Hello,
I have almost completed my game, called Massive Creek.
It is freeware.
I already published some screenshots and a video with the first song for the game (even the song is made by me!).
I’m working hard to publish a playable version of the game within end of March.
I will try to publish the first video about the game play within the end of this week. Furthermore tomorrow I will publish more detailed info about the first chapter of the game!
I’m a single developer, and I’m doing everything alone (graphics, programming and songs; furthermore I maintain the site, Facebook, and Tweets!).
The game was made with the free version with Unity, but I hope I will gain enough money (donations, Adsense Google, and a sponsor!) to be able to buy a licensed version of Unity Pro, in order to make this game always better and better.
More information at:
Official home page:
http://www.massivecreek.com/home/
Youtube channel:
http://www.youtube.com/user/massivecreek
Twitter:
http://twitter.com/#!/massivecreek
Facebook:
http://www.facebook.com/pages/Massive-Creek/168000596582093
Another cubeworld… guess they’ll pop up like mushrooms now 
Not too much to see at the moment, you should add features and some sort of gameplay.
Video is not very exciting also 
Thank you for comments. Yes it uses cubes, but the concept is quite different from Minecraft 
I know that the people could confuse the games (you are right, cubes like games are arising).
I’m completing a 5 minutes video to show game play, and in the next days I will unveil the concept. My problem is this game can be played as missions or free-roaming also.
I will not manage big landscapes since this is not the idea (I don’t want to make a Minectaft like game).
This game is more based on “missions”, and with the possibility to create your missions also.
Multiplayer will be available later (but I will do that).
There will be the possibility to exchange the maps since, even if every map is procedurally generated (my engine can create buildings, cities, not only raw-terrain, etc…) and the player will be able to modify and save their maps.
In the next days I will supply more info.
Thank you for your comments (a note: video was created to let you listen to the song).
So it’s a bit more like cubelands then? Leepo, the author, also provides some very useful multiplayer networking tutorials for Unity.
You should have a look into this game; it focuses more on the building, multiplayer and community aspect as well… although the missions you speak of is a nice touch.
All of you highlighted the real problems of all the cubes-like games that were created in these months: basically almost every game is a free-roaming game, with limited “targets” and “missions” , but with great capabilities like building and “social-interaction”.
I didn’t want to make another “roblox” or “minecraft” clone (too many clones already exist!), but I think the “cube-game” concept can express its potential even under other aspects.
So I’m creating a game with some different key-features:
- Missions based. You can use build and destroy features to accomplish specific tasks (complete missions)
- You can use free-roaming mode to create your missions (not only to build things, or to simply explore here and there)
- Even if is not visible in the first video, you will be able to build not only cubes but other (more complex) things.
- Massive Creek game engine can build complex scenario, but not limited to mountains and valleys, or caves, etc… The engine can create cities with buildings, futuristic locations,etc…
- Another original thing is every mission can be played not only in a dedicated scenario, but you can choice the scenario where you want to play the mission.
- I use physics engine. So my second step is implementing vehicles and other funny items. It is possible since there are blocks to draw roads, etc… Even if the design mode (create blocks) is easy and not so complex like other games. Minecraft is powerful even if it is easy to place blocks and create items. For Massive Creek this is a key point.
- Multiplayer will be used to create missions together (like a cooperative mission builder!), not as a "social " environment (like Minecraft, like Second life, etc…).
- The game is not a “static” game. I spent a lot of time to create a flexible engine, so now (and in future) I want to use it to create and release missions, new scenario generators, new game modes, etc… (I even planned a turn-based game mode, like “chess” or similar, where you can use the 3D blocks like a chessboard!).
My problem was, at the beginning, we started this game with a group of 3 guys. But in the time, my friends “lost the way”, and now I’m alone. So I was obliged to delay the game release, and I need to make everything alone (3D models, songs, sound FX, programming, game logic and game concept).
I really appreciated your comments, so instead to wait for more time, I will start immediately to update my site in order to better explain (unveil) the game concept, game features, writing a roadmap.
Furthermore I’m working hard to complete a video to let you see some features (and the first game mode: The Explorers!) in detail!
THanks to your suggestions, I decided to publish a preview of the game!
Even if a lot of features are missing, I’m sure this preview is really better than any video 
I hope you will like it, and don’t forget this is only the beginning!
http://www.massivecreek.com/home/MassiveCreek/WebPlayer.html
This game sounds interesting…
Gonna keep my eyes and ears open for more info on this project 
ignore this… it posted my reply twice for some reason 
Thank you! Did you try the preview?
A bit offtopic, but I wonder if it’s possible to do inf size minecraft-like world in unity
The player doesn’t work right. M1 does nothing and M2 removes the cubes and opens some kind of plugin menu.
I’m sorry @2dfxman1 but I need to better explain how the game works. I will put more info in the page tomorrow.
In the meantime I can say the game works well.
First of all, you need to collect some wooden cubes: see on top of the screen the “inventory”, it shows how many cubes you collected.
Use Right-mouse-button to collect cubes (they are eliminated from the game scenario).
When you collected one or more cubes, then…
- press left-mouse-button. Do not hold the mouse button pressed. You will see a ghost-cube semi-transparent. It will help you to place the cube. Use the mouse-wheel to near or go away the ghost-cube. When you are satisfied of the location press left-mouse-button again to place it on the screen.
NOTE: right-mouse-button collect cubes only near to you: you cannot take cubes too far away from your location.
NOTE 2: when you place a cube, you cannot put the cube too far away by you using mouse-wheel (distance is limited).
Hint: put the game in FULL SCREEN mode, else if the mouse pointer goes out Unity plugin, you will get normal browser functionalities instead of game functions.
So as soon as the game starts, press right-mouse-button in Unity player, and choice “Go Full screen”.
Thank you for your comments, I will supply more info in the site as soon as possible 
Meh I was running around without any idea what was going on, then fell into some hole and some balls started teabagging me and pushing me around. Very confusing.
Ok, I take your comment and I will even add more info about the game play. Sorry but, as I said, this is only a preliminary version, so many things are still missing.
Basically you can enjoy (or simply test it) using 2 different game modes.
-
When you start, simply go down then take as many wooden cubes as you want, and raise up on the starting point. In that location the balls cannot hurt you. So you can start to build something using wooden cubes. It is useful to make practice to build, and destroy things. If you know minecraft I can tell you the system to create cubes is more flexible, since you can use the ghost-cube (marker) to decide where you want to put the cube. Furthermore you are not obliged to add a new cube attached to an existing one. You can mmake cubes floating in the air, and in this way you will be able to build things quicker.
-
The second game mode is the mode called “The Explorer” (the real mission). Well, in this mode you need to start goind down and down. Look at the “Level:” (on top of the screen): more you go down more the level decrease (-1, -2, -3, etc…). Decide a level target to reach: for example, the challenge could be the following: go down up to level -20 (or -30 !) and come up on the surface again (starting point). Try to do that without dying. I not yet implemented the check when you are dead, but you can simply read the Health: every time a Robot-Ball hits you, you will loose 5 points of energy (health). Health start to 100, then try to go to level -30 and come up to level 0 without dying (health must be > 0).
I will add even this explanation to the page of the game.
In a next version I will even release the executable file (not only web version), so one can play the game even without internet connection.
Thank you again for your comments and help!
If you have any other comments, info, questions please don’t hesitate to write a post. I’m making a freeware game, I spend so many hours to make it (I have many other ideas to implement in this game!), and I need even your help to make this game better and better!
I just updated the page of the game, and added some information about the game, how it works, and other hints.
I hope it will help the people to be more confortable with the game!
Thank you again for your suggestions!
Furhermore, in the site, now there is a dedicated page to startup the game!
First of all. Congratulations. You’ve put alot of effort and time into this, especially for a solo project.
And take my opinions with a pinch of salt.
People are going to tag this game as a Minecraft rip-off. Or at best, a Minecraft+ attempt. No matter how you spin it. No matter how many other features you add into it. People are going to think first, “Ah another Minecraft rip off”. Sorry. But it’s true. Stop kidding yourself.
Have you actually played Minecraft to any extent? Do you like Minecraft? It seems you’ve completely missed the allure and attraction of Minecraft whilst copying it’s aesthetics and level structure. I think you’ve missed the point
Minecraft isn’t popular because everything looks like cubes. The attraction of Minecraft isn’t that you can move blocks around (although it’s maybe an axiom that the game uses to achieve it’s goals).
You’re game doesn’t feel like a nice place to be, or to explore. It could very well use an infinite level. But I don’t want to explore it. It doesn’t have those intangible qualities that make a game feel good. You could forge ahead and try to find that nugget of goodness. But in my experience, if there isn’t something intangibly good about your prototype. You should ditch it and start afresh.
For example, those tea-bagging spheres. Are they meant to be enemies? They chop away at my health. Yet have no charm or quirks or art-love. Yes Minecraft has enemies. But that doesn’t mean you should make a worse copy of it’s mechanic. Those enemies have their own little quirks. They come out at night. They don’t like fire. Some explode. Most look lonely. Your spheres are just tea-bagging me.
I understand the need for you to defend your game. You should. Everybody cares about their own creations. But I don’t see any redeeming qualities here. (Apart from the time and effort you spent on it. But no-body watches a Movie or reads a book because the creator spent a long time making it.)
If I were you. I would chalk this up as a technical flexing of my muscles and move on to a new project. Maybe something completely off-the-wall and original. Maybe take some things you like from other games. Maybe a mash-up. Maybe a demake. Maybe a game about making awesome sausage sandwiches.
Oh, and http://www.massivecreek.com/home/?page_id=72 ?
Trying to sell out before you’ve made the game could leave potential players with a funny taste in their mouth.
@SkipKickCrash, thank you for your sincere comment.
I partially agree with your analysis. I think the biggest problem of my game is I published it too soon, since I not yet implemented many features, and now Massive Creek is too similar to Minecraft (yes I played it, and I like it very much
)
I have had, in the past (and now!), another big problem: I haven’t any person to make models. I can make models (I’m not a great 3D modeler, but I have experience in modeling also) but I already spend time to make everything. This is the reason, actually, the enemies are so “trivial” 
My target is completing the first chapter (called “The Explorers”), then I will make the second one. When the first chapter will be completed, you will better see the differences between Minecraft and my game. For the second chapter you will see the differences even more.
You don’t like to explore my environment? Good! In fact the target of my game is not free exploring (environment in the first chapter is somewhat “boring”), but the environment is built to play the mission. Just to make a comparison, imagine if I say "I don’t like to explore the environment in the game “F1 2010”! Of course! That environment was not built for exploration, but to make races!
IN Massive Creek the “free roaming” is mainly used as a “full immersion editor”: create your custom scenario and play the mission. This is the scope.
I’m sure you and other people missed the focus of the game since I published it too soon (missing some key-features).
Give me some credits (not money, but a chance): follow the progress of my game until it will be finished then, I hope, the real “spirit” of the game will come out.
A last thing: can you help me to make a nice model to replace the ugly Robot-sphere I included in the game?!
Can someone make me this gift? A nice, low-poly, enemy!!