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Ambulate In Somnis

Vintarian
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Posts posted by Ambulate In Somnis

  1. On 3/25/2023 at 12:19 AM, Thorfinn said:

    You explained putting a slot in the "C" window for weapons and another for tools, and assigning a hotkey to each of them, in your suggestion, "F" selects weapon, "R" selects tool. You can do that now. Put your weapon in slot 9, your tool in slot 0, bind "F" to 9, "R" to 0, and Bob's your uncle. Open inventory and bounce stuff around to your heart's content. So long as you don't move those last two items, you are good to go. If attacked, press Escape, "F", and click until either you or your foe is dead.

    Literally the only difference between what I'm understanding your idea to be, and the current game, is that now the slots you put things is on the hotbar instead of your paper doll.

    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. 18 hours ago, Thorfinn said:

    I'm not trying to be combative or argumentative. I genuinely want to hear what might be a better interface. So rather than generalization, let's go with a common example. I see a pond with 3 fish.

    Currently, I would press "2" to select weapon, kill the fish, press "1" to select the knife, gut them, and, in 1.18, press "5" (or something that doesn't have durability) to break the bones loose, then I'm on my way. Very similar with rabbits. Press "2" to get the spear, kill one rabbit, and the interface puts another spear into 2, kill the other rabbit, press "1", walk past my spears to get one put back into inventory spot 2, skin the bunnies, and I'm back on my way.

    How does your proposed interface improve on this? What game experience can we point to and say, "Yes. This is clearly more fun."

    [EDIT]

    Or if this interface would not help in this case, please post an example of a situation where it does. I'm just not seeing what improvement you are talking about.

    [/EDIT]

    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. 10 minutes ago, Thorfinn said:

    Yeah, that's not going to work. I want to know how many reeds or sticks or grass or clay or... as I'm collecting. How could that not be important information to have real-time access to, if for no other reason to know when you are getting close to a full stack? For example, on Day 1, it is essential to know at a glance how many copper nuggets I have, as that will likely determine how I spend that first night. I choose which berry stack to eat depending on whether I can empty a stack. Resin, nah, it could be buried anywhere. Horsetails I need front and center. I want the right ratio of horsetail to reeds so I don't end up cluttering up inventory or throwing away horsetails. Etc.

    You don't really need to explain again. Explaining the first time would probably be enough. Are you saying that hitting some hotkey would cycle through your available tools? All of them? So if I hit A (or whatever) when I'm out gathering logs, I'm going to rotate through knife, club, spear, axe, spear, axe, axe, axe, spear, axe, etc., depending on where those tools are in my inventory? That seems suboptimal...

    Pretty slow and subject to problems when trying to get something else quickly, plus if you have an empty spot, it can cause issues where it picks up the item. I just remap slots [6-0] to Shift-[1-5]

    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. 14 minutes ago, Yeetiee said:

    I do not know if it will help but hotkeys past numer 4-5 are a little useless as most often I use mouse wheel to browse there. 

    Wouldn't it be better to have dedicated hotbar from 1 to 5 above the current slots?

    I mean 1 to 5 are places dedicated for tools and weapons and the switch is easy using hotkeys and the rest slots are binded only to scroll? 

    Hotbar could be unlocked by making appropriate item to be worn like a belt.

    Right thinking vector.

  5. 1 hour ago, Thorfinn said:

    I agree the wheel is sub-optimal, especially since if you have open slots anywhere, rolling fast past it tends to pick up the item from the last filled space before it.

    But rather than an appeal to authority, (or mock others for what might be an appeal to authority, I can't really tell) what would you fill the 10 slots with? How do you see swapping tools off the paper doll without clunkiness?

    The prime hotbar numbers are 1-4, just above your movement keys, so those spots get the prime tools, or blocks if you are building.  But I only carry things like scythe or shears or axe or shovel when I am on a mission for items that need those tools. Otherwise, they are on a toolrack on the outside of my house. Or even just leaning against the wall. Or as often happens, I leave a copper shovel at each type of clay deposit. That's where I'm using it next anyway. Axes stay out at my current lumber camp.

    I digress. My point is I'm generally using a good share of the hotbar for just inventory, and most tools are only there on special occasions, knife and weapon the prime exceptions. What kind of a loadout are you envisioning? Most importantly, how do you envision swapping between, say, club and knife when you are gutting a fish, or skinning a brace of coney?

    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. 2 hours ago, Ruyeex said:

    Wdym?

    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. 7 minutes ago, Ruyeex said:

    Better be a auto switch tool.

    Takes me inspiration from outpath when there's a upgrade that automatically switches tools on different tasks instead of having a specific tool on a specific slot.

    You just have to press the right mouse button with the tools in your inventory to be versatile on breaking blocks and doing tasks.

    In VS should be always actived on settings.

    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. 2 hours ago, Ogi Teh yeti said:

    I'm not trying to be mean here but how exactly do you see that working out? Ok so lets add a slot specifically for melee weapons like oh the 1 key. How is that different from just making sure the 1 key has a melee weapon on it? I just can't imagine it being somehow different to add a specific key press for certain items over just the player figuring out where on the toolbar they want something to be which isn't all that far off from reality. Lets say my literal belt has space for a few things, so I put a knife, a quiver of arrows, a flashlight, a first aid kit and who knows what else. But now, I see someone who is hungry. My belt likely doesnt have the granola bar I have been carrying, it's in my bag, which I now am going to look through. Well, in vintage I have lots of stuff on my toolbar, but I have some slots that change a bit, all it means is when I need something thats rarely used I take a slight moment to swap out one of the off-slots for the new thing which is quite similar. It is this way for most games in this sort of genre, the only exceptions are games where they only have a small number of tools to use, and you unlock them as the game progresses so you're key press is only ever going to those specific things.

    Again, I am not trying to be mean, perhaps I'm just not seeing what you're seeing but I simply don't have any idea for a way to make toolbar and inventory management any different or better by simply assigning a keypress to a specific item or type.

    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. 17 hours ago, Zelger said:

    1-9 keys exist. Oh almost forgot the scroll wheel as well 

    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.

    • Like 1
    • Wolf Bait 1
  10. 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

    • Like 2
  11. 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) 

  12. 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.

    • Like 2
  13. 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.

    • Like 1
  14. 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.

    • Like 1
  15. 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.

    • Like 2
  16. 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.

  17. 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.

    • Like 1
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