![]() However, on custom maps, only the specified amount of the resource can be mined before it runs out for that game. In normal story mode maps and daily quest maps, the source patches are infinite. For example, a SCL1-R placed in a source tile with 20 of each resource at 100% resource density, has the same speed of mining the Scalar as in a source tile with 100 Scalar at 100% resource density.įor miners capable of extracting multiple resource types, they can extract any of those Resources from a Source that contains those types and the sequence of resource types mined in a game is determined randomly based on the relative concentrations of each resource available in that source. Note that the concentration of each resource available is NOT taken into consideration into determining miner speed. This speed is then multiplied by the Resource Density of the source. Upgrading the miner increases this speed. When placed, miners first spend 60-80 seconds (upgradable) deploying, then start generating resources.Įach miner has its own maximum speed at which it can mine each type of resource. Miners can be unlocked, the maximum number of each can be upgraded, and the deployment speed can be increased through Research. It might require a commitment to making the game moddable and/or creating an ridiculous amount of asset-art tiles, but it could pay off.Miners can be used to extract resources ( Scalar, Vector, Matrix, Tensor, Infiar) from source tiles. I really think it could corner that little market of RPG Maker fans where Maker is just a bit too much, but Tile Miner would allow you to play and create within the game. In a Multiplayer, players could build their houses, towns and more to look like an amazing little "RPG". You wouldn't be making a game, but you'd be able to build the world. I see it as quite possibly being HUGE appeal to those who get into RPG Maker, because, well, with this, it'd be a builder. I think Tile Miner "could" be a great little niche within a niche with a stronger commitment to old-school RPG graphics and what appealed to old-school RPG players along with the Voxel-builder spirit. I'm sure any new boxxy-pixel-looking Voxel game(and there are many still coming out) might feel it's old-news since they've already played Minecraft, but the market shows it's not. I think it's more a genre than ripping off each other. 7 Days to Die, The Forest, Alone in the Dark, and so on. Just look at the current trend of Horror-survival right here on Steam. I personally know there are a ton of building games out there - many of them voxel-based cubes, but each are an independent, unique game. I'm not a designer myself, but I imagine inspiration can come in any form or flavor just like any media content(movies, books, statues, etc.) If you want to take a gander, it'd be great to know if there's anything in Tile Miner that goes beyond the scope of what's there. If I didn't play HnH before, I'd try it, but now that I have, I just don't want to go around the carousel again: but after looking at this game, I feel like it's "been there, done that". I don't play it anymore because the MMO element makes it so oldtimers often prey on newcomers, and even the developers have an anarchist viewpoint where it just "sucks to be you" if you get screwed early on despite designing an effective private property interface. I just really don't see much to this game which isn't already covered by HnH. Yes, the combat is time based (although the initial engagement is real time, and it often makes the difference). Yes, the interface takes a different camera angle. ![]() Yes, there are other players around, and there are skills to advance. HnH is a sandbox game where you build, craft, and explore. ![]()
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