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Ambulate In Somnis

Vintarian
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Posts posted by Ambulate In Somnis

  1. On 1/26/2023 at 10:19 AM, LJim said:

    I started on VS because I was tired of Minecraft's directionless updates. A lot seemed arguably added on a whim, and it's fine that people enjoy these things, but it wasn't for me. I started playing Minecraft before Survival was even a thing, got hooked on to it even more after Mojang added Survival, and over the years have clocked in thousands of hours (of which at least half were from modpacks). I enjoyed it greatly for the survival, exploration, and creative processes, but without a cohesive vision, I began to lose interest. The last straw was hearing about the random banning of accounts.

    Thankfully, someone on another forum mentioned VS and I'm really glad for it. It had everything I wanted from a block punching game, reminding me of the good times I had with TechnicPack and Feed The Beast. It took some getting used to, but I appreciated the changes, even ones that I thought would get on my nerves (like knapping). I don't think VS is perfect in its current implementation, but it's definitely what I'll go to if I need to knock some blocks and build fancy houses, so I hope the team doesn't compromise on its vision.

    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. 

    • Like 2
  6. On 11/12/2021 at 9:51 PM, Hal13 said:

    as i've never really found a real tin vein (i mean i even had the metal settings to max and only found a few ore blocks of tin, same with silver and gold) ever in my few hundred hours over 5 worlds, i'd appreciate getting more out of it, maybe then i actually would do some bronze stuff? because tin was that sparse always, i normally go straight from copper to iron after i found enough tin for a hammer, a pickaxe and an anvil...

    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***

    • Like 1
  7. On 10/10/2021 at 8:49 AM, l33tmaan said:

    I've heard complaints that the mining system is currently rather boring. Prospecting has a bit of a learning curve to it, and non-iron ore veins tend to disappear in a few trips, especially if you're playing with any mods that have larger backpacks or really take advantage of Carry Capacity. The actual mining process itself is... whatever. You right click the block, collect nuggets. That's fine.

    I propose something that involves the player more and utilizes the voxel system that makes chiseling so neat: this involves making two changes to ore blocks (ore generation is a different topic). 

    1. Ore blocks must be "mined" multiple times to fully deplete them, sort of like a resource node from an RTS game. This means players can stick around mining the same ore for a longer period of time, but still be appropriately rewarded over that period. Now, even if you find a few specs of tin, you still might need a trip or two to fully deplete the block.
    2. Depending on what voxel on the ore the player targets, they receive varying amounts of nuggets once they are done mining it. In the picture below, for example, striking the actual copper bits gives you more nuggets than mining the bare rock. If you want to get especially in-depth, chunks of the rock can disappear when you mine it, revealing more 'bonus' nodes to strike. Not only would this look cool, but it would trigger the reward centers in our monkey brains more than mindlessly holding right-click on the whole block - now we can mindlessly hold right-click over specific areas of the block! 

    This doesn't really touch on what numbers would be ideal with this kind of setup, but I think it would be a lot more involving and interesting than what we've got now.

    unknown.png

    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?

    • Like 2
  8. 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.

    • Like 7
  9. 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.

  10. А как насчет генератора журналов?
    Мария родила от Петра, Монарх %playername% присоединил земли Рохляндии.  
    Некая летопись, вариация Dwarf Fortress.

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