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(+1)

This is super cool. As someone who uses shader graph and other tools with node editors pretty frequently, it's awesome to see that style of scripting built into a game. The performance of the node editor was great for me.

I agree with others, that the game would benefit from simple scenarios at first before ramping up to a planet-scale (or moon-scale) simulation with an entire fleet of terraformers. I had fun playing around with it, but the learning curve towards making a graph like the one in your screenshot was a little too steep!

I really hope you stick with the node graph concept as a way of programming AI. I love AI-programming games but most of them lack the depth you can achieve with a system like the one you have here.

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Thanks for playing the game! I'm very happy to hear that the performance on your machine was acceptable, since that was a concern of mine (I actually ended up rewriting the graph evaluation such that it processes all Terrabots in a single pass over all possible branches, which seems to have been the key to make it run at a reasonable framerate). At the moment the graph evaluation is still done completely in GD script, but for more complex graphs a port to C# might be necessary.

I already have some ideas for implementing a step-by-step 'campaign' style tutorial, which should be much more manageable without the pressure of a game jam deadline :)