**yes, skill page update sounded awesome **
as for goo all i wish for 2 possible options:
1. - goo biome st sov, we pay for sov so we should be able to get it
2. - sustained goo farm
**yes, skill page update sounded awesome **
as for goo all i wish for 2 possible options:
1. - goo biome st sov, we pay for sov so we should be able to get it
2. - sustained goo farm
From what I understood, the update was not ready because they had not found a way to mesh together all the different biomes on one planet with a satisfying result, this would obviously be needed for single player, but I think should come alongside other big updates and signs of more things to come, as otherwise the main universe would be even more sparsely populated. Think it would just lead to more pain if they were to release even part of that update with out a team or further work being close behind, while it seems like a step in the right direction it is hardly enough to pull the masses in…
I have put so much work into my goo farm, but was saving most the pigments till the update came out, have recently had to use some of my white, but its pitiful the amount of spray you get for the work, id be better of selling raw strawberry’s.
I have my own universe and it is dark and void and I enjoy long quiet walks along the cold deep waters. Maybe it needs light, maybe it doesn’t. Maybe it just needs more creepy crawly things that hiss and growl in the shadows…
PS For real though, I haven’t managed anything even as complex as Gokoban (haha yeah, but those last 3 levels…) much less a complete voxel game like Boundless. Once covid finishes I’ll try some more.
PPS Not sure why my LeoSharpless acct got logged out but no idea what his pw is and for some reason this one’s pw does work now so voila. Back on main/oldest acct again, 193 unread posts jeez.
I vaguely remember having this discussion a few years back before James and crew set off for the Larion horizon and left us with Monumental. I posed the question, myself, “has there been a successful publicly run game?” I know more now than I did then, though it’s still an interesting thought experiment.
For the sake of argument, lets assume that Monumental was convinced to do such a thing as making it an open source game and money wasnt an obstacle. Whos in charge of updates? Who does the coing for said updates? Whose ideas would we implement. And how could it be fair? It would have to be almost democratic wouldnt it? Majority rule on decisions?
As i recall the game was in development for a few years, before the early access bits and then that was a couple years before they ran out of development time and had to release the game(thanks squenix collective). Im not entirely sure, but learning the ins and outs of someone else’s code cant be that easy. Especially for a fully realized universe. It was stated that they would need to put together a team and then that team would have to learn the stuff needed to update. Takes time.
The dang Elden Ring DLC took 2+ years to release, and those people already knew the code!
I also think, the offline bit would be the end of the public uni, unless they were connected somehow. And the limit to only PC players would have to go bye bye.
I am also of the opinion that as long as it’s being worked on. I can wait. Just like GTA 6 being postponed til next year is a good thing, them taking their time to do it right would be a good thing.
It’s been radio silence for four years on any development so I would say just enjoy the game for what it is while the lights are on. Not a single bit of news except we are still transferring the game the last two plus years.
about players patience…
you know how many players still waiting for HalfLife3?
they still dont lost hope a 20 years after HL2 release
What ever happened to the that group of players who decided to make a new game entirely with the same premise as this one?
My understanding is the game was put on indefinite hiatus. @DragonTamer was leading the project.
dunning-kruger
In fairness, I don’t think dunning-kruger applies as much in 2025 given advancement in genai. Game development (for smaller scales - I’m not talking about AAA or even AA/indie games but the smaller games being constantly released) has never been easier. Again, not talking about AAA, AA/Indie. A voxel game with procedural generation is 100% doable by a very small team or even solo atm and it wouldn’t take too much time.
I feel making a good game at least requires some artistic skill, but I know what you mean for most the games released, and for something like boundless I think there is enough complexity to make it at least a big undertaking for a novis team. I just felt like it applied from some of the comments they were making on the forums.
All we can do. Star’s reach is in the works and bitcraft is releasing soon as open source. Who knows what the gaming open world landscape will look like in the future.
I wondered what happened with that game.
I do feel a bit bad that Paka donated money towards it.
Endless Voxels: Infinite Horizons
I was a part of that at one point but stepped away. Definitely wouldn’t say it was dunning-kruger.
With the tools today game dev is fairly easy, but making a game that takes off and is popular is hard. I mean look at Banana… that took off and didn’t take a huge amount of development.
A game also doesn’t have to be AAA quality or come from a AAA studio to be good or popular.
When it comes to voxel games, they can be pretty niche and thus why they are never very big unless you count Minecraft which in my eyes is an anomaly in the genre really. I also think since they are so niche it’s also why you don’t see many AAA studios making them.
Yes I guess it depends what you mean by game, or count as successful, I feel we may be operating from different pages…
Usually I try to explain myself but I find people on these forums very sensitive so I will leave it at that.
Cool. I’m not too sensitive so I can elaborate.
Boundless was successful in terms of James creating the game he wanted to create. From a business perspective, in my opinion it failed. It never reached over 1200 “concurrent” players on Steam and the sales from what Sony has said was pretty abysmal and never allowed Sony to recoup their investment.
There is personal success like with Boundless.
There is financial success in terms of profit.
There is social success in terms of making a game that is popular with the masses.
Every once in a while, a game hits all three, Boundless only hit one. In my eyes, that is what I call a niche game.
I’ll just add that I think James (at least when at the pub with a friend) would be the first to say that boundless is nowhere near a finished game, sure you can play it, but i think you know what I mean.
There is personal success like with Boundless. - not sure how you could categorise personal success like with boundless.
There is financial success in terms of profit. - I still see boundless as an unfinished game which was managed poorly, still hold hope for monumental and am far from writing them off.
There is social success in terms of making a game that is popular with the masses. - Strange definition of social success, but i guess it could be a definition of that categorization of success for some.
What i meant in a nutshell is that it is still early days for boundless, its a great foundation but it needs allot of building upon before it can gain any of these successes in my opinion, I don’t hold out for any quick or game-changing updates anytime soon, I’m happy to keep growing my little corner of this game whilst holding out hope that the current devs also see its potential. But I think building such a beautiful foundation of a game, that seems to have drawn in players that see its potential, though lost many players due to being slow to fill its boots. It has not gained any of my categorizations of success in any way yet, other than building a foundation for a potential artistic masterpiece.