Jump to content

Bloodwyn

Vintarian
  • Content Count

    24
  • Joined

  • Last visited

  • Days Won

    5

Bloodwyn last won the day on December 1 2018

Bloodwyn had the most liked content!

Community Reputation

13 Good

About Bloodwyn

  • Rank
    Stone Age Settler

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Indeed. In my humble opinion, there should be a ground-up chain of updates, starting from the obvious foundation of a solid world-gen. 1.8 should give us world generation that actually generates what feels like a real world and not a random agglomeration of parameters. Climate bands, continents with local fauna flora, seasons, oceans, etc, with a way to preview the world through something like ForgeAmidst . 1.9 would then intuitively follow with content that takes advantage of seasons, so temperature, thirst, heat/cold and craftable cloths/armor(please make the armor 3d) 1.10 could be the farming update which would take advantage of the new cloth/armor system, as well as what you said about food preservation with cheese-making and stuff like that
  2. Ciao zio, per settare la spawn devi usare un oggetto che si chiama "Temporal gear". È un ingranaggio blu che viene droppato dai Drifter (quei cosi che sembrano mini yeti)
  3. By courtesy of Tony, host of Darkagecraft, I invite everyone interested in a lore driven, civilization-craft RP server to join our ----Discord Server-----. We love creating unique lore for our world, ranging from speculative cultures, ethnicities, religions, and the dynamics of these. But we also welcome more personal lore about your character and his/her navigation of the Dominions setting! Server features: RP-driven civilizations, Neolithic mod pack and more, Fluid and dynamic world lore that you can shape, RP-motivated PVP allowed ----Discord Server----- Server IP: darkagecraft.net:42424 To get the pack needed to connect to the server, please join our discord linked above
  4. Bloodwyn

    RPG Mod

    This mod will be adding classic RPG functionality to Vintage Story. Please feel free to add suggestions, critiques and comments. All textures except for the beards are provided by Balduranne. Bug her for more, and I'd be more than happy to add them! Current Version: 1.0.1 Future Goal Partially Done Done, Next Release Done, Released Features: Character Creation Character Attributes Character Skill Trees Abilities Customizable Character Models Models Change with Life-style/Diet/Attributes Other races: Dwarves, possibly Halflings Armor if Tyron doesn't do it soon Fantasy creatures Feature Documentation: Character Creation: All players can change their character at any time by entering the following command in chat: /setskin . A dialog will appear in which you can choose your appearance, race and sex. Changes are shown to you immediately, but in order for others to see the changes, you must close the dialog. Pictures: Changelog: 1.0.1 : -Fixed archive error 1.0.0 : -Added character creation. Downloads: rpgmod_v1.0.1.zip
  5. We're launching https://discord.gg/rUuJkk5
  6. Well, to be fair the only textual lore is in the forms of quests and diplomatic events between villages. I'm not sure if any of it is recorded in tomes or scrolls. What I'm alluding by bringing up Millenaire, however, is the fact that the stories are simply generated by interactions between the cultures, the player and the environment; these are in the form of text in the chatbox and quests, but it wouldn't be that difficult to extend that to another form. A player can bring down the enemy of his favorite village, he/she can unite what were once eternal enemies, or liberate a village from a burden; the villages grow/shrink in population and territorial size as consequences of players, environments and other cultures. In a similar vein, the stories in VS could just be about the world at hand; the player could uncover a village being harassed by a particularly large nest of drifters nearby, and destroying the drifters could cause said village to grow and prosper, influencing the course of dynamics between other villages nearby who depended on its prosperity. Then, as a result, the heroic actions of the player could be transcribed onto scrolls, and would be made by a mix and match of various templates of strings according to how things went down; this example is poorly thought-up but it serves to show what I'm thinking about. Of course this means that individual bits of lore like the ones currently being found in ruins STILL have a place. But they would remain just that: individual bits of lore. Well, I'm still not sure I understand. Why would it carry weight if the story remained the same? The point of starting a new save isn't to continue where you left off, so why does it matter that something isn't carried over from the previous save? Each save is an entirely different world, why should the story be the exact same? Also, it wouldn't mean that there would be no efforts in world building. It would simply mean that all the efforts would go into creating the conditions for lore generation to be good. Dedicating time to a specific story should be done by the community. If the game is to have lore, it would be better if it were organic and directly tied to elements of the world at hand. I just think the risk-to-reward of incorporating a specific story into a sandbox game (where each world is an entirely separate and unique planet) is too low to be worth it. Even in the best case scenario, a perfect story that speaks to everyone will still barely make up for the resources invested in creating it. But even in an OK scenario where the story ends up being high quality, it will be nothing more than an interesting extra feature. There is too much risk that the story won't be cherished by most of the audience, and it could actually diminish the efforts made on the technical side of development. Having dynamic, unique lore or no lore at all are much more flexible alternatives.
  7. Well, I'm not saying VS should aspire to reach the levels of depth of DF, that would indeed be very difficult. I used Dwarf Fortress as an example. Millenaire is a minecraft mod that uses a similar formula as the one I'm thinking of. It wouldn't be necessary to have the level of complexity found in DF to have a nice and organic lore.
  8. Well, to an extent the lore would remain an abstraction. The real generation would be landmasses, dungeons, NPC cultures and the dynamics of everything in between; the lore would be nothing but an interpretation of these dynamics. This is the way Dwarf Fortress handles lore generation: it simply generates the creatures and the lands and simulates their existence, and lore would simply be extrapolated from the interactions of these elements. This sounds very simplistic, but you actually end up with extremely detailed and organic lore. Every new world would be fundamentally unique. The world would feel alive, and your presence in it would feel much more authentic and immersive. Having a pre-written story would only limit the audience imo. Also I'm not quite sure what you mean by meaningless. After-all, the focus of sand-box games isn't narration of a story. This game generates an entirely new world each game anyway, would that render game-play meaningless?
  9. Geographical overhaul. Making the world feel more like an actual world instead of an infinite grid by showing the player (or at least the option to see) the generated world map like Dwarf Fortress does. Maybe even mark some points of interest like NPC cities and dangerous locations (goblin town, necromancer tower equivalents). I've always been more eager to travel thousands of blocks when I knew I had a destination. Randomly wandering in hopes of finding something isn't as appealing imo. Seasons, climactic bands and weather (possibly with cold/heat effects on the player) should be present. NPC states, cultures etc. A deep and organic NPC presence in the world can be a key selling point and can multiply the replay value of the game. The possibility to be a part of an NPC community (perhaps even manage NPCs) could be a funner and more organic alternative to solitude and automation. Trade should be important, but it should lay on a bed of economic dynamic (like the kinds of commodities produced in each village/city, the demand for others, etc). NPCs can extend play by (potentially) hundreds of hours, and depth in NPC cultures and dynamics offer a reason for the player to want to play again once he/she gets bored with the current world. I hate to bring up DF again, but I personally know people that have been playing one world for years and thousands of hours, and are continuing to this day because of the depth of NPC cultures and dynamics. Armor smithing, Cloth and Leather work, Cooking (more immersive), Brewing (potions and alcohols) and Animal husbandry (look into Animania). Horses! Above are what I believe are must-haves that will make or break it. The following are things that I would personally like to see before the game leaves early release: Ships and carts (not just boats or mine-carts). These would make trading complete. VS has limited character inventory space, it would only make sense to allow these methods of transporting goods and players. VS also encourages the player to set up mines in different locations, and carts/ships would just make the travel between mines more immersive and convenient. It think if done right, full sized ship mechanics would REALLY set VS apart from other voxel games, especially if paired with immersive NPC economics. If ships are a thing, perhaps a crew could be too. Random lore. I really hate the idea of having premade lore in VS. I think this game should put no chips in a pre-made story. I strongly suggest that lore be generated with each world, instead of trying to come up with a single setting. A story written by the authors of the game will fizzle out after a while, and serve as no more than an obstacle for those who want to deviate in their own server setting. However, lore generated uniquely for each new world ensures that the sense of mystery and the wish for discovery never cease to be present. Creating lore algorithms may be a bit of a challenge, but it's possible and it leaves us with a system that can leave all the focus on developing game mechanics. Character customization. I think Seraphs are an interesting idea, but I strongly believe that allowing players to be humans will be a simple change that will appease MANY people. I personally like to be something familiar; having an alter-ego that someone personally created can only enhance the experience. Jewel crafting, strategic/economic metagame, player managed NPCs that replace automation (mentioned briefly above), mythological creatures and deeper combat are some of the things I think would make the game feel truly complete.
  10. I have read one of the books at one point, I didn't enjoy it much. I disagree with you on the quality and depth of GoT, and I think we'll just have to leave that to opinion. There is an extremely limited amount of wizards in Middle Earth in proportion with the amount of different cultures, races and so on; magic is recognized by the various peoples, but it's such a legendary thing that the vast majority of Middle Earth's population has never seen its manifestation. This is the reason why I stated that magic is rare and elusive, and it could very well questioned in some corners of the world. You're saying that thousands of years is an overstatement, yet you show how I was completely accurate. Not sure what you were trying to do there, my friend. It doesn't matter how many different interpretations of dragons there are. Now please don't take this as me being "that guy", I'm not trying to be pretentious at all, but the genre of fantasy was not invented by Tolkien. You could argue (on a fine thread) that Tolkien invented modern high fantasy, but I would dispute even that claim. However, this is a game of semantics that is totally devoid of value, because I'm one to consider epics as fantasy, since the fundamental elements are the same. I never said that every fantasy world needs to be the same fantasy world. I don't even think anyone in the history of humanity has ever suggested that. I'm not sure where you got that from my arguments, and I'd be glad if you'd point it out so I can correct it! Also, you can be original while including some traditional archetypes in the story. A world filled with totally unique, never before seen elements isn't necessarily going to thrive, while a world that has elements already seen isn't necessarily going to lack originality. What fantasy thrives on isn't as simple to state as that. Originality does not equal quality. Also, nobody is suggesting "copying" LotR.. I'm really not sure where you're getting that either. You are aware that elements of fantasy that I described above are not native to Tolkien. However, even if they were, it wouldn't be copying unless you literally copy, so let's be careful about our choice of wording. They are simply creatures that originate from ancient mythos. Again, I never said every fantasy needs dragons, but excluding them (or any element) solely for the sake of being a hipster and being different is nothing but a loss. Tyron explicitly showed interest in adding gryphons among other things. Would he be copying Dungeons and Dragons? I think not, and I welcome down-to-earth fantasy elements like creatures. I will end this by stating that one ground we can shake hands in, is the question of magic. I could also not care less about the inclusion of magic in the VS universe.
  11. That's totally a matter of opinion. I think fantasy is mundane in a place like WoW, but the fantasy in LotR is completely mysterious. GoT is the pop music of literature, so that's a very poor example to present. Magic in LotR is not common at all. Wizards are regarded as extremely elusive, so I really don't understand what you're talking about at all. Magic in LotR is less common than even Greek or Norse mythos. Again, saying that these bread and butter elements of fantasy are overused is about as helpful as saying that swords and castles are overused in medieval settings. Humans have come to view fantasy through the lens of traditional mythos, and this means dragons, elves and ogres. As I've already stated, these elements have been part of fantasy for thousands of years, and it's very shortsighted to dismiss them as if they're some unimportant cliche. You may not like them, and that's fine. Comparing LotR to GoT is incredible. I think it's on par with the comparison of LotR to Harry Potter. An example that would make your case a bit better would be the Odyssey or Norse Sagas. But if you really want to draw the comparison, Game of Thrones is set in a secondary world, it has magicians, it has fantasy creatures and it has magic super villains. The difference is that LotR's appeal doesn't come from the softcore adult content that is the sole reason for GoT's success.
  12. Let me begin by reminding the reader that this post is entirely speculative, and I'm in no way underestimating the amount of work required to implement some elements I'll be discussing below. As has been revealed, the game is very likely going to feature an immersive NPC village system that will attempt to create an organic market environment (probably based on some implementation of supply and demand). If done right, this has the potential of setting an entirely new genre; however, exploring this topic more in-depth would go beyond the scope of this thread. Ships would (not simply row boats) would add an entirely new layer of gameplay, and would make a lot of sense given the fact that Vintage Story doesn't allow you to carry much in your inventory. During a discussion with Tyron, it was revealed to me that an important inspiration of his is the Hanseatic League, and maritime commerce was at its core. Ships in VS would allow the player to trade in a more immersive manner, but it would also make the game feel more complete once oceans are added. Ship mechanics would also be major selling point, and would make exploration more fun. The benefits of adding ships would go well beyond trading and exploration; for instance, chunk-loading NPC merchants that go port to port could be raided by our community's miscreants, or treasure maps (similar to how MC has their mansion maps) would cause many to set sail. There are many ways to approach the addition of ships in the game, but in my opinion the following elements should be present no matter what: Sailing mechanics should allow the player to direct the vessel, but not be required to tend to its movement constantly. The player should be able to move around the ship and engage in other tasks (bookkeeping, cooking etc) while the vessel is underway. Ships should be valuable. There would have to be a cost that goes well beyond the direct market value of the materials used. Whatever approach there may be to ships ingame, it would have to account for nonsensical shapes. (this wouldn't be a problem if ships used prebuilt models.) These are obviously just my opinion, but I think they should be important features to keep in mind. I have briefly thought of some possible approaches and would like to hear opinions on them: The first is the "build-your-own" approach used in some popular MC mods. This would require a bit more work in my opinion, because one must figure out how to respect element 3 laid out above. It would have to create a guideline to ship building that would avoid wacky shapes. For instance, sails would require a certain kind of shape and ratio, and an overall balance of weight distribution would be required for the ship to float etc.. This approach would also require some thought to respect element 2 laid out above. The second approach would be a slight variation of the first one, whereas instead of using regular building materials, the player would have to use materials appropriately crafted (using the voxel crafting system for claywork and smithing). Since ship building required a lot of crafting and carpentry, it would make sense to take this approach. It would also create a bit of contrast between the ship and the environment, since the shape of ships would end up being more "refined" and detailed. This approach would also respect the 2nd element laid out above, since it would be a big time investment to craft the materials for the ship. Unfortunately, this would run into a similar problem as the first approach in terms of wacky shapes; a potential solution for this could be guidelines for specific types of ships, a balance of weight distribution, or a balance of weight distribution on specific sections of the vessel (sizes of deck, hull, keel, etc). The final approach I came up with, is using prebuilt models. This may or may not take more effort than the approaches above, but it would be very limiting for the player and possibly feel out of place due to the nature of this game. Again, I'd like to point out that I'm not underestimating the work required for this suggestion, so view this post as purely speculative.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.