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Everything posted by Jeronimo
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CAN WE STOP FEEDING THIS KIND OF TOPICS
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City Planners / Urban Planners / Zone Planning
Jeronimo replied to juvenius's topic in Builder Forum
This topic shouldnt be adressed to NQ, that is only giving to players tools, but to organizations that will plan those cities. Some organizations already started to structure their plans and to asign people to different functions such as engineer or architect. City planning requiere lot of knowlege in terms of spacial orgization, transportation, network, segmentation and sociology but a game like DU wont need any knowledge since it will be more villages polulation, scaled to big metropolis Will be like playing 3d simcity, a one man job will be enough to make something look like a city -
what has been annouced is a great step, getting close enough to Landmarks build tools. So if you hang on youtube Landmarks building tutorials, you might find a very accurate answer
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Great day to you two guys! To be honest, the last dev post on the kickstarter made my day! And to answer you about menus and submenus, its more simple than i can explain Each menu buttons might be loaded from a list of strings in the LUA, so you just need in your main menu to have a button that will laod an other list, so an other couple of sub buttons will appear. To make a tree, you ll need to setup few lists at begning of the script and make the jumps correctly to update the screen menu with an other list. And to answer ATMLVE, the main work behind would be to implement only one function in the LUA, AND a little graphic appearance displayed for this menu function (i edited my post making a futuristic interface example) Its not super urgent, but will be super usefull Once implemented it could, client side, look something like that in the LUA: //ScreenMenu(Touch ID, Tittle String, Buttons List, Description List, Number of Columns, Number of Lines); Cheers
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502 683€
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Introducing here an idea about a multipurpose touchable MENU for diferent LUA interactions with other Elements It could be created with different sizes, from ipad size to giant screens, and have a specific graphic interface proper to DU Have a body seperate into 3 parts: - Top: Title of the screen menu / sub menu - Middle: Configurable buttons - Bottom: Description of the curent menu / or descirption of the highlighted button Each part could be scriptable and splited into lists of strings in the LUA First menu could give direct informations or actions, or lead to a submenu Each button pression would send a string that will be filtered and sent to whatever element it is linked to For a concrete example, from the very last published video with the flying plateforms: The tactile screen could replace a cockpit and have a buttons action menu look like so: PLATEFORM MOVEMENT CONTROL | FOWARD | | UP | | ROTATE RIGHT | | LEFT | | STOP / START | | RIGHT | | BACKWARD | | DOWN | | ROTATE LEFT | DESC: blablabla this is the control panel for your moving plateform It could replace and make interactive the chat commands And allow creations and configuration of very simple Operating Systems Below is an example from SL UI floating scriptable menu: So this one could be made as a physical touchable screen menu in DU Uses of a configurable menu will be extremly wide From home personal automation menu (switch lights on/off, lock doors on/off etc...), passing by the touchable password screen menu, to a whole ship operating system I hope i was clear and i gave some ideas
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https://www.kickstarter.com/projects/1949863330/dual-universe-civilization-building-sci-fi-mmorpg/posts/1694816
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Nice historical reference indeed
- 30 replies
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- Constructs
- Pirates
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(and 2 more)
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how about an old school method with a trojan horse?
- 30 replies
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- Constructs
- Pirates
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(and 2 more)
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Question number 5 (Dual Universe Explorers - Live Q&A w/ JC Baillie - Novaquark CEO || 09/17/2016) minute 14:45 https://youtu.be/H9Y0YmqGYDM?t=887 Few thoughts and eventual mechanics solutions why air within spaceship would be terribly usefull Considering the eventuality of a normal voxel as Data 1 (solid point), void as Data null (inexistant data, uncalculated), and air as Data 0 (existing point but with no interaction) Building a spaceship would be creating Data 1 point clouds within Data null Air, Data 0, could be spread in a finish construct by the intermediary of a specific element placed within the construct to detect breaches, or enabling voxels building mode on a moving spaceship, from the hypothesis of this topic. In terms of gameplay, the element could take the form of a "red alarm light", each could be renameable, be placed on the ceiling or above doors, and be connected to a display screen element in a control room, displaying pressure status of every rooms this elements are placed in. The pressure display screen would allow in real time to know the status of the ship hull, and alert in case of breach during a confrontation or a collision. A breach isnt a scratch and could involve an opening big enough for undesired infantry within a ship, so why not having by the way the possibility to remotly lock the doors accessing to the room where a breach is. In terms of mechanics, each "red alarm light" elements, would on start of the ship, spread within a room, air, Data 0, and calculate the number of points needed to fill the room. A breach could be detected when the ship starts, if the Data 0 point cloud reaches the whole construct virtual volume border, then the alarm triggers and send a signal to the control room display, until it is fixed and reseted. During a confrontation, the alarm would trigger if the calculated Data 0 point clouds is expanding, then the alarm triggers and send a signal to the control room display, until it is fixed and reseted. When alarm triggers, the element would instantly remove the Data 0 point cloud it started to calculate and replace it back with Data Null I believe it could be one solution how to introduce air within a spaceship, and 2 possible uses for it But not the only solution for spaceship hull status detection (that could also be made with only one element, but less precise, displaying a floating mini 3d model of the ship automaticly built at the ship start, and comparing it with the real time voxels volume of the ship) EDIT: other possible future uses for air condition in space ships - breathable environment (the need of air in the gameplay, difference for players between void and air) - biomes, and future potential emplementation of farming/planting abilities - gravity (affecting air environment entities but not void ones)
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i was naming air voxel as a very light data on a grid not as an entity
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SO? using one cockpit for firing 5 turrets doesnt it need to automate 4 of them automatic turret doesnt mean, a turret that will fire at everyone within a range but a turret that will be setup with a certain behavior, and this through LUA parameters unless with your almighty intelligence you create a clone machine to fill the 4 other cockpits, the 4 other turrets will be script controled, following the master behavior, what is meant by dev team that 4 of them will have a much much less effective fire power so what is the point of your reply if it is not to show off once again? FYI a little remind of the 1st post: "i would like a script that will allow a large ship in combat to turn all of its guns to fire on one target like a focus fire like on a battleship but all main guns tored the front that would be cool"
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Seams right, so what ever you ll have time to build, will be left behind And if you build in an enclosed moving plateform, then the whole plateform will get stuck to what you just built Or, if you spawn an other cockpit on this plateform, will you take control aswell of the plateform?
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will be more fun to find, when you ll realise a whole enemy fleet entering your spaceship from that hole and killing your crew one by one, thinking they were safe inside
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ouuuh! i could do that in garry's mod 12 years ago now waiting see what happen if someone build an other voxel object on the same moving plateform
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precisly 650k = 150k for hiring someone else to develope the character creation interface it has for sure nothing to do with air
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SL isnt economy driven? it doesnt have political aspect, true, but economy is there, transactions are real, and real estate is very developed i have just breifly checked Wurm online, we are here in a real time crafing mechanic, similar as The Forest, with a lot of role play game mechanics behind, survival and interaction with npc NQ is planning a universe fully occupied and and created by players, since the LUA wont be as developed and free as the LSL, if the few interaction elements given by NQ arent filling the purpose of the game, which will be living in fully players created cities or spaceships, those living environment will be gameplayless, animated by most brave and creative minds, by virtually simulating an happening event its cool to gather matter, its cool to freestyl build, and connect with LUA 2 elements (the LUA replaces the redstone...) but if Notch forgot to implement the furnace, would minecraft be what it became now? so if spaceships in DU dont have the right instruments, will there be a DU?
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anyone has dreams and fears, i have played SL for a long while, and SL offered me 10 years ago all what DU offers today, exept the infinite universe concept SL was all but not a game untill yourself incorporate the roleplay DU is designed to be a game with its proper gameplay and mechanics My fear is that even after a successfull kickstart, 500 000€, that represent a year salary for 15 people in France (including government taxes, unemployement fee and retirement fee) DU doesnt develope the right mechanics of a game and that players will have, out of their imagination, to animate the roleplay themself I do believe the dev team was playing with java while drinking milk at early age, and isnt planning to make a minecraft like galaxy version where everything will be static Since DU will not be a survival game, and will be focused on building cities for homebodies and spaceships for explorators, those 2, must be deeply thought and playable I backed the game same as most of us, but i m making sure to let devteam know that, myself, and maybe some other gamers, are picky, and wont be satisfied with a SL voxel version with an infinite universe mode, and will be strongly unpleased that the roleplay takes too much importance, that i have to type in my chat, "ding dong", faking pressing an invisible button at my neighboor's door to let him know i am here, while beside that i have implanted in my arm the nano technology to compress half of planet matter to fit in my backpack.
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what she meant is what JC mentioned in a interview, for survival gameplay air voxel in this topic is about filling void data grid by an air data grid -first use is for detection of breeches in the hull -second use is for voxel creation within a moving ship -first issue for this, is the creation of a voxel in mid air (that will by default be non physical, and remain in mid air at same position while the ship is moving = crash) -second issue is the replacement of those air voxels data to split player personnal creation with the voxel added to the ship
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here is the purpose of the topic, an alternative of this bubble solution, already emited by JC here: but this solution is only a survival gameplay solution (breathable air or not), not solving spaceship hull status nor voxel building on a moving spaceship