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FrenchCriedRice

Vintarian
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  1. Went to close my window and saw this comment a second time, realizing how cool it could be for naturally falling trees ? ! have ZERO idea how one would implement it but have a SUPER small chance that a tree falls when its 'chunk' is loaded could be neat. Then add in the slightly less rare falling branch, bird sounds from trees etc etc, forests would be VERY pretty both in sounds and visual designs. Would make those long hikes more interesting for sure
  2. Having played ~100-130 or so hours modded and unmodded, I can see that being the case, the game leaves TONs of room for expansion, without the self imposed limitations like the other block game. IMO exploration, combat and technology/progression are places I love to see depth/complexity in while playing sandbox style survival games. Ambience could add a ton to the vibe of exploration. Was hoping for a mod that adds basic sounds but, one such mod doesn't seem to exist and, I'm not knowledgeable enough to create one.
  3. I feel the hardest part might be syncing the sounds in MP, as anything multiplayer is much more challenging. Something like having a friend near a deer as it makes it long range call could be a cool moment. They are right there next to it and you are 50+ Meters away but hear the same call. Fr though Vintage story has a CRAZY amount of potential. Really looking forward to where this game is in 3-4 yrs time
  4. Nothing Crazy, probably mentioned at some point, and I'd think sorta simple comparatively ( forgive me if I'm wrong, I'm no game dev and know only basic programming) However, ambient audio, like tweeting birds (the grasshoppers coming in 1.20 are cool) maybe a longer range call from animals, so, that animal you heard, does exists in your world but its a call or noise you can hear from farther away. (could be cool for hunting maybe?) Other bug noises, Frogs at night ( in the correct climates). Smaller simple audio stuff, as ambience imo can bring so much in making the world feel alive. Would be SUPER dope to see eventually.
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