1,284 karma · joined February 6, 2012
It was not just a product launch for me. I was, sort-of in a crisis. I had just turned 40 and had dark thoughts about not being young, creative and energetic anymore. The outlook of competing with 20 year old sloptimists in the job market made me really anxious.
Upon seeing people enjoying my little game, even if it's just a few HNers, I found an "I still got it" feeling that pushed me to release on Steam, to good reviews.
It was never about the money, it was about recovering my self confidence. Thank you HN, I will return the favour and be the guy checking the new products you launch. If Show HN is drowning, i will drown with it.
I started making this game several years ago, sporadically, abandoning it for month-long periods, but after posting it here a few times in Show NH I got the encouragement I needed to publish it to itch.io, then to Steam.
This month it crossed the $500/month mark by far, but it was a long road to get it to a state where it can actually be an interesting enough game to make money.
Like a city with only stalin-era and soviet-era buildings. Or something where all the residents live in victorian townhouses.
there is a simulation parameters file that we document openly[1]
it’s a no brainer for me to allow playing with a custom simulation file.
buildings are typescript types with hook-functions, making new ones is quite fun and easy and after adding sandboxing and safety it should be totally doable to plug in custom ones
also, the simulation is a websockets protocol, so the game client can connect to a totally custom simulation
however at this stage data types and names are changing too fast for practical modding
At this point I pushed an early access build to itch.io as soon as possible. It was very incomplete and full of problems.
I changed the alarm clock to 6am and started working for a good 3 hours before work every weekday, this was great to capture my early morning energy which is when I'm the most creative and sharp. Weekends were full-time days. I sacrificed my social life completely (which is what I'm now determined to get back) what I did not sacrifice was sleep.
I released a build every single day during those three months. Some of the time was new content, some of the time was bug fixes, most of the time was both. Shipping every day forced me to slice every task in something that can be managed in a couple of days so I would keep the daily cadence.
I'm fortunate to have my wife help me with art and my good friend Pablo with the soundtrack.
So basically my formula was: 1. Work before the job 2. Sacrifice weekends 3. Sleep well 4. Daily progress 5. Ask for help
After someone suggested here in HN I switched Microlandia[1] from deno-webview[2] to Tauri.
So far, it’s been a pretty good experience in Windows and macOS, of all the bug reports I received, zero are related to Tauri. Only one caveat: For Steam Linux, I had to package the game in electron after spending an entire weekend in library hell trying to get it to work in the Steamworks sniper SDK.
https://www.nytimes.com/2017/07/15/business/lawyers-addictio...
If you are referring to the citizens, yes, at individual level. However for traffic I'm using a sampling rate.
> Also if no job maybe they could try uber/food delivery crappy jobs like that or start their own business.
That's an awesome idea, I added it to my backlog :)
> less money less likely to have kids?
This is mega tricky, because it happens very differently across the world. Yes, can be expensive computationally that's why the city is so small (for now) but as I start to distribute the simulation into many cores, players with high core CPU will be able to choose a bigger city size :) I agree that individual level simulation is what makes it interesting and I plan to keep it like that.
Parking space simulation is coming soon. I feel I will completely miss the point if I leave that out. The idea is to have street parking (with configurable profit for the city) parking lots, and buildings with underground parking, that should conflict, of course, with metro lines.
This weekend I have plans to start playing a lot Subway Builder (https://www.subwaybuilder.com) which I'm really excited about, and maybe get some books on the subject, in order to get it right
how does it work with long papers? will it ever work with small books?
will try it out tomorrow again
last month’s “what are you working on” thread impulsed me to upload this game to itch and 1 month later, i’ve got a small community, lots of feedback and iterations. It brought a whole new life to a project that was on the verge of abandoning.
So, I’m really grateful for this thread. https://explodi.itch.io/microlandia
> Only a crisis—actual or perceived—produces real change. When that crisis occurs, the actions that are taken depend on the ideas that are lying around. That, I believe, is our basic function: to develop alternatives to existing policies, to keep them alive and available until the politically impossible becomes politically inevitable.
I have confirmed that this is true, and a useful mental model to be successful in the world of start-ups, but also describes very well the opportunity seized by certain historic character of 1930s Europe.
Combine these three factors: data brokerage, the use of AI to replace and select jobs, and the political landscape around the right to encryption, and we get a recipe for a future where the word dystopian falls short.
Perhaps it could also be argued that because the resources received by neighbourhoods in Chile are based on the affluence of their residents, it follows that the comunas with more resources are, of course, more important and appreciated. This is because the people who live there are considered more valuable, even though I may be less important in other ways.