Hacker News new | past | comments | ask | show | jobs | submit login
Ace of spades, Minecraft like FPS (rockpapershotgun.com)
118 points by netcrash on April 14, 2011 | hide | past | favorite | 37 comments



Nice to see that Minecraft has seemingly created a new genre of first person world building games.


It's not correct to attribute the voxel game genre to Minecraft. It's just the first game of the genre to reach a considerable level of success.

Minecraft is just one of many games that were directly inspired by the underground hit Infiniminer.


I fondly remember NovaLogic's Comanche series. While it isn't of the 'world building' genre, its voxel engine was very impressive for its time:

http://en.wikipedia.org/wiki/Comanche_series

Also interesting (historically) is 'Rescue on Fractalus'. Not just for its cheesy name, but also due to its reliance on fractals to draw 3D mountain sceneries:

http://en.wikipedia.org/wiki/Rescue_on_Fractalus!

Edit: videos of both games:

http://www.youtube.com/watch?v=Usj17cxSCKs

http://www.youtube.com/watch?v=FbZ-chrOgGg&feature=playe...


Rescue on Fractalus had one of the most genuinely terrifying game moments of my 'career'. I won't spoil it here, but you can probably guess what it was from the wikipedia page.


Indeed! Spoiler alert:

http://www.youtube.com/watch?v=M8opv5u9nf0

First time (as a kid) was shocking...


Actually the one I was talking about is when the pilot actually gets aboard the ship first!


I love NovaLogic's games and their voxel engine, don't they own several patents on voxel engine based games? I think I remember that coming up in a discussion a few years back on why we haven't seen more voxel games prior to this recent slew(besides hardware liking polygons more).


This recent slew aren't technically voxel games. At least not in the sense of NovaLogic's tech - see: http://news.ycombinator.com/item?id=2447057.

(To add to the confusion, this particular game, Ace of Spades, actually is voxel-rendered.)

It is however thought that John Carmack's next engine after the Rage engine may include honest-to-goodness voxel rendering: http://en.wikipedia.org/wiki/Id_Tech_6

Historically, Carmack has had quite a lot of influence on both the hardware and API vendors, so it will be interesting to see if he can spearhead more mainstream movement towards sparse voxel octree rendering: http://youtu.be/THaam5mwIR8


Infiniminer may have been Notch's inspiration, but Minecraft is what created the genre. People making minecraft-like games right now aren't copying Infiniminer, they're copying minecraft.

The iPhone wasn't the first smart-phone, it wasn't even the first touch-screen smart phone, but most people (correctly) give it credit for popularizing the style, and creating a new "genre" for smartphones.


You are using the word created wrong. Infiniminer created the genre; Minecraft popularized the genre.


Why not? If it’s the one that made it popular then it’s the one that created the genre.

Edit: Well, ok, I don't want to put it in such absolute terms. But I do think that Minecraft deserves quite a large chunk of attribution for the genre.


Is Minecraft Voxel? I thought it was real (if blocky) 3D?


Calling Minecraft "voxel" is sure to introduce confusion. The representation of the map is simply a regular 3D grid of block IDs. When we use the exact same type of regular grid to represent 2D maps, we do not call the grid cells "pixels", so I don't think it's very informative to call these "voxels".

Minecraft is also not a voxel renderer. Voxel renderers typically work by casting rays against the grid. Minecraft draws the blocks with rasterized triangles, using a hardware-accelerated 3D API (LWJGL), just like almost every other 3D game.

In other words, there is practically no interesting overlap between what NovaLogic was doing, and what Minecraft does.


It's a 3D approximation of Voxels...


Indeed. I can't wait to see someone building an RTS using this. Imagine how awesome TA would be if you could alter terrain on the fly!


Then you should go and check TA Spring. It has all the good stuff from TA + modern graphics engine + terrain changing mechanics.

I remember this epic duel I played vs 2 other guys (yes my teammate quit) in a castle type map. Since I turtled too heavily for them to break through, eventually they just drowned me by blasting me with arty long enough for map's floor to erode beyond water level.


That sounds cool, but if I play a game I'm usually going for single-player. Does Spring have a useful AI yet?


There are a few, some quite novel, and they're getting better. For example, one of the new ones exploits the computer's ability to individually micro dozens of scouts to repeatedly pwn your mexes at the beginning of the game.


Sorry wouldn't know, I don't care much for AI in RTS games.


FYI: Windows only.


Is this a completely new thing or is it based on Minecraft's engine?


Not based on the Minecraft engine. The Minecraft engine is proprietary and closed-source. Also, it is (according to the developers) a bit of a runny mess, so licensing doesn't make sense either.


That's a shame. I guess this game would progress more quickly if it could leverage Minecraft's engine, since it looks the concept is nearly the same.


Leveraging "a bit of a runny mess" doesn't sound like it would make progress quicker. And, once the voxel rendering is implemented, is there that much more for this game to borrow from Minecraft?


I hope they borrow ambient occlusion. It makes it possible to see the edge of a voxel that's in front of an identically colored voxel, and makes the whole game much easier on the eyes.


Well I was speaking of the rendering engine only, so yes that would be an advantage. A joint effort maybe :) I dunno I'm just thinking out loud.


According to the readme, it's based on an open source engine called Voxlap, created by Ken Silverman (the guy that wrote the Duke3d engine). Here's a link:

http://www.advsys.net/ken/voxlap.htm


Given that Minecraft isn't open source, this is a new thing.


You're right in that this is a new engine, but the fact that minecraft's engine isn't open source doesn't necessarily come into play here. There's closed-source engine licensing happening everywhere.


Jut DL'ed and played for a few minutes. I really like it, but there were issues with lag and general UI responsiveness.

Though very rough, I'm excited about the potential for this one.


So, where is the code?


Actually if you read http://www.rockpapershotgun.com/2011/01/20/proto-minecraft-a... apparently releasing code (unintentionally) is what destroyed Minecraft's inspiration Infiniminer.


Why has this been downvoted? The game is free software, yet the (temporary) homepage has no link to the sources.

This is a most relevant question in a "Hacker News" site.


I haven't heard any mention of this game being free or open source. The software it uses (Voxlap & GenLand) both have permissive non-commercial licenses w/ attribution but are not viral like the GPL.


I stand corrected. I thought I'd read somewhere that it was free software. Maybe I misread "freeware" in TFA.


It's a shame it has no Mac client. :/


I actually play AoS on Snow Leopard using a Wineskin wrapper + ie7 (gross, I know.. but all AoS games are launched from the browser and FF didn't work right for me..)

If you're familiar with wineskin, the process was something like:

1. create new wrapper 2. in advanced settings, launch winetricks and install ie7 (ie8 is always weird/crippled for me) 3. set homepage to http://ace-spades.com 4. in OSX, download the AoS installer MSI 5. Install the MSI from your Wineskin wrapper 6. Set the ie7 bin to be the "start program" for your wrapper 7. Launch the wrapper 8. Click game 9. Profit!




Consider applying for YC's Spring batch! Applications are open till Feb 11.

Guidelines | FAQ | Lists | API | Security | Legal | Apply to YC | Contact

Search: