One of my ideas is that you could have these complicated chemistries between different types of particles. For example: There's a setup with some liquid that gets poured on another liquid, and they react; one of them turns to water, say, and the other into the product you want. Well, you don't want the water (maybe you could add a liquid diffusion thing between liquids that can mix so they can't be easily separated). So you'd have to boil off the water (let's say the product's boiling point is higher than water), you'd have to build a container to boil it in, and you'd need a heat source... And you can see that just with a little more complexity, you could have people building these sprawling alchemical plants to produce the exotic substances they need. You don't have to listen to my ideas; it's your game, and I probably wouldn't have the patience to make what you have already.
This is seriously cool, I've always found simulation games like these really interesting, but I like that you added temperature-based interactions for a more unique take on it
wxsand did that years ago, modding was basically writing stochastic automata transition tables, it was quite cool and the mods for it provided literally months of entertainment. Good to see that it is coming back :D
So cool! The video where the Noita dev talks about how the game works is one of my favorite game dev videos- it's fun to see your take on how to do a "falling sand" game as well.
one of the coolest projects i've seen in a while, the rasterization fix is insanely cool and the random noise fluctuations for the different biomes is genius. great work! Would love to see what this becomes in the future!
Now, i really hate backseat devving, but my hope is that the playable character's moveset is much more meelee-based than in Noita. I wonder what it would feel like to cut through barricades by swinging a physicl axe instead of just pointing and clicking at it. I can practically already hear the Whap-Clunk sounds.
One improvement you could make is simplifying the collision meshes for the terrain. Instead of exact, boxy lines, approximate the overall shape. You can find an example of this in videos about the Falling Everything engine.
I think you are refering the stuttering of the movement of the character? This is just a shortcoming of the character controller. This will get reworked soon.
The solution I have initially tested for rigid bodies is called "three shear rotation" it's an old technique but preserves all pixel information. Haven't tested the performance but it might be promising for an engine like this. It's not how Noita does it (need to implement that and eventually compare performance). If you'd like some code, I'm willing to share.
That's fantastic game idea and design!!! Well, what do you think about idea with randomaly generated enemies that use certain templates for ex. Beetle+ skeleton design making skeleton with bug like head, random color pallete and powers? Then enemies would spawn deep underground and player could use surrounding materials to damage it? Or store them in wand or some kind of bottles to use them? The enemies also can create a lot of elemental projectiles, vomit with lava, shoot gas etc... Would be cool imo to just find some random foes underground...
I would love if you could explain more about how you integrated the rigid body physics with the sand simulation. Do you run a step of the physics, then manually move every relevant pixel by how much that pixel moved in the rigid body? What if the simulation made it fall, such as if there were sand in a rigid body, would it fall but continue to rotate whenever the main body rotates?
You are mostly correct, Unity has a Physics2D.Simulate method, that evauluates exactly one phyiscs step. Rigidbody simulation in the sand simulation is a multi step process. I start by adding all texture pixels into a local buffer, put this buffer into the sand simulation, simulate the step, update my buffer, recalculate movement and rotation of the rigidbody update the buffer again but considering all pixel simulation changes and then I put everything back into the pixel simulation. There are also a lot of edge cases, which is why this part of my code is very messy right now :) Ideally particles such as sand or liquids would get pushed away in some with some form of particle effect and be added back to the sand simulation as soon as they collide with something. But its tricky to get right. At this moment, there is only a very basics version of this in place.
I guess you could make a game out of this. The target could be, to reach a certain point on the map with limited resources. And you would have to puzzle your way to the solution. E g. Make a hole somewhere to let sand fall trough it, let wood burn, cause an explosion or other things to clear a path to your target. I guess you would have to create the word by hand to achieve this since a generated world would lead to random difficulty (up to impossible).
Looks great, as far as I understand, in terms of temperature, you have a more advanced simulation? It's just that I didn't really observe the presence of temperature in Noita, but there is clearly one here. How do you like the idea of making a chemical puzzle with magic, where there will be an emphasis on solving puzzles, and not on killing everything in a row and riddles that sober people will not always be able to answer.
can confirm there is temperature in Noita, bring water to the lava lake on the right of the first Biome "Caves" and pour the water in a hole nearby and the water will begin to evaporate.
Launched it on linux through proton and it worked fine, was only at 16 fps once i started generating a world but my pc is ancient and i didn't customize any wine settings. cool game. temperature interactions are cool as heck but will need some serious optimization to not eat all the frames (dwarf fortress taught me that)
@@Zicore47 A dying Nvidia 980 i got for free out of the trash and an intel I3-9100F. 8 gigs of ram. pretty sure that if i did mess with wine settings it wouldn't lag as much (i literally just ran in out of the box, and it worked) but i always stole other peoples configs and i can't do that there.
Based on your little boxes around "active" pixels, it appears that you're only processing the pixels that have an opportunity to change their state in some way? Basically anything touching air or a pixel it can interact with?
Yes exactly I check all pixels if they need to be updated the next frame. E.g. when heat needs to be exchanged or a pixel falls etc. Also neighboring pixels are notified when the current pixel needs to be updated.
One of my ideas is that you could have these complicated chemistries between different types of particles. For example: There's a setup with some liquid that gets poured on another liquid, and they react; one of them turns to water, say, and the other into the product you want. Well, you don't want the water (maybe you could add a liquid diffusion thing between liquids that can mix so they can't be easily separated). So you'd have to boil off the water (let's say the product's boiling point is higher than water), you'd have to build a container to boil it in, and you'd need a heat source... And you can see that just with a little more complexity, you could have people building these sprawling alchemical plants to produce the exotic substances they need. You don't have to listen to my ideas; it's your game, and I probably wouldn't have the patience to make what you have already.
This is seriously cool, I've always found simulation games like these really interesting, but I like that you added temperature-based interactions for a more unique take on it
wxsand did that years ago, modding was basically writing stochastic automata transition tables, it was quite cool and the mods for it provided literally months of entertainment.
Good to see that it is coming back :D
So cool! The video where the Noita dev talks about how the game works is one of my favorite game dev videos- it's fun to see your take on how to do a "falling sand" game as well.
one of the coolest projects i've seen in a while, the rasterization fix is insanely cool and the random noise fluctuations for the different biomes is genius. great work! Would love to see what this becomes in the future!
:O cant wait to see more development on this!
also the temperature system is really cool!
thanks so much for talking about the rasterization for entity rotation. ive been trying some bitmap rotation algo but its all a bit difficult lol
Easily one of the coolest things I've seen in a while, definitely looking forward to seeing anything more you do with this project
you're making me nostalgic with the sand game :D Love the project and wish you the best for the future!
THIS IS AMAZING!!! keep it up!!!!!
Always nice to see indie devs making cool things! Going to be very interesting to see how this turns out :D
this looks awesome
Now, i really hate backseat devving, but my hope is that the playable character's moveset is much more meelee-based than in Noita. I wonder what it would feel like to cut through barricades by swinging a physicl axe instead of just pointing and clicking at it. I can practically already hear the Whap-Clunk sounds.
One improvement you could make is simplifying the collision meshes for the terrain. Instead of exact, boxy lines, approximate the overall shape. You can find an example of this in videos about the Falling Everything engine.
I think you are refering the stuttering of the movement of the character? This is just a shortcoming of the character controller. This will get reworked soon.
Man this project is amazing ;) I hope you keep the grind you're awesome :D
subbed, you deserve a lot more recognition
Wow, Just looking at it makes me want to play, good luck with your project
Epic, I like the idea behind an infinite pixel simulation game. Also, those are some pretty cool textures. Have a nice day!
That's great, I really like what you are doing!
this is awesome, i hope more people see this
The solution I have initially tested for rigid bodies is called "three shear rotation" it's an old technique but preserves all pixel information. Haven't tested the performance but it might be promising for an engine like this. It's not how Noita does it (need to implement that and eventually compare performance). If you'd like some code, I'm willing to share.
Sure feel free to join the discord.
Super cool
This is aweseom!!!
what the heck, this is amazing work
amazing!
Idk what to say, but this is really cool so here’s a comment so the algorithm likes the video
Here before this vid goes viral!
That's fantastic game idea and design!!! Well, what do you think about idea with randomaly generated enemies that use certain templates for ex. Beetle+ skeleton design making skeleton with bug like head, random color pallete and powers? Then enemies would spawn deep underground and player could use surrounding materials to damage it? Or store them in wand or some kind of bottles to use them? The enemies also can create a lot of elemental projectiles, vomit with lava, shoot gas etc... Would be cool imo to just find some random foes underground...
You know, I mean like weaponless combat but elemental combat, maybe even enemies that are made from different elements? What do you think?
pretty cool!
Awsome!
I would love if you could explain more about how you integrated the rigid body physics with the sand simulation. Do you run a step of the physics, then manually move every relevant pixel by how much that pixel moved in the rigid body? What if the simulation made it fall, such as if there were sand in a rigid body, would it fall but continue to rotate whenever the main body rotates?
You are mostly correct, Unity has a Physics2D.Simulate method, that evauluates exactly one phyiscs step. Rigidbody simulation in the sand simulation is a multi step process. I start by adding all texture pixels into a local buffer, put this buffer into the sand simulation, simulate the step, update my buffer, recalculate movement and rotation of the rigidbody update the buffer again but considering all pixel simulation changes and then I put everything back into the pixel simulation. There are also a lot of edge cases, which is why this part of my code is very messy right now :)
Ideally particles such as sand or liquids would get pushed away in some with some form of particle effect and be added back to the sand simulation as soon as they collide with something. But its tricky to get right. At this moment, there is only a very basics version of this in place.
I guess you could make a game out of this.
The target could be, to reach a certain point on the map with limited resources. And you would have to puzzle your way to the solution. E g. Make a hole somewhere to let sand fall trough it, let wood burn, cause an explosion or other things to clear a path to your target. I guess you would have to create the word by hand to achieve this since a generated world would lead to random difficulty (up to impossible).
Looks great, as far as I understand, in terms of temperature, you have a more advanced simulation? It's just that I didn't really observe the presence of temperature in Noita, but there is clearly one here.
How do you like the idea of making a chemical puzzle with magic, where there will be an emphasis on solving puzzles, and not on killing everything in a row and riddles that sober people will not always be able to answer.
can confirm there is temperature in Noita, bring water to the lava lake on the right of the first Biome "Caves" and pour the water in a hole nearby and the water will begin to evaporate.
Launched it on linux through proton and it worked fine, was only at 16 fps once i started generating a world but my pc is ancient and i didn't customize any wine settings. cool game. temperature interactions are cool as heck but will need some serious optimization to not eat all the frames (dwarf fortress taught me that)
Oh cool that you got it running on linux. Would you mind sharing your PCs specs?
@@Zicore47 A dying Nvidia 980 i got for free out of the trash and an intel I3-9100F. 8 gigs of ram.
pretty sure that if i did mess with wine settings it wouldn't lag as much (i literally just ran in out of the box, and it worked) but i always stole other peoples configs and i can't do that there.
Without pressure simulation, like in The Powder Toy, fire and explosions look kinda ugly. You really should look into adding it.
Excellent work, keep it up!
Do you have plans to open source this game btw?
Huh, is this made in unreal?
It looks really nice
I was going to ask if it was inspired by Noita but you beat me to it in the first 30 seconds lol
Thanks, this is done in Unity. You made the Apotheosis mod for Noita right? Also awesome work!
That I did, thankyou!
I'm hoping to move into proper game development now that it's more or less finished
Any updates?
Kinda looks like notia
Yeah just looks like an alpha build of Noita to me
Hey, is your unity clipmap implementation available anywhere? That's some next level stuff!
Super cool... But isn't it "uranium" in English?
Are you still working on this
Just do a mod for Noita no?
Based on your little boxes around "active" pixels, it appears that you're only processing the pixels that have an opportunity to change their state in some way? Basically anything touching air or a pixel it can interact with?
Yes exactly I check all pixels if they need to be updated the next frame. E.g. when heat needs to be exchanged or a pixel falls etc. Also neighboring pixels are notified when the current pixel needs to be updated.
can i look into the source code?
ive been trying to make something like this for so long, but im too incompetent i guess and wanted to learn more
miss playing that game when i was like 13