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Ambulate In Somnis

Vintarian
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Everything posted by Ambulate In Somnis

  1. If api would allow me to do this, I would write myself and not sit and listen to narrow-minded couch critics without imagination. I finished
  2. Well, you don’t see, I can’t help you, I have already described all the solutions 3 times. I am not a parrot
  3. Firstly, you must first create several slots in which you define your instruments, and secondly, place hotkeys on each slot of the instrument. There should be a quick option to leave hands empty, there should be a function to hand the item directly to the player. There should be a function to get the right tool immediately. Second, iteration is a handy addition. You can simply scroll through your inventory with the mouse wheel. If there are several subtypes of instruments and slots for them - iterate with several single keystrokes.
  4. So small amount of creatures in mods depends on heavy implementing into game. Vintage model creator is very hard to use. Please add support for custom 3d meshes with key animations.
  5. I understand that it is so difficult to convey my idea that it is necessary to separate some things so that they are convenient, but not to notice an inconvenient interface that does not correlate with the main vector of the game's development and argue that an erroneous interface is the norm - well, if you please. I explain again - to place the main shortcut keys for the main types of tools. The player should only iterate over collectable items that require attention in privacy or when crafting. The rest of the things should be accessible by one key. Some elements can be matched as a 2 - 3 element selection sub-element
  6. tool break system, some visual. In this game, swords bend to the maximum. But most likely they will be stabbed or something, so that they can be restored later, but the health bar system will disappear, as will the dissolution of weapons into oblivion. I mean vector of vs so no need to take gigapaks of swords in backpack
  7. I think the slot menu abstraction can be extended in this direction. But it seems to me that the vintage story will in the future be similar to Kingom Come Deliverance
  8. Well, let's go. A separate slot for weapons can be assigned in the interface where the clothes are currently located. Why a separate key? Well, for example, when you click, you can see the animation of getting the blade, a separate weapon model on the character. In case of immediate danger, while you are busy moving garbage from the inventory in the mine, you can immediately get a weapon, for example, repel the attack (For example, the F key). Tool slot - repetition like a weapon - a separate animation and possible effects for the character, since such things are easier to control and load the computer less, since you do not have to check each item in your hand each time (for example, the R key). The rest of the inventory - if you want to use the treatment, or you want to share an important item (transfer from character to character without throwing it on the ground) - press a separate button. If you want to look into the inventory - spin the mouse wheel, mini-icons with translucent textures will prompt you on the screen what you want to take from the inventory. If you want to see the whole old-fashioned way - press E (you can add an animation of opening or taking out your backpack with a stylized menu, for example, small cubes of objects placed on mini-shelves inside a three-dimensional backpack, while the character looks inside the backpack (cubic version, like in the sons of the forest) and click one time to place in hands). Player wants to know what in inventory in more useful view what depends on humans association type of memory. At least player hadnt octopus hands to fast switch by keyboard on last slots. Wheel in case of hotbar useless to fast pick what you want and sometimes you scroll twice or triple cause you do it too fast. This will also be compatible with realistic interfaces (settings - interface tab). Every time I turn on this handy switch, my fingers start to ache from having to CONSTANTLY PRESS THE CONTROL SHIFT. CONSTANTLY CONFUSING ITEMS WHEN YOU WANT TO TRANSFER THEM TO HOTBAR IN A PACK by pressing shift + lkm. Painful
  9. It's a mistake to think like that. the hotbar was copied from minecraft, although the constant shifting of items from the inventory to the slots was an interface error, and remains. We need a more logical division of the available items, otherwise why mix realism and complexity with the arcade of minecraft? It is much more convenient to place items in their slots so that your hands are free to manipulate the item outside the inventory or crafting. I also want to note that it is more pleasant for a person to manipulate tools as a selected action. It's nicer to have instant access to a weapon if you've stuffed your hotbar with junk when you're being pounded on the back by a drifter or a tool when you need to refocus. Attention is lost when you constantly switch to inventory and back, trying to get out of the uncomfortable interface. Stored items MUST also have their own convenient section. In minecraft, the minus of the interface is easily balanced by the convenience and speed of working with the outside world. And in a vintage story, the world works differently.
  10. 1 - add warm area around geyzers 2 - add particle spawner in hot water 3 - add lava under geyzers
  11. Rifts can be distortions that devour the world, gradually spoil the world. This can be stopped either by using cleansing mechanisms (energy stabilizer, capacitor, rift energy adapter for some other generators) or by using the world fusion stabilization storyline
  12. Metablock that creates random block instead. Additional info: - 1st level - just random block in selected range - 2nd level - user's select random loot if 1st level is container - 3rd level - random metadata (block.meta_data[rand()]). Ex.: vessel -> color (text)
  13. if i wanna play minecraft i ll play in it. So keep vs as deep world with many realistic mechanics, isnt it?
  14. Add slots for tools for fast switch between tool, weapon and free hands.
  15. Redo the destruction of claim blocks so that they do not break like in an event dungeon.
  16. please make the shader or texture more colorful and sharp as the green is already mixed quite a lot
  17. Rifts in the game can be represented as certain surface distortions that are caused by the environment. For example, it could be a hole in the ground, a crack in the surface of a rock, or a huge ragged hole in the ground covered in lava and ash. Rifts can appear in random places and can be related to some event in the game or the actions of the players. In addition, the rifts can be presented as ruined temples with many dangers and mysteries that await players. In the center of these temples, the rift itself can be located, an area where mysterious and magical phenomena occur. These rifts can be more challenging and entertaining, with many side quests and opportunities for players to complete. Rifts in the game can have varying degrees of difficulty and level of danger. Some of them can be easily explored, while others can pose a serious threat to the life of the players. Overall, rifts can add more depth and variety to the game, allowing players to explore new locations and face new challenges.
  18. Breaks in the game can be represented not only as two-dimensional sprites, but also as certain surface distortions that are created as a result of the interaction of various forces and energies in the environment. For example, magic fields, gravitational waves, radiation emissions and other phenomena can lead to faults. Also, faults can be presented in the form of collapsed temples, in the center of which are the most powerful and dangerous faults. There may be smaller rifts around them, which are created as a result of the spread of energy from the main rift. It is important to consider that faults must be caused by the environment. For example, faults can occur in geologically unstable zones, on tectonic plates, in zones of volcanic activity.
  19. Various types of gloves for protection against burns. For example, you can add gloves made of different materials (leather, metal mesh, special flame retardant materials, etc.), each type of gloves has its own advantages and disadvantages. Different types of tongs for different types of materials. For example, you can add special tongs for metal objects, ceramic objects, etc. Using a heat-resistant container for hot items. For example, you can add a special container that you can hold in your hands and in which you can put a hot object to avoid burns. Adding functionality to create tools that can be used to work with hot items. For example, you can add the ability to create special tongs, gloves or containers from different materials. Different levels of fire resistance for different characters in the game. For example, you can add fire resistance levels for each character in the game, which will affect how much fire damage the character will do.
  20. Wooden tongs for the crucible and hot items in the game can add some realism and additional complexity to the gameplay. However, if you think that this is not the most interesting addition, then it might be worth suggesting other options. For example, you can add the ability to create special gloves from materials that protect hands from burns. It can be leather, fabric or metal. Such gloves could be crafted using special tools and materials found in the game. This would give players more options to survive and diversify the gameplay. In addition, you can add the ability to use various containers for carrying hot items. For example, special boxes could be created that could be lifted and moved along with the hot items inside. This would make it easier to carry hot items and make the game more realistic.
  21. Add the possibility of creating paper cards that could be drawn manually. In addition, it would be great if the character could draw a map, holding a beer material in his hand, such as coal or mascara. Such cards could be stored on a shelf or in the atlas, creating a unique collection for each player. This function will add more realism and allow players to create their own cards in the world of the game. I also suggest that cards should be made of parchment or rough paper to add a feeling of vintage and authenticity of the gaming atmosphere. Also, in order to make the game more interesting and interactive, you can offer to make cards primitive-topographic, where players can independently draw the elements of the terrain (mountains, forests, rivers, roads, buildings, etc.) and designate the location of various objects and tasks on the map . In addition, you can add a function that allows players to draw your character on the map, holding scribe material (coal, mascara) in their hand to improve game experience and make the game more memorable. For storage of cards, you can provide a shelf or a special atlas, which will serve as a place of storage and protection of cards from damage and losses.
  22. The idea is to use the same fruit tree models for other types of trees in Vintage Story. Instead of using a block system to build trees, a more realistic approach can be taken where each tree will have its own unique shape and structure. When chopping down a tree, the player will be able to see how the tree trunk falls to the ground and the leaves slowly fall off, creating a more realistic atmosphere of the game. What's more, players can use the remains of the barrel for a variety of purposes, such as fuel for fires or stoves, furniture, decorative items, and more. Additionally, you can add a tree growth system where they will grow and change their shape over time, which will also create a more natural atmosphere in the game. In addition, the ability to grow fruit trees from seeds can be added, allowing players to create their own gardens and homesteads, as well as use them to produce food and other resources.
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