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Ambulate In Somnis

Vintarian
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Everything posted by Ambulate In Somnis

  1. same for vintage story. Updates looks like torn blanket sometimes.The core game mechanics are incomplete and the available resources are poorly used.
  2. The concept of improving the network code to synchronize players in the game is extremely important to ensure a smooth game without delays and problems with the Internet connection. One option to improve the network code could be to optimize the communication between the server and the client to reduce the amount of data transferred and speed up the process of synchronizing players. Another option to improve the network code could be to use more efficient data compression and buffering algorithms to reduce network load and ensure fast data transfer between players. This can improve game performance and provide a more stable connection. Another important aspect of improving the network code could be the implementation of adequate time synchronization between clients and the server so that players can interact in real time and control their characters without delays and failures. This can be achieved by using synchronized clocks on the server and clients. You can also consider using multiple connection ports to allocate packets for positioning players, as well as prioritize their processing. In general, improving the network code for player synchronization is an important task to ensure optimal performance and quality of the game. The implementation of various technologies and algorithms can greatly improve the connection and provide a more comfortable game experience for all users.
  3. The concept of a wind rose in a game can be very interesting and add more realism to the game world. The wind rose is a tool that shows the direction of the wind, which can be useful for players who use windmills or other similar mechanisms in the game. In addition, you can add various effects depending on the strength and direction of the wind, such as shaking trees, leaves, and other objects, which can create a feeling of liveliness and realism in the game world. In addition, you can add interesting game mechanics related to the wind. For example, you can add sails that can be used to move ships in a certain direction depending on the direction of the wind. Or, you can add birds that can change their flight depending on the direction of the wind. In general, the implementation of the wind rose in the game can be a useful and interesting addition that will add more realism and depth to the game world. Various approaches can be used to implement the concept of a wind rose in a game. One of them is the implementation of wind as a regional effect that affects a certain area in the game world. This approach allows you to create a more realistic environment, where the direction and strength of the wind will change depending on geographical features, such as the presence of mountains, forests or bodies of water. For example, the wind may be stronger on mountain peaks and less strong in valleys. To implement such a regional wind, you can use algorithms that take into account the topographic features of the game world and create the effect of wind direction in certain areas. In addition, you can add the effects of changing wind strength, such as violent gusts of wind on mountain peaks or wind that accumulates in narrow gorges and breaks through with strong gusts. However, the implementation of a regional wind can be quite complex and require significant resources, such as computing power and memory. In addition, this approach may limit the freedom of players to move around the game world, which may not be to the liking of some users. In general, the concept of regional wind in the game can be interesting and add more realism to the game world. However, its implementation may require additional resources and careful balancing, so as not to severely limit the freedom of players in the gameplay.
  4. If an interface for non-player characters is added, then add a relationship system (100 levels with the ability to link replicas with a list under a given level). Plus the ability to convince (threaten, insult, flatter or bribe). The system is like this - a customizable level of attitude to flattery or threat. If not configured, random in range (good or bad for flattery or threat) or constant. Same goes for cheap gifts. The reason is that the player will try to solve some game problems in a non-violent way.
  5. More mechanisms, like vertical oriented metal gears (with frictional metals like brass), chain transition, rope trancievers, winch and rotary mechanisms with surfaces - metal consumption. Traps, horse plow, any things for households.
  6. The ability to remove weapons and tools on the belt and behind the back to get them with a separate button. Optional flashlight slot Press F to take weapon
  7. I have tried that in mod FahlOres, but i hadnt much time to support and continue that. pale ores should be part of the world, because they are natural deposits that man has melted down to extract copper and obtained natural bronze from arsenic or antimony and other related additives. Also, if we take into account the history, then iron replaced bronze for a long time and only because it was more common, and copper and tin ended up in a convenient for handicraft remelting. To improve the quality of the resulting iron, people contrived and thought of Damascus steel (repeated reforging of iron layers) and carbonization. Therefore, you need to introduce additional materials for obtaining bronze and reduce the importance of raw iron and increase the importance of steel, add the mechanics of reforging the terrible raw iron. So that metals are condenced on deep wells and geysers. ***Looking nostalgically towards Skyrim***
  8. maybe make that digging voxel by voxel like chizel?? if touched voxels has texture/flags - it gains some nuggets. If no other voxels flags - drops rock what you think about it?
  9. Mysql and (or) postgres support for world db
  10. Remove damage from player when he hungry. Make him slower, make him not support some heavy operations. Cause it make player more weak for enemies. Imagine that the player takes damage but fights the wolf with the same strength, although the muscle strength should not be enough for running around and fighting. The diet should allow the player to stay hungry for a while.
  11. Im talking about wasting time for punching tree what depends on blocks in tree massive
  12. Sorry. I talking about Table view, Icon View switcher like a Windows Explorer.
  13. My thoughts about map. Firstly, it should not be a satellite scan (also dynamic, which loads weak computers great). Second - it should show objects relative to the player's field of view with rays. Thirdly, the map must be schematic (like rock paintings or just standard maps of the area)! The fourth is to turn off the map as a menu item and make a transferable atlas with maps in the form of an object, which will easily cause such a thing as cartography and storage of maps in the library. This will allow you to share information about the area with other players. This is the same idea as the cave paintings implemented in the game.
  14. to make areas more bigger. Hills on miles, giant mountains maybe with settings multiplier.
  15. А как насчет генератора журналов? Мария родила от Петра, Монарх %playername% присоединил земли Рохляндии. Некая летопись, вариация Dwarf Fortress.
  16. List ui on mods.db or something, cause hard read those squares sometimes, also multicheck mods to download
  17. They must be under every stone (i mean more simple, maybe useless interactions)
  18. They must be near ruins or on some structures that causes.
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