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"I can't stardrive" Which explains why you start crashed on some random planet.
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# ? Aug 10, 2019 10:00 |
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# ? Apr 27, 2024 00:30 |
Rhopunzel posted:I remember talking about this with you. It's incredibly disingenuous to say "we have 300 million monsters" Of course, in that case, it means that until the players figure out which heads are the trouble ones, every so often they'll suddenly get their poo poo rocked because they needed to deal with that thing differently but they can't tell that it's different form the last twenty things the RNG spit out. And it's much less harder to identify what the problem enemy is since it could come attached to a lot of bodies in a lot of colors, etc.
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# ? Aug 10, 2019 10:32 |
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Color is one thing, but rather there are traits that can be a part of the different biomes that can make the species on that planet feel and act different. Of course, if I’m just being an idiot I’m perfectly fine to just shut up, I have no delusions that any of the random thoughts popping out are actually good and/or useful. So like, a monkey found in a place with tons of tall trees will be great at climbing trees. Monkeys in grassland will be better runners. Monkeys found in caves have better night vision (or to get real weird, bad eyesight and rely on other senses or are like, bioluminescent). Monkeys found near lots of water may have adaptations that allow them to swim. It’s not sticking random heads on random bodies, it’s having a defining trait of their biome defining the creatures that live there in a special place. And I have no idea if a trait system for flora and fauna would even be desirable - though it could be neat to breed a troop of 0 light needed cave monkeys that you could use. You attack an enemy outpost and knock out their lights, and have these tunneling critters pop out of the ground.
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# ? Aug 11, 2019 03:14 |
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Yeah, that can be handled by procedural generation by having a selection of traits (low-light vision, amphibious, climber, digger, glider, etc.) which may come with associated body parts (palmed feet for swimmers, membranes for gliders, strong claws for diggers, huge eyes for low-light vision, axolotl gills for amphibious, etc.). Then when you make random alien critters, you look at the biome they live in, derive from that two or three traits that would make sense for this biome (lots of flooded caves? amphibious, low-light vision, digger. A dense forest? digger, glider.) and then your random critters will have one or two of these traits. Likewise, for how to color the critters: look at the environment's primary color, and then go with either camouflage or contrast. You can also constrain it a bit (e.g., mammals on Earth can't grow green fur, so forest critters' camouflage color is various shades of gray/brown/tan/russet). So like, maybe the flora is mostly blue and cyan on this planet, but the critters can't be these colors, so they'll camouflage by being green. This can make randomly generated biomes seem consistent and logical. Random combinations wouldn't be used to pretend to have billions of different critters as players would see the same few recurring niches and wouldn't be fooled, but it'd be a nice touch. In Starbound, there seemed to be no rhyme or reason behind the random combinations.
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# ? Aug 11, 2019 10:26 |
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This looks really cool so far. I'm looking forward to throwing money at you guys!
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# ? Aug 11, 2019 13:24 |
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Here's a look at some creatures that've been made so far
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# ? Aug 13, 2019 21:40 |
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How is travel between planets going to be handled this time around?
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# ? Aug 13, 2019 21:45 |
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Shoehead posted:Here's a look at some creatures that've been made so far Animals are rad and I'm looking forward to bespoke aliens being made. Art direction is outrageously good.
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# ? Aug 13, 2019 21:49 |
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Loxbourne posted:How is travel between planets going to be handled this time around? very carefully
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# ? Aug 13, 2019 22:52 |
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Loxbourne posted:How is travel between planets going to be handled this time around? I'll be honest, I'm not worrying about the ins and outs of space travel until we've got individual planets really polished, but here's what's planned: -It'll be coordinate based -The galaxy won't be pre-mapped out like in Starbound. You'll have to probe out solar systems before you jump to them (or blind jump, but the likelihood of guessing a star system's coordinates would be infinitesimally small and risky) -Certain locations won't show up on scan and will only be accessible if you have the coordinates. These will be obtained by side quests/secrets/easter eggs and so on, and there'll be a reward for finding them -There'll be a wide variety of unique ship hulls and classes instead of iterative upgrades. Everything from shuttles to battlecruisers. -Ships won't be buildable inside. Interiors will mostly be static, but they'll be fancy to make up for it. -Ships will have limited facilities. The quantity and type will depend on class. -Smaller ships may be able to land on planets. -Larger ships will launch drop pods and/or small shuttles -Some ships will have weapons like orbital cannons or cargo drops -Planets won't be the only places you'll visit. One planned mechanic is the addition of space hulks, giant ancient ships that appear and can be salvaged after you cleanse & burn all enemies
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# ? Aug 13, 2019 23:14 |
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Rhopunzel posted:space hulks You better damned well give us Terminator Armour then
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# ? Aug 13, 2019 23:31 |
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Rhopunzel posted:magnificence - especially the derelicts, and especially exploring suitably dark and terror-haunted derelicts with friends in multiplayer. I do hope we can put light sources on guns.
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# ? Aug 13, 2019 23:34 |
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That plan sounds neat and those animals are amazing. Will there be consideration given to making animals less, "wander in this area" and more "when they move, it's for a purpose"?
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# ? Aug 13, 2019 23:43 |
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HelloSailorSign posted:That plan sounds neat and those animals are amazing. Yes. We're aiming to develop a loose ecosystem so that animals will interact with each other and there'll be a type of heirarchy . Some will hunt/flee, some will be aggressive towards creatures the same type as them, some will be friendly, docile, ignore the player. There'll be herbivores, grazers, there's even some creatures planned that'll pickpocket you. Definitely more involved than "this animal wanders around alone and then attacks you on sight"
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# ? Aug 13, 2019 23:48 |
i guess you don't like alpac on sight mobs. huh
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# ? Aug 13, 2019 23:53 |
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All the plans sound cool, but I'm curious: where do things stand with the implementation? I gather you're currently working on generating worlds; have you figured out things like basic physics, inventories, crafting UI, etc.?
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# ? Aug 13, 2019 23:56 |
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Rhopunzel posted:some creatures planned that'll pickpocket you. Coming from ARK.... gently caress that I will murder every single one ...or wait can I tame it and have it steal other people's poo poo for me?
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# ? Aug 14, 2019 00:01 |
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TooMuchAbstraction posted:All the plans sound cool, but I'm curious: where do things stand with the implementation? I gather you're currently working on generating worlds; have you figured out things like basic physics, inventories, crafting UI, etc.? Insomuch that I know. Which is very little. They've been working on the foundation of the game intensely. So you're basic ideas, inventory, etc. Is there but not in it's final form.
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# ? Aug 14, 2019 00:12 |
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Rhopunzel posted:-Ships won't be buildable inside. Interiors will mostly be static, but they'll be fancy to make up for it. Any chance of ships being partially modular? Like larger ships having a room where you can say 'I want X here' and it'll give you a pre-built module for it? Like cargo bay, galley, etc? Some option to customize ships, even if we can't build out the entire interior, would be a welcome addition, but I can also see how rough it would be to work in.
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# ? Aug 14, 2019 01:41 |
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do you guys have any plans either in the short or long-term for altering or siginificantly increasing the difficulty of the game? like expert mode on terraria or more aggressive survival features or something else
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# ? Aug 14, 2019 01:48 |
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Rhopunzel posted:Some will hunt/flee, some will be aggressive towards creatures the same type as them, some will be friendly, docile, ignore the player. There'll be herbivores, grazers, there's even some creatures planned that'll pickpocket you. highly advanced goat AI that causes them to attack each other and then attempt to jump onto the top of your settlement
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# ? Aug 14, 2019 02:39 |
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Victory Position posted:highly advanced goat AI that causes them to attack each other and then attempt to jump onto the top of your settlement Only the cats. Feline mobs should definitely go to sleep on top of your buildings.
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# ? Aug 14, 2019 03:52 |
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Goats on the roof is definitely a thing, breaking roof tiles by jumping in place repeatedly is the goat equivalent of popping bubble wrap.
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# ? Aug 14, 2019 09:00 |
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Rhopunzel posted:I'll be honest, I'm not worrying about the ins and outs of space travel until we've got individual planets really polished, but here's what's planned: You better be able to jump directly into the sun.
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# ? Aug 14, 2019 14:36 |
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Goats in space should, like in real life, have the ability to stand perfectly fine on completely vertical surfaces.
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# ? Aug 14, 2019 21:02 |
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Nighthand posted:Goats in space should, like in real life, have the ability to stand perfectly fine on completely vertical surfaces. Magboot goats.
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# ? Aug 15, 2019 12:26 |
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Here's some shots to whet your appetite. Imagine goats if you must:
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# ? Aug 15, 2019 15:11 |
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I have another cool screenshot for you guys: This one is particularly rad, imo. Drop pod / crash land into some snow and some bullshit wolf wants a piece
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# ? Aug 16, 2019 21:48 |
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There's another behind you!!!! also finish up already I want to play this game
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# ? Aug 17, 2019 00:19 |
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Is them solar panels?
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# ? Aug 17, 2019 00:19 |
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HelloSailorSign posted:There's another behind you!!!! we're still trying to find a name, then we're likely going to announce + launch the site. creative mode's still on schedule for the end of the year, at which point we'll release it for free concurrently with a paid alpha edit: implemented speleothems! they're all colored the same natively, but auto color based on the block they're attached to. cave ceilings (and floors) are going to look awesome! Rhopunzel fucked around with this message at 04:26 on Aug 17, 2019 |
# ? Aug 17, 2019 00:25 |
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Rhopunzel posted:we're still trying to find a name, then we're likely going to announce + launch the site. creative mode's still on schedule for the end of the year, at which point we'll release it for free concurrently with a paid alpha
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# ? Aug 17, 2019 22:49 |
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Babe Magnet posted:very carefully Finally.
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# ? Aug 17, 2019 22:51 |
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I still have to remind myself these are 100% dynamic. The graphics really transition nicely.
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# ? Aug 17, 2019 23:48 |
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The detail looks a lot better in the high res shots, though it's interesting that there's so little edge definition in the art style, definitely different from most pixel art style games which tend to be heavy on the outlining.
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# ? Aug 17, 2019 23:58 |
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Rhopunzel posted:
It looks like she's the least lucky person ever. In some cloud world and yet underneath a mysterious air boulder.
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# ? Aug 18, 2019 00:17 |
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so things are really picking up, if everything goes right we should have a name and our site up in the coming days!
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# ? Aug 23, 2019 03:19 |
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I am very excited. In a moderate way.
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# ? Aug 27, 2019 21:47 |
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I keep trying to throw my wallet at this thread. I'm going to break my phone if this keeps up.
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# ? Aug 27, 2019 22:40 |
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# ? Apr 27, 2024 00:30 |
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RickVoid posted:I keep trying to throw my wallet at this thread. Hold tight to that wallet friend. There are things brewing. The momentum is there and the team is gelling really well. There is definitely magic in the making. Also shout-out to the devs, they are working really hard.
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# ? Aug 27, 2019 22:42 |