearly better than factorio is the feel of trying to build things quickly. It's very satisfying to lay something down fast. A stumble there is that the keyboard combinations are chorded but not overlap-free. So you hit like 1-3 for one thing and 3-1 for another, which means if you change your mind you can't abort a chord by starting another. Quite frustrating in the moment.
Another "so close to greatness" problem is that the campaign doesn't allow you to trust your friends to run separate parts of the planet. You all have to be on the same map at the same time.
I think this is more of a technical issue, not something the campaign is designed to prevent.
Besides, what would be the fun in playing by yourself on separate maps?
In this case it's more the game design that's questionable (why does stuff behave so differently based on whether or not we are in the map?), but there simply are occasions where you have to check or fix something real quick, and requiring everyone to more or less stand by in those situations is pretty dull.
I also disagree that it can't be fun to work together separately. One person working on getting thorium working while another works on plastanium and then they ship to each other sounds appealing to me.
I also thought that the belt laying automation added in factorio 1.0 (that made it stay in a straight line as you dragged and added undergrounds as needed) was a massive improvement to the game feel.
[1] https://store.steampowered.com/app/1127400/Mindustry/
edit: nevermind it's in there, leaving this comment for others that block 3rd party iframes.
We all stand on the shoulders of giants, almost nothing is really new, we've all seen it somewhere before. Everything is inspired by, iterated on, or grown from something else.
If clones weren't OK, we'd only have one company owning each genre of game. That'd be no fun at all.
Why wouldn't it be acceptable? As long as you don't steal assets you should be free to write any computer program you want.
> Therefore, the systems or processes that make up the core of a game—generally referred to as the “game mechanics”—are not subject to copyright, even though the written rules, game board, card artwork, and other elements—often referred to as the “theme” of the game—may be. Game mechanics can be as simple as “roll dice and move a token along a track,” or far more complex. Regardless of the complexity or originality of a given game’s systems and processes, its game mechanics will likely not be protected by copyright.
[0] https://www.americanbar.org/groups/intellectual_property_law...
The link between Veloreon and Cube World, for example, seems really shaky to me. I definitely wouldn't call it a "clone" but it definitely fills a niche Cube World left
There's a great free demo online at https://shapez.io/, and since the game is open source, you can technically download and build it yourself to get the full version for free (it's 10 bucks, which is well worth not having to figure out one more JS build process in my free time)
Mindustry the opposite. It’s actually either a tower defense or an RTS (depending on if you’re playing the campaign or against other humans).
In Mindustry campaign, waves are timed and if you don’t pause, you’re going to be building frantically trying to keep up with the increasing difficulty of the upcoming wave as the clock counts down.
Also unlike factorio, space isn’t unlimited. You have to be very efficient to pack as much stuff into the limited space as possible. Enemies aren’t just limited by walls and a boss flying overhead is a force to be feared.
Each sector is its own factory. Once you get far enough along (spoiler alert?), your older sectors will start getting attacked by enemies again (much more powerful ones). A lot of locations are lacking some resources necessary to create top tier weapons, so defending these means managing how you send these resources to them from other sectors.
Then as you get that worked out, five sectors all get attacked at once. You try as hard as you can, but the more you build, the more they attack. Then the conveyor break and it’s publishers clearing house day!!!
It sounds like in Mindustry, taking out camps to prevent an attack doesn't work?
On the other hand, building very compact comes naturally to me. My Factorio journey had been mostly about learning to use more space so the factory stays scalable when it needs to grow. But I'm very bad at that; everything eventually turns back into super cramped space-efficient spaghetti.
No, it's a more traditional tower defence format where there are set waves that spawn on a timer, there's nothing you can do except build defences to kill the enemies that spawn
There are some maps that require you to invade the enemy base too, but they also spawn invading enemies and those bases have defense towers like yours does, so you aren't just going to walk in and deal with it.
https://web.archive.org/web/20171021012424/http://www.minecr...
My point is to not be dismissive of new things. There is likely missing context.
I think this one's a bias in your ingress filters rather than their intention
So far that’s only happened for Factorio, but Mindustry is a good contender.
My productivity karma was trending up this week. Was.
Yes you can code in mindustry!
What's your view on it?
Obviously it's less legitimate if you rugpull access to the existing base game or if your original OS project marketed itself as being always free everywhere...
As long as the game is freely available to fulfill copyright license clauses, I don’t think people would mind.
Steam makes it easier for people to keep updated and allows them to support the creator. People who can’t afford that can still download independently.
This seems like a win for everyone.
Plenty of copies of games get charged for by people with no connection to them at all. Asking for a non-required purchase as the creator of software shouldn't feel weird.
Plus you'll be providing and updating the Steam release de facto providing nominal support. That's not free.
> you own any IP not covered by copyright
How does this actually work? Game has a MIT license. I thought that meant that the brand and the art was also under MIT. I'm clueless about this stuff btw.
However, even if that wasn't the case i think it would be fine. If I contribute to a BSD licensed project, i shouldn't be mad if someone ends up selling my code.
So as long as the license permits it, I think it's generally fine. Otherwise, what's the point of the license?
Think Dwarf Fortress, but your source code is open and always free.
Personally, I started playing Mindustry using the free version. I enjoyed it and started playing it with a friend. Keeping my version up to date was _just_ annoying enough that throwing the developer $6 (USD) to not start each game session with 20 minutes of fiddling with software versions was worth it. I really liked that it's free and open source AND I really appreciated the easier to use option once I decided that I like this particular game.
So giving people the option (free & manual, or token payment and Steam makes my life easier) is actually a really nice, appreciated option for players. Or at least, appreciated by this player :)
Eventually the game mode shifted away from the more tower-defense factory situation into something else I found less fun, and so I bailed.
I am much more afraid of Factorio which seems a lot more open ended, and thus endlessly (ha) addictive
I might pick it up again when v7 has matured a bit, but I'm happy to have more time to spend on life (and work)
The endless part is that launching the rocket is a necessary step for acquiring the endgame science pack, which unlocks the handful of endless research tracks. From that point on the entire game is focused on improving efficiency.
Space Exploration mod was a huge change, and I hope the core dev team can temper some of the crazier aspects.
Oh no no no no no, I need to work ....