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Dra6o0n

Vintarian
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Posts posted by Dra6o0n

  1. It's less about the situation and more on the logical mechanics of the drifter's rock throwing ability. Imagine 10 of them piled up at the bottom of a cliff and you above, you peek around the corner and you get nailed with 10 rocks, losing health consistently.

     

    Someone should go into creative mode and spawn them to test out their rock throwing ability, lock them into a special platform where they can only shoot out of a hole.

    Think minecraft arrow dispensers, except rocks.

  2. There are interesting new enemy variants and drifters that could make things harder on the player, with unique AI designs behind them... Ghosts could be an interesting enemy type and mechanic, with possession mechanics to give players hallucinations.

    When you are awake and it's night time, you can get hallucinations from ghosts. Which makes you see or hear things randomly (not often creepy, but could be something to mislead you). If you attempt to sleep in a bed while possessed, you get a nightmare debuff, which will allows you to pass the time to day, but at a cost of your energy being sapped.

    Light can be a factor to fend off possession, being near it will ward the ghost off and they will despawn if they can't reach you for a period of time. The presence of other players also wards them off but only if there is some light nearby. They automatically despawn once day arrives.

  3. 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.

    • Like 1
  4. 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).

    • Like 1
  5. 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.

    • Like 1
  6. 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.

    • Like 1
  7. 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.

    • Like 1
  8. On 4/10/2024 at 9:28 AM, Thorfinn said:

    Or, and just a thought, we could accept that whatever it is that the lore is talking about that made the wolves more aggressive also affected other animals? Heck, something affected the pigs in recent history, between 1.18 and 1.19. The horror builds!

    Rabies and other diseases?

  9. 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.

    • Like 1
  10. 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.

  11. 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.

  12. 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.

  13. 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.

  14. 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...

  15. 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.

  16. 7 hours ago, Thorfinn said:

    Agreed. Don't know to what degree mods like Villagers does this, as by the time I've explored all the content for this release, there's often a new one, so I don't get to check out many mods.

    If you have ideas for how to algorithmically define "impressive", it wouldn't hurt to ask people creating that mod if they would like your suggestions. For example, how could one tell between artistic chiselwork and just randomly hitting it with a chisel enough times to get a bonus to "impressive"? How would one know whether you used a certain block or blocks for aesthetic purposes, or just to use up something you had sitting in a chest?

     

    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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