CastIronFabric
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Everything posted by CastIronFabric
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My opinion is to play single player and play in Explorer mode without mods until about mid game. Then after that experience start adding mods, or playing in Standard mode etc.
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Strange Things have been happening in my world?
CastIronFabric replied to Tameable's topic in Discussion
are you running a public server without a password? -
sorry I cant weigh in on that example intelligently because everyone I look on the internet it says minetest is a game engine, not a game. Even their own page says that as a title. I am not saying you are wrong, I am just saying I can not address that example intelligently. having said that I think what we are talking about here is fundamentally different. I think there is a difference between the question of 'should we have Medieval engineers be an option within Space Engineers' and that of a game engine designed specifically to be modded into different game experiences. I guess Roblox is another example. I am not sure VS is really that but maybe it could become something like that.
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if you want to say the internet is wrong that is fine. but I think we both know what I am actually referring to when I say a separate game experience within an already established game
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this is circular. in one case its 'nobody knows what the decision is' then its 'this is the decision they have made' then back again. or I am reading this completely wrong.
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I looked it up and I think you are incorrect. minestest is a gaming engine. Not a standalone full game that also has another stand alone full game experience attached to it. lets all try to be in good faith here, please.
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ok I do not want to beat a dead horse here but here is what @Echo Weaver said originally: I do not read that as someone who is saying 'we do not know what the decisions are' but rahter 'here is the decision as discussed and that is that' did I read it wrong? I'm sorry, but you don't have to agree it's a good idea. What you think just don't matter. The only people qualified to make this decision are making it. This ceaseless armchair quaterbacking is pointless. The only way anyone's opinion matters is if they start their own company and do it their way.
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So I know of some mods of games that turned into separate games (such as this one). But I am unaware of any project in which an 'entirely different game experience' was incorporated into the existing game as a mode. I know SE has 'scenarios' and 7 days to die has a dedicated story map but I am not aware of any game by name that does what we are talking about here which is to create an entirely different game experience. I would like to know some names of some games that I can refer to in order to have a better understanding but again, not a mod of a game that was eventually turned into a game later nor a senecio, but a game mode that was from the start explicitly designed to be 'completely different experience' maybe the Roblox platform is a good example? I do not know Roblox very well so I can not say for sure.
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I want to point this out for observation sake, please do not consider this an attack just an observation. I considered not saying anything but it just feels wrong. You previously just told me (paraphrased) 'this is how the developers are going to do it and that is that' now you are saying we do not know what the developers are going to do for sure.
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Let me put it this way. I do not know of any game that does a 'mode' that is an entirely different experience. The closest thing I can think of is 7 days to die with a story mode which is a handcrafted map instead of random. I do not know if this game is going to be a story mode or not but I do not know of ANY developer that creates effectively what is an entirely different game experience and world by installing it into the existing fork of the game Zero.. Now...consider this. The new 'mode' as a mod means when you play that mode you will have to turn off all your other mods or you will have to create a new data folder with a link that points to just this instance of the game experience. All game files share the same mods. I do not think that is a seamless experience for the players also, I think you understand that if you have one full complete game code all the way up to the UI and you have to write conditionals for every single thing you display, every single game loop reactions that its going to be a mess really quick. Not to mention are we going to just skip over the entire mechanics of forging if the new game mode does not have it? How about cooking? temperature control etc etc etc. Unless the game is going to have pretty much nearly all the same game mechanics then we would have to write code to skip code that should not even be in the project to begin with. Then you would have a code base that effectively has EVERYTHING both game modes has and then you would have conditionals on pretty much every single method in the game. I suppose you could create all the methods for one game mode and leave all the methods alone for the existing VS experience. Yes you could do that, however at that point the question becomes...why? why would one not fork instead of creating a full set of methods for one mode vs the other mode. I have seen this done, I have rearchitected in some cases because (for example) we really did not need one PROC that tried to do everything, not only was it a coding mess, it performed bad.
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near perfect response about someone who is being hyperbolic. thank you
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so we should just lock this thread because nobodies opinion on this matters.
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I do not know if its standard or not, but in this context it makes the most sense to me. I am sorry 'because the devs want to do it' is not a good enough reason for me to say 'oh well then I agree its a good idea' I will say this though, I have worked on a project that tried to do two logically different things as one package as a developer and it did not work. I ended up making two separate programs and that worked out a lot better for me. I do not think that is exclusively true in all cases however.
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Well then I disagree with their vision on that. I know that might seem sacrilege to many but just because its their vision does not mean its a good idea. Anyway, from a development standpoint if one wants to create a stand alone experience that is significantly different from the main branch then keeping the two separate will allow for a lot more flexibility for both and the consumer will not end up making long threads discussing why, how, what, who
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I do not see the advantage and even on a technical level is appears to cause more confusion than needed. Just fork the game out to a separate experience and go....share updates just like Space Engineers and Medieval Engineers did. Keep the two projects logically separate which is always easier to maintain and it helps the users as well. Not to mention if they do create two separate projects the level of customization skyrockets for the other project. They do not have to use existing fork, they could even go back to the very first build of VS and build off of that if they like or not. a lot more flexibility
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how that would conflict or support any class system idea I have zero idea.
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I do not even understand that setting. For some reason because one does not want to engage in a story that means they do not want traders or any ruins to loot? I do not get that.
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add 'all the other game 'modes' are settings I can adjust in any game world' why is this 'mode' different? OR...just hear me out...OR...make it a stand alone game EDIT: Here is another one 'How come the setting 'Temporal Storm' is not in the settings in this one mode but it exists in all other modes'?
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right, I feel like this is a question that has already been addressed really since the birth of D&D in 1974. Large groups that want to work with interdependence. yeah Small to solo groups that want to do everything in the game...turn off. seems straightforward to me.
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Examples of what I would consider to be 'Artificial Difficulty' in games in general (I can not think of one that is part of VS core game play to be fair) 1. mini games like fishing in an RPG. 2. 'Perk' systems in which you plan to get a lot of XP by killing zombies so that you can increase your farming skill. I really do not think those two examples really need to be boiled down into a lengthy essay, I think we all would get the idea.
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So do I drop the game into my mod folder with all my other mods? Can I play the mod in my existing world? Can I use other mods in this modded game mod? Is it a standalone? Is it being created and supported by Angeo? Since its in the mod page will they support all the other mods I am using from the same front page if I use it in this mod? Questions I am not asking, but questions I would assume would be asked. I just think it would be cleaner to create a separate game. If they like ones key for VS would work in the other game. simple. anyway, that is as far as I am going to go into the statement of 'I think this will cause confusion that will escalate quickly' because I think it already has.
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In my personal opinion the best way to start playing the game is to play about 20-30 hours in Explorer mode. Then later go back and play the full experience. Why? because its a bit hard to learn how clay forming works, what materials are most important first, how to build a starter base, how to prospect, etc without the distraction of monsters and storms. I personally do not play with those things on at all, that said I still think its wise to play to about midgame with it off as a first time experience, unless you like stress and being overloaded.
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nothing is mandatory. It their game they can do what they wish.