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Hampius

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Everything posted by Hampius

  1. I think something like that would be ok for a start Something like that would be even better
  2. Well, I would just limit color usage and... problem solved Users - white text, MVPs i.e. green, Devs - purple, or something like that and there wouldn't be any confusion
  3. Well, ZB has nothing to do with voxel And yeah, learning curve is soo huge that by the time a person starts to use tools included there fluently, that person would become hired in a gaming company and forget about voxels in DU But...3D-Coat is actually using voxels for sculpting, so someone could use that -> http://3dcoat.com/home/
  4. If smooth tool will allow to create things like nanovoxels or zerovoxels, then probably we will be able to recreate voxel reactors in DU, which would be awesome
  5. Just be advised that modeling things in 3D applications like Blender, Sketchup, etc, do not translate properly to working with voxels, but of course those programs could be used for concept phase. On the other hand, good old paper and pencil can make the job done too
  6. Online component without multiplayer code? Erm..... Anyway, my most-played-online-game-ever was...I guess World of Warcraft. But I've played most of other online AAA games on the market (some MMOs like EVE-Online, Everquest, Rift; there were some online shooters too, some RTS games, well, generally plenty of that), since for some time I've been a game reviewer too. DId I mention I played Landmark too? ))
  7. Landmark analogy again - after some time after the release of alpha, developers included a system which was able to highlight the creator of each voxel. It worked in the way that whenever a voxel has been added by a player or altered by doing some voxel magic stuff (like for example in tutorial shown below). That basically led to situation, that many talented people (let's call them inventors like Fugazi or Ahnzul - those who were part of LM will know who they are) were even more recognisible within the community. Considering the fact there were many competitions based on building stuff in LM, stealing (by copying someone's work and including it as "mine") was something that never happened since that implementation. From what I understood, this kind of thing is quite easy to implement and I vote for something similar (or even the same) in Dual Universe. Oh, the promised link -
  8. I think that the biggest advantage of DU is that LM started it's existence like two years ago. Why everyone could ask? Because LM is not a successfull product (despite being fun to play around with building stuff,etc) overally and that using voxels in a MMO game is a risky thing to do when there are other mechanics to be applied apart of building itself. I think that people (including myself) that have played LM might speed up things a bit in terms of tools improvement mostly because we have already been through that - we have tested quite a lot in terms of tools usage and problems that new features were bringing when released. There will be many Landmark references in the future, I'm sure of that, but it can do good to DU. Besides, like Dhara_Elysande said, LM is not a competition to DU, but DU Devs might learn a lot from LM. I'm really looking forward to meeting ingame when alpha kicks in - it shall be an interesting adventure for those next 2 years
  9. Attacking side "purchase" some kind of allowance to attack other organization - after issuing it, 24 hour warning starts ticking for both sides. During that time each organization can prepare for inevitable. After 24 hours massacre begins Simple as that. Of course there is another subject to discuss - how often could each area be invaded after the dispute, but that's another story...
  10. In my oppinion 24 hour warning that someone is going to attack controlled area would be enough, so that faction being on defence could prepare to push back the attackers.
  11. I want this in DU! https://www.youtube.com/channel/UCDP1rubTSRtQL_nX88U1cbQ/videos
  12. As Star Citizen early backer I must only say that the more these kind of games are being developed, the better for all the fans of sci-fi out there PS. This gif is pretty cool in terms of voxel usage - I aprove this ))
  13. Well, maybe it's not a base (or is it?), but surely I will recreate this thing in DU, as it's one of those peacefull places you want to rest in drinking coffee after long hauling missions or shooting someone's a****s
  14. "Voxelmancy" was a collection of special techniques which allowed things previously not possible to be build, to be created by using several (usually time consuming) processes. It was not because of bugs, but because of that voxel engine on which LM was based, was R&D by LM Devs, who didn't even know some things that were possible
  15. Thanks for the link - I've missed that info.
  16. The way I see it right now (though I'm not an expert) is that big station had some serious LOD issues similar to what is going on in LM. But in LM there are a lot more complex shape built, but this station was made with some simple voxel shapes and some props (elements in DU case). Anyway I'm forward to putting my hands on alpha version and seeing it myself
  17. In my oppinion even the simplest (not taking some complex physics into consideration) 6DOF would be better for smaller ships.
  18. Either I've missed something or it's a topic that hasn't been mentioned yet. What do you guys think which kind of flight model (talking about those smaller ships, let's say up to corvette or something like that in size) is there supposed to be implemented? Don't know about you guys, but I really wouldn't like to fly ships in a way No Man's Sky does, which is just plain bad (well, maybe not as bad as in i.e. Everspace, which is total arcadish). Also, I guess I won't see something like Elite: Dangerous, because it's pretty complex and probably very hard to implement in this kind of game (correct me if I'm wrong?). What are your oppinions on this subject? Kind regards, Hampius PS. Please forgive me if a thread like this was already created somewhere...
  19. I'll believe it when I see it in action
  20. Oh, I reminded one of my LM designs - it was supposed to be some kind of outpost in lava enviroment. It's very early wip, but I didn't have the time to finish it - surely it will be one of things to recreate in DU (if tools allow this). PS. Be advised I'm not advertising LM, but the way I see it, DU might be the closest thing to that game.
  21. Not only use those creations as relics, but also maybe as working buildings/ships? Let's use (Everquest) Landmark's idea of development with community and create tournaments for builders to design and build diffirent type of buildings and ships, so that Devs wouldn't be able to do everything. Voxel gives freedom, why not to use it? Besides it makes backers occupied and able to really participate in the process of creating their dream game...
  22. How about a combination of EVE Online (30 minutes server maintenance every day) with Landmark regeneration of world? Let's assume that the server this big will need frequent breaks (every day/two/three for example), so why not to use that break to restore some of the world that has been altered/destroyed/etc? Also some things could regenerate faster than others. Just a thought
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