While the pursuit of creating my first polished game is nearly in my reach. I decided to create a 'proof-of-concept' engine for a game I have long wanted to create. I have dabbled in the mining genre once before but failed miserably. The game was unpolished, broken, and was an embarrassment to the Calus legacy.
In 2008, once I was finished with the LineWalk demonstration I came across Hedgemistress' Miner League. I read numerous forum posts and searched throughout the web to find more information about this piece of art. Alas, while I could find limited information, it was not enough to satisfy my thirst. I then made an attempt to create a similar game but quickly realized that, at the time, my engine was not suitable.
Fast-forward to nearly two years later. Once again I came across Miner League and decided to create a 'proof-of-concept' engine that included both digging and some sort of slime physics. Two days later I came up with MOLE.
A person can start digging by pressing a directional key and then bumping into dirt. Originally, a 4x4 tile would be removed for each time you dugged. I decided to go with slime for one solid reason, it moves much slower than water and would require less cpu as it does not need to flow at a realistic pace.
I quickly noticed that once I implemented a terrain generator and applied it to a bigger map, the slime would demand too much cpu. So the tiles were increased to 8x8 and I implemented some checks within the procedure to ensure the slime would not move unless a player was near.
As I have stated, this is a 'proof-of-concept' demonstration, there is no game play. The purpose of this demonstration is to see how it holds up on other computers. I have realized that it is still cpu taxing once you get a ton of slime flowing. The goal would most likely be to create some sort of strategy-action hybrid where you must manage your resources and focus on base construction, similar to a RTS.
I would also like to thank Cinnom for providing me information on Miner League.