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Jeronimo

Alpha Team Vanguard
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  1. Like
    Jeronimo reacted to Wicpar in "There are no limit in size?"   
    their tests seem promising, i wouldn't worry about that. my argument was mostly that there is no point to further reduce voxel size, and then proposed alternatives that would be cheaper.
  2. Like
    Jeronimo reacted to ATMLVE in Don't Make a 'Best Version' of Anything   
    This is something common in regular multiplayer games but I feel in a game with crafting, it can become somewhat of an issue. What I'm suggesting is to not make a 'best version' of anything. What I mean is, since most items will be craftable, don't make there be that one greatest version that everyone aspires for. A standard model for crafting games is starting with the lowest tier, with each upgrade above that increasing all of it's stats, to the point where at some point you get the ultimate form of that item.
     
    You hear it all the times in games; people say they have "max everything". Whether it be full diamond armor and tool set, a 48 slot ship, or the 'black hole gun', they go for it as an end goal and once they reach it, they have nothing left to do.
     
    I think it is important for a game like this to avoid that, and to do so I suggest everything has at least two different stats which are somewhat inversely proportional to each other. This is of course not a new idea; racing games see cars with fast speed and bad handling (and vice versa), multiplayer games have different weapons that all have varying amounts of different stats, but none that stands out as better than the other. It's just preference and application. 
     
    And this by no means is a suggestion only for weapons! They're just a good example. I am suggesting this for all types of objects and items; mining equipment, scanners and communication equipment, ore refining equipment, engines, reactors, etc. All of these objects, if given even just two stats that cannot simultaneously be maxed out, ensures that there will always be diversification and a rich economy.
     
    What this does is:
    1) Take away an end-game goal for people. Many might aim for the top-tier items and, upon obtaining those, be at a loss for what to do next and grow bored.
    2) Add growth and variety to the economy. This is what we don't want, and I can see it now... "Max stats" a search term in the ship store, and the most popular ships and structures (the only ones people are interested in) are those that contain the top-tier of everything.
    3) Add strategy to factions of any and every size and skill level. No faction can ever reach the point of being as good as they can be, because there are always different ways to use different items.
    4) Basically, ensure that no one can ever be the best. (Sorry Ash)
     
    I think it is important, if it is agreed upon, that this become implemented at the beginning of the games life. Because if it is not, it might get very difficult to implement later on.
    What are some thoughts of yours?
  3. Like
    Jeronimo reacted to gyurka66 in Regarding economy, currency and NPCs   
    What would happen if there would not be any intergalactic currency. Player-made currency is the healthiest.
  4. Like
    Jeronimo got a reaction from Kakakalaa in "There are no limit in size?"   
    20 years you said? later or before?
    voxels are far beyond you might thought
     

  5. Like
    Jeronimo reacted to DevisDevine in "There are no limit in size?"   
    I can see it now, after 6 months of work someone puts out a blueprint for an ancient Mahogony tree or century old cypress that you can buy, slice up, and use in furnature. All the big buainess would want it over the cheap pine patterns found on the market.
     
     
    But seriously, smaller than 25cm would be nice, but it destracts from the overall game right now. Components, mesh objects, that act as chairs and tables can replace this for now. Besides, having it a component can make it functional, as in using a chair to actually sit.
     
    I can see a game in 5-10 years after release where we're dealing with 1cm voxels and interaction components. So you can imbed something in a chair you create, allowing you to sit. But tracking smaller sized cubes means more components for interactions, meaning more calculations and heavier server loads.
    Now techniques like block groupings to form 1 larger block, or even creating a hallow body mesh of the object could reduce this. But it not only takes development time but also how will you handle component destruction if it is now 1 entity.
     
    So I agree we should ask for it as a future goal, but I dont expect it soon.
  6. Like
    Jeronimo reacted to wesbruce in Game mechanics proposal and way to play it!   
    Second Life does have some things to teach. I have cited it a few times. I was an early player and had 7000 primes at one point. Every kind of space station and some sea steading stuff and a mix of other experiments. We tried so hard to do a convincing space station in SL but failed. Somme of the open source versions now available are able to do amazing things. But you are  still locked to a 2 d plane. Build your own game on open sim. http://opensimulator.org/wiki/Main_Page 

    I do think sculpties would be a huge thing to add in DU. 
    http://wiki.secondlife.com/wiki/Sculpted_prim You could do that in DU but it may still have a current patent. 
     
    Second life also has a bunch of problems.
    Don't do an ingame stock market if your game is based in the USA; the Securities and Exchange Commission (SEC) shut it down. I lost a pile of pretend money.  Don't allow porn skins etc if your not willing to feed 80% of your profit to the legal department every year.   Above all don't tie the size of your memory allocation to a fixed space on the ground that's too damn small!   
    By the way Jeronimo, Second life is not the first or oldest game of that type. Active Worlds dates from 1997 and that's six years before SL and 'There' which is as old as SL. Active worlds solved the land problem by licencing the meshes them selves. 
     
    https://www.activeworlds.com/web/index.php 
  7. Like
    Jeronimo got a reaction from Gojo_Ryu in Planets Atmosphere thickness and flight experience   
    After beeing stunned by last presentation video there are still some little gameplay details that bother.
     
    The planets atmosphere thickness is for me (at the present moment of the demonstrations) a lot too thin, and seeing mountains top reaching the space, or a ship quiting the surface of a planet in 10 seconds, breaks the height realism and the inimaginable infinity of the voide. 
     
    I "personnally" think the atmosphere thickness is a very exiting moment when you get through it, from both sides
     
    Either from a planet where you switch from the palpable to the intangible
    Or from that little cockpit in what we could have spend weeks without seeing a moskito, to the real ground and its beauty, with that moment where your ship is shacking as hell and flames blinding you.
     
    For now, impatiently waiting how this experience will be dealt with
  8. Like
    Jeronimo reacted to Wicpar in Sensors   
    That idea is great, but please note that sensors are not using magic to detect, they use EM waves, and those can be absorbed and/or reflected and/or detected.
    In the case of detection, pure passive scanners (like cameras basically) can be used to prevent detection, but those give quite lower resolution or ark of detection.
    You can detect active scanners with active and passive scanners, because those light up in the direction they detect in.
  9. Like
    Jeronimo got a reaction from GalloInfligo in Sensors   
    Yes its simple, but the radar itself may sens every ID's within its range, a spheric range, and it will be your job to filter desired ID's, by comparing their coordinates with your algorithm
     
    If you take off this part from the LUA then there is no use of it
     
    And wrong, there is geometry in the LUA, since ID's coordinates are in 3 dimensions, X,Y and Z
    So for your example you just google the expression of a cone, write it down in your filters, and collect a list of TRUE and FALSE and assume firing on the TRUE or FALSE list
  10. Like
    Jeronimo reacted to Halo381 in Planets Atmosphere thickness and flight experience   
    I believe it was said somewhere that the way things appear in all the videos we see now are simply for ease of showing off different mechanics of the game. I'm sure the atmosphere of planets will be more realistic upon release
  11. Like
    Jeronimo reacted to Zxaber in Builders users experience public vote: UI / Copyrights / Inventory   
    The only question I really feel strongly about answering is the first one.
     
    How would you feel more confortable to build?
    I chose Online Immersive + Offline subversive. I think the first-person editing would be a sort of entry-level/touch-up type of building, where new players spend a lot of their creation time and veterens simply make a few small adjustments here and there. Meanwhile, for serious or complex creations, designing the blueprint in a 3D editor would make things easy.
     
    That being said, the ability to make a garage or workshop ingame, where people could use a 3D building mode, might be neat.
     
    --
     
    As far as the other two questions go;
    I think that people should be able to choose whether or not their creations are subject to direct cloning.
     
    I'm not sure I understand the third question fully; is it asking about the ability to pocket ships? I think that certainly shouldn't be the case, and I'd argue that if blueprints are involved, certain parts (say, the voxel material) should be unrecoverable once placed. Sure, inventory limits might prevent one from storing a space station in their backpack, but even getting to a location and just eating their land speeder seems too much.
  12. Like
    Jeronimo reacted to StahlRise in Kickstarter is now live, Back this game right now!!!   
    Have you checked 'Paysafecard'?
    Not sure if that is available for you, and if you can somehow skip the limitation by having a card delivered to you by this alternative other than asking the bank for a card...
  13. Like
    Jeronimo reacted to Wicpar in Using paint tool for painting bump maps   
    Voxelfarm, the voxel engine novaquark uses, supports uv mapped voxels, thus it is logical to allow painting textures.
    BUT
    I would be willing to go further: allow people to make their own shaders, this would allow for interesting features like metamorphic hulls, that change depending on the environment for optimal camouflage. a test would be made tho, on upload, to see the performance impact of the shader. it would not be allowed to take more than n millis to render for performance reasons (so you don't start doing raymarching)
     
    how to implement it in the shader pipeline: quite straight forward:
     
    if the pipeline is standard rendering: 
    vertex shader- > geometry shader -> custom draw shader
    if the pipeline is deferresd (if not you have to implement it for performance)
    vertex shader -> geometry shader -> shader that combines custom shaders: vertex color determines the shader to use, and use GL_NEAREST to determine the shader to use. opengl supports async shader compilation, thus removing the need to drop performance too much. then it outputs the color, depth and uv. depth cannot be changed by the custom shaders.
     
    this is ideal because you would then be able to put logo animations on the hulls an do all kinds of cool things. It could increase the creativity of the factions. and such shaders could become commodities. the shaders would need access to some vars like shadertoy does to be able to place virtual decals, patterns etc... 
     
    unless you want to sell skins for pecunia, i don't see why this would be objected too as it is purely client based thus have no server cost except in the upload phase. Even a mod could add that easily.
  14. Like
    Jeronimo reacted to MrFaul in self replicating robots   
    Well you haven't met the gmod community yet xD
    And trust me LUA is very power full.
  15. Like
    Jeronimo reacted to Anaximander in Using paint tool for painting bump maps   
    That's why players want a pre-existing gallery of bump-maps, to create the sense a piece of armor plating has bolts nailed to it and stuff. It won't be player-made bumpmap, it will already exist in the game's folder.
  16. Like
    Jeronimo reacted to wesbruce in What kind of elements (props) would you like to see in game?   
    The "ship piloting seat without cockpit" is already in the elements list, you see several on the space station video. 
    As for - "engines reduced to mechanic parts without hull" you may noticed that that is recessed a little so you can build a 25 cm voxel shell and even smooth it a little. All the bigger engines appear naked. It's early days.
  17. Like
    Jeronimo reacted to Majestic in What kind of elements (props) would you like to see in game?   
    - Different types of teleporting pads/gateways with different visual effects and sounds.
    - A music system that will play music from the players library.
    - Battlescarred elements, or just the battle scars.
    - Neon Signs.(or a neon paint for player created signs).
    - Npc 'extras' as you would get in a film. Ability to give them basic pathing routes and animations/themes. (Beggar, drunk, security, shopper etc).
    - Tv screens with various videos on, don't know if you could get them to show youtube vids.(on/off function).
    - Roads/pathway surfaces.(thats probably just paint).
     
    hehe.
  18. Like
    Jeronimo got a reaction from Majestic in What kind of elements (props) would you like to see in game?   
    I would like to see invisible(or small enough) and very elementary active elements such as:
    - invisible hindges, rotation axes
    - invisible translation rails
    - invisible sensors
    - invisible particules box
    - ship piloting seat without cockpit
    - engines reduced to mechanic parts without hull
    - cockpit ui elements separatly
    etc...
     
    all those to be able to customize better the look of my creations, not be constrained into a variation of possibilities
  19. Like
    Jeronimo got a reaction from Ghoster in A possibly efficient alternative to the subscription model   
    dont bother reading him, he himself doesnt read others, and doesnt re read himself
  20. Like
    Jeronimo reacted to Cornflakes in Using paint tool for painting bump maps   
    directly painting bump maps could be a bit heavy storage and streaming wise for the game.
     
    maybe a decal based system with some limited PCG for long stripes of something?
     
     
    premade infinitely stacking stripes of rivets, indents, bumps, seams, etc
    which you can apply to a grid 
  21. Like
    Jeronimo got a reaction from Kael in Using paint tool for painting bump maps   
    i am talking about player painted objects, that wont come with a default texture map, since you ll paint on it what ever you feel to, like paint a scratch, a rusty piece, a screw, a logo etc...
     
    Over painting the default texture will make object flat, unless as you mention, you bind to the whole object the same preset bump map, which might not always give the desired effect 
     
    That is the main prupose of the topic, an alternative to this preset bump map that was available already in sandbox games 10 years ago
     
    Example of level of details you cannot achieve with your solution, neither with the building tool:
     

  22. Like
    Jeronimo got a reaction from EarlWentworth in The Glorious Earldom of Mercia (Not Murica or Demacia.)   
    the more peasants the better!!!!!!
  23. Like
    Jeronimo reacted to UNIX101 in Private Contractor - Science and Technology   
    Hello everyone, bellow you will find a short resume of my skills and experience. Please contact me for any services or questions.

    Name: Unix101
    Age:    26
     
    Interests: math, computers, electronics, physics, chemistry, mechanics
    skills: networking, communication protocol, process control and automation, interfacing

    programming launguages: LUA, C/C++, python, MATLAB
    Games: Space Engineers, No Man's Sky, Minecraft (vanilla/tekkit/FTB)
     
    Projects: Central control and monitoring system of automated Buildcraft and Industrialcraft factories using Computercraft and OpenCCsensors. (http://imgur.com/a/ljb3P)
     
    **edit**
     
    I have recently added an organization page which gives more detail of my skills and nature of work I wish to provide in Duel Universe. You can find here at https://community.dualthegame.com/organization/unix101#tab-description
  24. Like
    Jeronimo reacted to Cornflakes in Item Degradation   
    Your version sounds mostly annoying imo.
    When i keep my equipment in pristine condition all the time and put in replacement parts continously why should it get worse all the time anyway?
     
    When a gun's barrel gets worn out and cleaning and rust removal doesnt cut it anymore i replace the barrel (maintainance! Magic!) and dont throw away the whole gun
  25. Like
    Jeronimo got a reaction from Majestic in Item Degradation   
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