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Everything posted by Dra6o0n
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What is missing and what is too much (Only my opinion)
Dra6o0n replied to Skandarella's topic in Suggestions
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. -
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.
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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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The use of nickel is generally a niche, as they were mainly used to make coins and wires. When it comes to medieval era usage, it'd end up being in the same use as any other metal for mail armor and such. It is a metal harder than iron in some sense. Medieval era may have used them in some form for knives and plating though because of how silvery it looks. So in the end it's just a cosmetically better looking iron? And Steel is stronger.
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The wiki doesn't have much on Nickel yet. The Alloy was added, but nothing on Nickel itself.
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https://en.wikipedia.org/wiki/Cupronickel Copper + Nickel alloys is possible, both are plentiful types of metals.
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I think artistic value on a simplest form of points, and safety is important... Like if you have a big village with secured walls, and there is little threat outside, the village earns points for not being under threat for a period of time... But if at any moment threats starts spawning around outside, you start losing points. Maybe earn bonus points if you share stockpiles of food with them. For starters, 'artistic' values of blocks isn't really determined by colors or whatnot, but the points earned is set in stone by the type of block it is... Simple materials for instance don't have much artistic value points, or could even be -1. But specifically crafted blocks that uses materials meant for artistic value, like bricks and cut limestone, etc, holds higher value as artistic blocks even if they don't perform as well in regards to durability and such. As for 'rooms' it should be a simple measurement of walk able space before checking furniture and stairs. Because players would decorate the space, to have narrow or wide walkable area, you simply need to be able to check the 'room' itself by a dimension that is as close as possible, and give a score based on the scale of it (4x4 is tiny, 6x6 is moderate, 8x8 is large, 12x12 is huge, and 16x16 is gigantic). It does this by counting the room's standing floor space in a 2 block height, on X and Y axis, only counting solid blocks in it's use (basically decorative and utility objects don't count against it). Trying to keep it as simple as possible here. Maybe require players to place a specifically designed signage or flag to indicate this is the entrance to a shared space? (Place above the door?) ... Or even better, what if it's a specific 'door' used for this system, so it knows where to check where the room should be? The problem is height and width if the player makes intricate 'hallways' or passages inside it...
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It's a pretty old school game, but it's a fun time waster if you don't wanna dump money into stuff, do warn anyone not to get overly dramatic and passionate in any of their chat or official discord server. Concurrent players of 50 these days, on the Legends (PVE) server. Basically most players don't wanna engage in any Open PVP due to better players being toxic when they want to be. And as a old school 'retro' (in terms of the current generation gamers looking back to games 20 years ago) game, it's a interesting title to explore a bit at least.
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Well what looks artistically impressive is determined by the material you used, the 'artistic' value of the shape you make with it, and how large a 'structure' is built with it (like say a house). For chiselling, I think you earn less points off of that than using better materials. And furnishing your buildings with props and decorations would make the rooms more impressive, which can help as well. This idea basically gives players a reason to craft non-essential infrastructures and furnishing, because your villagers likes it. If someone wants to make a mod like this, just use Rimworld as an example for simplicity. The room size, the quality of the floor, the walls, and the furnishing that is inside the room, the lighting that is available inside the room. The more points you get from building the best looking houses and facilities, the more migrants may show up at your gates to join your village... For instance if you make a giant tower as your base, that would be impressive on a "height" scale alone. Or if you make a giant keep with big walls on all sides, that's impressive as it's very secure against monster raids. You do need some sort of tool to 'define' a structure as something using claims and properties maybe... Like maybe the floor is important for this to work, if you build a house on a special 'floor' block that is at least 4x4 in size, it is treated as a single structure? I'm not sure how you would set this up, unless you use a special 'sign' or claim system so the game knows a house is a house (based on rooms?) and a huge wall around your base is not a house.
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Found this video for voxel engine optimization...
Dra6o0n replied to BigBadBeef's topic in Suggestions
I showed the video to my programming friend and he said that it won't work for 98% of games... There's a major flaw in it? Seems like no matter what you can do, you can reduce triangles and whatnot, but you can't ever get rid of triangles altogether. -
It would be interesting if there is a RTS-like system where you can place a claim and build a village, and nearby nomads and migrants would opt to live in your village, and eventually enabling you to run a kingdom of your own. Especially if they come with different classes that aren't available for players by default, like 'Master Smith' or 'Master Carpenters'. They can teach other NPCs these skills by taking on apprentices and enable your villagers to grow more skilled to do work more efficiently. The more 'impressive' you make your village the more and more NPC starts to want to join, even merchants that would otherwise live in the wilderness.
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It's more like a lower priority because people choose to play with people they know and trust, and would use discord for that. IF Vintage Story has some sort of large scale Open Survival RPG server for players to play diplomacy and join their own local communities within the server, for roleplaying, then yeah having it built in will help somewhat.
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You could use concept and ideas from a game I know called Haven and Hearth, they use claims as a interesting 'system' to claim land using totems and these claims has 'power' that needs maintenance through rituals and sacrifice and stuff. Timestamp at 1:33 They have 'personal claim' and 'community claims' (for towns and such), and these have different systems altogether... So in a sense you can have personal claims inside a community one. Claims used in H&H works alongside it's crime system, and committing crimes will create 'scents' for players to 'track' the criminal, and scents can be hidden if the person committing is is high enough level to work against players with high perception... But in most cases they 'hide' their characters inside vaults anyways so people can't track their base and stash. Do note that this game is a sort of permadeath-openPVP-MMORPG of sorts... It has little to no handholding and there's some downsides to the toxic community and such. But the game is a unique sort of niche where you could draw some ideas from. I used to play this game with my programmer friend and his own friends, we used to have active settlements and stuff and were playing peacefully with the survival aspect... But it always gets ruined when people use bots and macro to cheat their way to having overpowered characters and stuff... Also the devs were in on it in a way. LOL. When I said their community was toxic, I mean it.
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You mean they had multiple apocalypses?
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Well, you are basically asking for tweaks in the interaction of players with the gameworld, simply improving the interactions in general with more options can expand things as modders can add on top of it with new layers of controls. EDIT: Also adding that, there is only so much 'QoL' that the devs can keep adding until it gets messy, like Ctrl+RMB, Shift+RMB, you get the idea. You keep adding more and more button combinations and it makes controls more complicated for new players. So a radial system would keep it simple, but allow more variety of ways to interact with the world. Imagine instead of a complex button combo to 'crouch and prone' if said mechanic exists, to having a radial shortcut to switch to said modes by simply holding one key and using the mouse to rotate to it? A radial system also makes it more controller friendly, as you can assign way more functions for gamepads and such. Accessibility is key, to making a game interesting to a wider variety of players. Adding that you can also make this idea work with inventory management, if items themselves can be arranged using a priority system for it's category (like make these types of items higher up on the list in your backpack, make materials and stuff at the bottom). It would be as simple as "Increase priority" or "Decrease priority" radial commands when you shortcut over the item.
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How about a new interface added in to the game's source? A radial menu system that lets players add extra features and control to their gameplay? Assigning shortcuts can be handy when you want to do certain things or swap to certain items with less hassle on a hotbar, if say you want to 'craft' some flint tools without needing to equip the flint and place it using the active hotbar? You aim at the ground and open the quick command with holding a certain key, and one of the option can be 'craft flint tool' and it checks if you have flint in your inventory, of which it will place down. This also means you can customize ways to interact with objects when you look at them, holding down the interaction key and getting multiple choices what to do with it?
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Going with a platform that is trustworthy and usable might help, like GOG? https://www.gog.com/galaxy GOG Galaxy is basically a deployable platform for indie titles, unlike Steam I don't think they take any cuts? EDIT: Looks like they do, and things has changed over the years. Itch.io lets the developer set the cut, but there seems to be technical issues with it's backend regarding consumer friendly features. In the end though, I think Vintage Story might take the same approach as Mojang did and use their own launcher for their own online communities and maybe public servers of sorts one day?
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Rather than breaking blocks, perhaps they dig through or under it which leaves the block in a temporary state that it can be repaired to it's default state. Also when they decide to break a block, only 1 hole in a radius of 30 blocks is allowed to be made, so they all patiently wait and then funnel in when the hole is made. This way, they are much smarter about how to 'raid' your base, they'd want to make the hole at the shortest distance, and wait patiently so they have the biggest number advantage. A way they can do this is 'constructing' their own burrow from the ground next to a wall, and then slowly build a exit burrow on the other side. This way nothing is broken, they just 'burrowed' by creating a sort of mini teleporting structure that you can destroy. The thicker the walls to their destination the longer it takes for the burrow to appear on the other side, maybe 30 seconds to 1 minute per block thickness? So if they have to burrow under a 1 block voxel, they count the ground, then the ground under the wall block, then the ground behind the wall block. This means it takes up to 3 minutes for the burrow to be created, and once created, they use it as a shortcut, by spending 1 second per block distance to 'crawl' through that burrow, this means they 'crawl underground' at the entrance, then wait a few seconds, they reappear at the exit, and only 1 mob can do this at a time. If you are in a small hut you can hear the burrow being made, and see the ground shifting as the burrow is getting created, you can highlight it with your aim and 'attack' it to destroy it but they'll keep trying to burrow. Make it so some materials are impossible to burrow through, and you can lay traps under your floors to really hurt them when they try to burrow under it.
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A balanced and (somewhat) realistic way of adding firearms to the game
Dra6o0n replied to MR_rondini's topic in Suggestions
Firearms are loud, and the horrors in the dark all 'love' company. Pretty much they will never end if you keep shooting and making loud noises lol. -
Climbing on its own is a interesting mechanic for multiple use cases... Like ledge grabbing and descent of a cliff without breaking your legs. Also it's not like it's realistic to be placing ladders everywhere you go in a rush, like when being chased or whatnot, climbing would help out in a pinch, or forms of it such as climbing a ledge.
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Maybe instead of physical manifestations of enemies, you can encounter 'mental' or psychological manifestation of enemies? Like they do not exist to anyone but you, and you have a sanity stat that determines if you start seeing things from going insane? It should be subtle, like the 'lighting' seems darker than usual, textures seems slightly different and off-putting, you hear sounds that you normally don't hear. But the problem with this system is that regular enemies kind of ruins the subtlety of setting up an atmosphere.
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Birds, you can find nests and make use of arrows to hunt birds and collect eggs. There could be potential to hunt a falcon nest to collect eggs and breed and raise your own falcon.
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Which means items weren't designed to be modifiable in their database in the first place?
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Open cmd.exe (you can search it on windows for the shortcut) then you can type in ipconfig it will show you your network configuration on said windows PC. Another command that helps scan for local networks: arp -a Will list all local ip addresses for you so you can tell if there are PC in the same LAN that has connection together.
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I have a RX 7900 XTX so I can run it at max, until well moving around and the game stutters from loading things in the world due to long view distances lol. So it's less about frame rate and more on how to utilize long draw distances with smoother performance when travelling.