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showing off our lighting...and grids
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# ? Jul 26, 2019 06:30 |
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# ? May 7, 2024 00:14 |
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Lighting looks cool, but is it bad my main takeaway is that I like that jumpsuit?
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# ? Jul 26, 2019 15:01 |
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Rhopunzel posted:
Looking good Rho. Is it too early to ask for a gif of the aliens pulse rifle shooting?
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# ? Jul 26, 2019 15:42 |
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Rhopunzel posted:My main complaint with games of this kind is that you have to walk across someone's living room if you want to get to the other side of the map. I always thought it was bad for immersion and a solution's long been needed. Yeah same. I usually end up laying things out so the main transverse route is "public space" basically but it does limit your designs. I would say though, do you have any more plans for the inventory? Because it reminds me of starbound and the inventory is actually one of my most disliked things about starbound because I found it incredibly hard to read. The size looks a lot better which is a big help but still just a big array of icons, I know that's kinda how terraria does it as well and I'm fairly on the fence about that as well honestly.
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# ? Jul 26, 2019 15:50 |
I build things floating in the air in Terraria, mostly Can't have zombies get in if they can't reach!
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# ? Jul 26, 2019 17:30 |
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Elentor posted:I've got a few chapters incoming in the next days, talking about gamedev. Don't worry, they'll have images when you think you hired a dev, but actually hired a Victorian author
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# ? Jul 26, 2019 17:38 |
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Galaxander posted:Lighting looks cool, but is it bad my main takeaway is that I like that jumpsuit? It's pretty styling I must say. Glenn Quebec posted:Looking good Rho. Is it too early to ask for a gif of the aliens pulse rifle shooting? A bit, we're waiting to move onto inverse kinematics before committing to anything concrete with shooting animations. OwlFancier posted:Yeah same. I usually end up laying things out so the main transverse route is "public space" basically but it does limit your designs. Inventory's mostly placeholder and will be until we start working on Survival mode proper.
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# ? Jul 26, 2019 21:10 |
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Glad to hear that, cos everything else looks really good and I wasn't sure if you were deliberately going for the starbound style one For a game with starbound/terraria's number of items I think that really a game needs something more like SkyUI, like a full screen management system with categories, lists, text etc. I would personally advocate against a grid though I know you're trying for the retro look, and of course it's possible you aren't looking to add that many things to collect. But even if that was something you could have as part of the base mechanics, building a computerised inventory system with those kinds of features for managing your big base stockpile of crap (which I usually end up with playing any sort of survival game ) Managing a full base of inventory is always something of a challenge in any survival game and I think minecraft mods probably address the problem best, letting you build actual management systems, though obviously a lot of them suffer from iffy implementation and design ideas, but the concept of building a system to handle that need is one I very much enjoy and I think it fits well with the general theme of expanding your capabilities by building stuff.
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# ? Jul 26, 2019 21:25 |
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duck... pet... mood shadows...
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# ? Jul 26, 2019 21:44 |
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Rhopunzel posted:It's pretty styling I must say. Ahh, cool. I had to look up inverse kinematics and it's pretty rad how the concept applies to both the physical space and digital. Will only projectiles take this into account? All objects or some? You don't really have to answer this as I'm just curious.
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# ? Jul 26, 2019 21:50 |
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IK I assume is for the character animations to make them track terrain and handle dynamic inputs like aim positions, that's usually what you use them for. They are a fascinating tech though, and the basis of biomimetic robotics. https://www.youtube.com/watch?v=vi6S7NYVKe0 Also fun in an animation package because they're basically how you actually figure out how to move IRL, you don't actuate your muscles individually, you know where you want your operative appendages to go and your hindbrain works out all the actual instructions to make it happen, allows for much smoother animation and more natural looking too. If you've ever noticed in an RPG when you climb hills or stairs and your character's legs stick to the geometry, and sometimes freak out and hyperextend because the terrain is too steep, that's IK. OwlFancier fucked around with this message at 22:15 on Jul 26, 2019 |
# ? Jul 26, 2019 22:09 |
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whoa elentor's color and biome system is cool as gently caress
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# ? Jul 27, 2019 03:54 |
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Can I mine radioactive order to make eternal torches?
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# ? Jul 27, 2019 09:49 |
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The Lone Badger posted:Can I mine radioactive order to make eternal torches? Not gonna lie I was inspired by the red forest. I'm currently working on a more detailed biome (the Tundra), but in the meanwhile I'm spicing up the canyon and implementing some additional features. This one was about having some specific arbitrary areas where you get these dead leaves and the sky grows slightly more red. Dackel posted:That's some serious penmanship porn right here Thanks!
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# ? Jul 27, 2019 11:36 |
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Elentor posted:Not gonna lie I was inspired by the red forest. I'm currently working on a more detailed biome (the Tundra), but in the meanwhile I'm spicing up the canyon and implementing some additional features. This one was about having some specific arbitrary areas where you get these dead leaves and the sky grows slightly more red. A canyon biome? So then biomes will include changes to the actual shape of the terrain?
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# ? Jul 27, 2019 14:17 |
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https://www.igloosoft.org/faqs/ added an FAQ thinger to the site to avoid any misconceptions about the game I'll add more questions if you can think of any
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# ? Jul 27, 2019 14:28 |
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For multiplayer is the plan like a standalone dedicated server you can run off Linux?
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# ? Jul 27, 2019 15:22 |
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Hemingway To Go! posted:Can you breed them Space Gun Rancher Rhopunzel posted:
HOLY poo poo YES
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# ? Jul 27, 2019 15:24 |
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Galaxander posted:A canyon biome? So then biomes will include changes to the actual shape of the terrain? Uhm... yes. In my mind I assumed this was somewhat self-evident, but now that I'm looking at similar games' maps I realize it's not always the case. I'll finish off lunch and post something more detailed about this.
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# ? Jul 27, 2019 15:26 |
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Zet posted:For multiplayer is the plan like a standalone dedicated server you can run off Linux? You'll probably either be able to self host or use a dedicated server, yeah.
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# ? Jul 27, 2019 15:28 |
is gun breeding in
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# ? Jul 27, 2019 16:06 |
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Elentor posted:Uhm... yes. In my mind I assumed this was somewhat self-evident, but now that I'm looking at similar games' maps I realize it's not always the case. Sweet. I too had thought it was self-evident until I played Starbound haha.
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# ? Jul 27, 2019 16:11 |
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https://twitter.com/Rhopunzel/status/1155244792856666118 showing off our skylight system surface "light" isn't faked like in other games, light is actually projected from a source above the player so you can have dark caves on the surface Rhopunzel fucked around with this message at 06:38 on Jul 28, 2019 |
# ? Jul 28, 2019 06:34 |
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Rhopunzel posted:Nuclear Throne is right on the money. Currently there's about 6 "pools" of ammo that just sit in your inventory and whatever given weapon just draws from it and feeds it into a Soldat-style ammo/reloading counter. About the only distinction we haven't set in stone is whether bullets will be split into pistol and rifle ammo like in Death Road to Canada - that way we can make pistol ammo more ubiquitous (and rifle ammo more rare) so pistols can fill their own niche and have a practical use instead of having to be balanced to be on par with powerful long rifles. quote:edit: forgot I didn't answer the first part of your question. It'll be difficult to hoard piles of ammo, but ideally it'll be balanced that you'll always have enough and only run out if you get careless. We want shooting and combat to punctuate gameplay rather than define it, so any event where you have to fire a weapon should be memorable. I could write an entire post about how I plan on designing combat but the short of it is this isn't a run and gun where everything's out to kill you and touch damage you to death the second you spawn. Ammo difficult to make, or you can only carry a limited amount?
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# ? Jul 28, 2019 08:34 |
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The Lone Badger posted:But will there be special ammo types? I want to be able to make plasma bullets out of my plutonium ore and light up the night. We’re looking at stuff like tracer ammo, silent subsonic ammo, armor piercing for bullets and equivalents for their energy counterparts. But I want to balance and make sure the vanilla types work before committing. Ammo will be hard but not unreasonable to come by and craft. It’ll just be a while in the progression before you can manufacture them yourself in any meaningful quantity. I haven’t thought about ammo carry limits but I doubt we’d do that, I’m not a fan of arbitrary limits. If there’s space in your inventory you should be able to carry it.
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# ? Jul 28, 2019 09:14 |
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I'm a fan of ammo not being counted as '50 bullets' but rather '50 ballistic ammo'. That might get you 50 SMG shots, or 25 rifle shots, or 10 shotgun blasts or whatever, with more powerful weapons taking more ammo points per shot.
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# ? Jul 28, 2019 09:18 |
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The Lone Badger posted:I'm a fan of ammo not being counted as '50 bullets' but rather '50 ballistic ammo'. That might get you 50 SMG shots, or 25 rifle shots, or 10 shotgun blasts or whatever, with more powerful weapons taking more ammo points per shot. It’s suspiciously close to having energy or a standardized ammo resource which i’d like to avoid.
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# ? Jul 28, 2019 09:39 |
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Yeah i'm more of a fan of having reasonably granular ammo, so light, medium, heavy, shotgun, explosive, and so on. I think i remember reading earlier that was what you were going for right? if so, i can see why waiting on ammo variants until you have that hashed out would make sense.
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# ? Jul 28, 2019 16:10 |
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granularity and specific ammo types are okay in my opinion since the game is going to have less of a focus on combat. More stuff to keep track of, but that's a good thing for survival-style games I feel.
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# ? Jul 28, 2019 16:51 |
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I enjoyed Starbound's "build a community and bring NPCs into it" up until the point I actually started putting NPCs into it, so thinking about a game that is, "Starbound and Rimworld combined" is really, really exciting to me. NPCs helping out with the sowing/planting of crops and creation of consumables would be neat. You've mentioned finding and bringing people to join the community - will there be hostile human(oids) that you encounter that you can capture and recruit similarly to Rimworld? ...and if so how war crimey can I get...
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# ? Jul 28, 2019 22:16 |
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HelloSailorSign posted:You've mentioned finding and bringing people to join the community - will there be hostile human(oids) that you encounter that you can capture and recruit similarly to Rimworld? Yes. Extremely.
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# ? Jul 28, 2019 22:26 |
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Do you have any plans for big structural challenges in the game? Like base layout taking into account things like destructibility of materials, waterproofing, drainage, electrical/gas/plumbing conduit etc. I really like building stuff like that and with the Z layer thing it seems like it would be pretty cool. I did actually like the water mechanics in starbound and I wish there was more to them, actually having to build pumps and pipes to keep your base dry and stuff. There's also a game called Dig or Die which adds in actual load bearing mechanics though I find it's a bit too restrictive, but a less harsh version of that would be interesting to me. OwlFancier fucked around with this message at 22:36 on Jul 28, 2019 |
# ? Jul 28, 2019 22:31 |
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OwlFancier posted:Do you have any plans for big structural challenges in the game? Like base layout taking into account things like destructibility of materials, waterproofing, drainage, electrical/gas/plumbing conduit etc. Persistent block health will definitely be in. I don't want blocks to disintegrate for nothing, but they'll need to be repaired from battle damage and such. We're aiming to include environmental effects. Snow/ice blocks will melt in heat, hail will slightly damage things, and so on. I don't think it'd be that far of a stretch to make certain blocks damaged by bodies of water. Power and power management is planned. I quite like RimWorld's model of confining it to it's own view/mode and using wires as conduits that anchor to powered items rather than manually hooking up. It won't be quite as complex as RimWorld's, I don't want players to have to expend as much effort monitoring power needs/usage so they can focus on the fun stuff. I'm unsure about water management. I feel like it may be a step too far but I'm not opposed to exploring it. I don't want base maintenance to become overwhelming for players.
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# ? Jul 28, 2019 22:40 |
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That's nice to hear. I figure that maintenence could be its own system, maybe something for NPCs to do, reasons to add service tunnels and that to your designs. if you're gonna be having blocks take damage then presumably you're gonna want some way to streamline the process of repairing them so that would seem applicable to many other kinds of maintenence too. I agree with the rimworld comparison, with the right mods rimworld bases basically maintain themselves, with your dudes sorting out repairs/replacing blocks/putting out fires/cleaning etc. And it's pleasing to see the whole thing you built running smoothly. If you're doing multiple planets then conceivably you could have different levels of complexity as aspects of different worlds, some planets might not have all the hazards and so would be simpler to build on.
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# ? Jul 28, 2019 23:15 |
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How are NPC? Crew, etc. Treated? Are there away teams ? Roles you can assign to or is that too granular?
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# ? Jul 28, 2019 23:16 |
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OwlFancier posted:If you're doing multiple planets then conceivably you could have different levels of complexity as aspects of different worlds, some planets might not have all the hazards and so would be simpler to build on. I mean, it would make sense to me that there are different planet types that allow the gathering of different resources - that's a pretty normal mainstay of resource gathering games. Though if there is a tech progression, it'd be kinda neat if there were certain events or ruins or something found on certain planets (space stations? moons?) that really shunt you down one path (until you find every iteration I guess). It's not that things become locked out, but maybe you find a planet that has really good crystals that amplifies energy weapons (so projectile or chemical weaponry is acceptable for progression if subpar to the upgraded energy weapons) or you find a planet of ancient mechs that after you are able to secure a foothold allows the creation of mech augmentation suits or something (so maybe mining is handled differently, maybe you can make your own mini-mechs/robots, maybe you have AI-related events) instead of a biological pathway where you're sticking glands and regenerating limbs and poo poo. And maybe different factions react to those choices differently. Fanatics can come in every flavor (purity of the body, genetic modification, cybernetic augmentation), that sort of thing. Rhopunzel posted:Yes. Extremely. Oh boy oh boy I can make my se... I mean uh, totally regular dun... er, prison why are you looking at me weird.
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# ? Jul 29, 2019 03:37 |
Are you going to require actual support for constructions, or are we going to be able to just build floating castles wherever we want?
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# ? Jul 29, 2019 05:09 |
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Zereth posted:Are you going to require actual support for constructions, or are we going to be able to just build floating castles wherever we want? I'd like to but realistically this may be outside the realm of possibility for a lot of reasons Glenn Quebec posted:How are NPC? Crew, etc. Treated? Are there away teams ? Roles you can assign to or is that too granular? We've yet to fully flesh this out and figure out the implementation but I was imagining you'd be able to assign NPCs to different places and roles. So you'd have your NPCs you dump in bases, your team you bring with you around on the ship, and ideally you could summon any of those down with you whenever you're planetside. We discussed having a dedicated "Base Admin" NPC who you'd facilitate NPC administration from, but the catch is they're all called Buddy and always look the same
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# ? Jul 29, 2019 05:40 |
Rhopunzel posted:I'd like to but realistically this may be outside the realm of possibility for a lot of reasons And also, consider this: Floating buildings are cool.
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# ? Jul 29, 2019 05:47 |
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# ? May 7, 2024 00:14 |
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Zereth posted:It is difficult to do well without being like "as long as lat least one block is in contact with the gourd somewhere you're good", yeah. Yeah that's my issue with it. There's no way to do it that isn't either incredibly hacky and unpolished, or that basically turns the game into a straight up physics sim which a) isn't the look I'm going for and b) would eat up resources like crazy
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# ? Jul 29, 2019 05:51 |