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Dra6o0n

Vintarian
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  1. Dra6o0n

    More Horror

    The atmosphere and survival aspect of not knowing what to do, where to go, and what to gather creates that sense of dread. But once you get knowledgeable of the game it's less scary to dive into caves and whatnot. To add more dread is to have more 'unknowns' but that means players who play longer will get over it sooner.
  2. What if reload speeds differ if you equip and use ammo from a quiver, versus loading them from the hotbar or inventory? Like +0.75 seconds if reloading from hotbar. +1.50 seconds if reloading from 'inventory' (stored in one of the other containers).
  3. Actually for crafting complexity, it might be a interesting idea if say the 3x3 is the 'center' and is the simpler recipes. Then when you use a workbench, it's a 3x3 with a outer slots surrounding it, making it 5x5, but 3x3 recipes still works if used solely there. Then a better "crafting table" that can be utilized late game that's 7x7, requiring even more materials and components to build stuff there. So 3x3 works for 'small' objects. Something you can easily grip in either hands. 5x5 is 'medium' objects. By scale is something the size of a character like plows or machines. and then 7x7 are 'large' objects... And are akin to 'building' large devices or contraptions akin to say a ox cart or something maybe? So when I say 'large' construction, I mean something like a 'assembly' layout on the ground in front of said crafting interface, so you construct vehicles and install parts to it.
  4. Makes sense, maybe revamp it by making stone paths having '3d' bump maps at the top so it will look like solid stones up top?
  5. They can reuse the crafting grid in the workbench, but make it a 5x5 layout.
  6. Dra6o0n

    More Horror

    Horror is basically not really a physical element, but the unknown lingering in people's psyche. What people fear aren't the literal zombies or ghosts in games, but the concept of unknown behind these entities, like not knowing how many is around, how much of a threat they are, and if you are going to expect them to pop up or not. Once the monster spawns and exists in front of you the fear will diminish over time the more you watch it move around and act.
  7. It's probably because a straight path is shorter distance than a roundabout path. Though swimming in water is way slower than moving on land.
  8. Dra6o0n

    More Horror

    Pretty sure it will come naturally, but too much horror at once and some of the more passive players who wants a sandbox experience, might not like it. For instance the sort of horror that should be in the game, should be oriented to specific areas or trigger, so someone farming in base shouldn't suddenly get the chills like the grudge is stalking them.
  9. Basically "Corrupted" creatures.
  10. Rabies and other diseases?
  11. I'm not sure if it would be using the concept of radiation, but toxic fog or mist can be possible. For instance it's a biome below ground level where a deadly fog persist that is very poisonous, and there are ruins in there from a ancient civilization. The importance of activated charcoal would be a material to use for such a toxic area, and coated tubes deployed to have breathing masks and such being a possible technology to use to 'provide fresh air' from the surface down into the fog. You would deploy contraptions that helps you route longer paths into the ruins to explore, as you hold your breath and use the tubes to breathe in there. Perhaps the ancient civilization was originally built above sea level, but then got destroyed by a flood which released some sort of toxic material, and when the water receded, it then created a foggy terrain.
  12. Or, if an animal is cornered and can attack the player, it will warn the player before attacking. You wouldn't expect a cornered rabbit to bite a chunk out of you right?
  13. If you want a true jungle experience, then instead of hills, it's more of flat plateaus with different areas connecting to them with ramps, and cliffs, and lots of tall trees. This way you can have a lot of dense forests in a small area, and you see out in the distance more trees, instead of ground tiles going up and down hills and such. Jungles are the kind of biomes where you can get lost because you can't tell which direction is which at times. All you would see is tree trunks in all direction, at even elevation to where you are standing. A way to make a full jungle biome work is if you can create sub-biomes that is always connected to a jungle plateau, to create ramps to different elevations. Plateau 1 connects to Ramp 1, which connects to Plateau 2. This creates lots of flat area, but outside of this small section can be cliff walls, or ramps that leads above the cliff, this also enables you to create lots of caves in jungle biomes.
  14. It seems like simply tweaking animals to avoid water and stay on land is best when they path find to emigrate. Like if not in combat, their AI makes them head back to land if in the water first. Then if on land will act as it will. Now if their AI makes them fall into the water, their AI will make them head back to land before making a decision again, so this might end up in a loop where the AI jumps into water and leaves, in a continuous cycle lol.
  15. So basically like a Accessibility tab in the menus that lets you toggle checkbox to tweak how each input functions? Like a 'single click' or a 'double click' mode? (Or probably use 'radio' checkboxes so you can toggle between 2 to 3 possible 'outputs' for each control functionality) In regards to the RMB interface with most users, the game is coded in a way that LMB and RMB alone is considered action1 and action2 in the code. So when you have crouch+RMB it becomes a 'action3' in the source code (think of it as a variable). So when you rebind, basically the different key becomes that 'action#'. If you want functions like double clicks to work, then they would need to integrate a short delay to 'read' said input under a condition, and it would require a checkbox to be turned on to use it, to avoid having the function conflict with anything else maybe. This means a single right click would have a brief delay before the game registers it as an action, or it would need to invalidate the single click, so only double click or holding RMB works as a input. Actually if a hold button to access an action works out, you could basically turn that into a multi-action prompt by holding RMB and using a mousewheel to select which action to use, then left go of RMB, alongside a double click, as the default RMB with said item will not activate to avoid a misclick. But looking at it from a broad perspective, it would complicate things with radial and double click together, so yeah a accessibility tab or menu that players can access to tweak controls is best. Like 'hold' interact button to 'take' things directly from a container, or things like 'quick stacking' or 'quick deposit/withdraw' functionality. I do wonder if this is technically all moddable since it's interfaces.
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