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Zimnel

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    Zimnel reacted to Kiklix in Voxel Tools: Pre-Alpha Game Design   
    Angelsheart, if you have not already read the dev blogs, I highly recommend it. Lots of cool information there 

    http://devblog.dualthegame.com/page/4/

    This one specifically should shed some light on NovaQuarks direction with Dual Universe. 
    http://devblog.dualthegame.com/2014/08/03/shape-the-universe-leave-your-mark/#more-290
     
     
    I was discussing the ideas of voxel manipulation in dual with a friend the other day. Something we talked about that many people do not touch on is that games where you can manipulate voxels like landmark often need templates and a giant ugly immersion breaking workspace to make things. Games like minecraft you just need your UI to select the brick you want to use.

    One one hand I would like to see voxel manipulation in dual so we can make cool stuff like we can in LM. On the other hand I dont want to see it done like we do it in LM due to the workspace required which is not only ugly and immersion breaking, but also a drain on resources (data streaming). 

    Not sure what the answer is, just bringing up points to consider. 
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    Zimnel reacted to Kiklix in Voxel Tools: Pre-Alpha Game Design   
    As some know, I play landmark but also recently purchased space engineers. Space engineers is pretty deep as far as ship design, but its also intimidating and difficult to acclimate to after using landmark tools.
     
    Specifically In landmark you place voxels by pointing your mouse, in space engineers you place voxels by moving the character into position. I find space engineers method harder to build with (I am sure if I spent more time with it, I would have less of an issue).

    Is this something DU has considered? How voxels are placed, by mouse pointer or first person cross hair. 
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