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Kiklix

Alpha Team Vanguard
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  1. Like
    Kiklix got a reaction from Atmosph3rik in Lavatories   
    When I make spaceships in other games I often make larger vessels that can cross the galaxy. This means work stations, quarters, mess hall/kitchens, lavatories (shower, toilet), ship systems, rec rooms, cargo hold, etc.  

    I know there will be elements to help ships fly, land, etc but I wonder if will there be elements for "facilities"? I ask because although for me it is immersive, they offer nothing in game play outside of the immersion (well unless game play elements exist where our toons have to alleviate themselves occasionally). It makes sense that right now the core functions of the game should be focused vs fashion and flair so I would not expect this kind of stuff. 
     
    Ultimately I am looking to make my constructs as immersive and realistic as I can.
  2. Like
    Kiklix got a reaction from Bella_Astrum in Lavatories   
    When I make spaceships in other games I often make larger vessels that can cross the galaxy. This means work stations, quarters, mess hall/kitchens, lavatories (shower, toilet), ship systems, rec rooms, cargo hold, etc.  

    I know there will be elements to help ships fly, land, etc but I wonder if will there be elements for "facilities"? I ask because although for me it is immersive, they offer nothing in game play outside of the immersion (well unless game play elements exist where our toons have to alleviate themselves occasionally). It makes sense that right now the core functions of the game should be focused vs fashion and flair so I would not expect this kind of stuff. 
     
    Ultimately I am looking to make my constructs as immersive and realistic as I can.
  3. Like
    Kiklix got a reaction from Michaelc in Minigames for boring hours   
    Ahh...I can see where the mini game being attached to the actual game can be more immersive. Kinda like the holo game in the millenium falcon. This would help make the build feel more immersive and alive which I am all for. 

    Speaking of...I need to go make a new post on one of the most immersive elements needed in any game.
  4. Like
    Kiklix reacted to Shadow in Minigames for boring hours   
    Hello there,
     
    Just a random thought : what prevents people to build mini-games ?
     
    Regards,
    Shadow
  5. Like
    Kiklix reacted to Bella_Astrum in Minigames for boring hours   
    Yes I imagine this game will keep is extremely busy lol, some of us will have Empires to build!   Although I still think a nice little interactive prop board or something to put in our ships or houses will be a nice addition, anything that will mean we can interact inside our builds as much as outside of them.
  6. Like
    Kiklix reacted to Bethell in Minigames for boring hours   
    I very much like the idea of mini games with in the universe, however I agree with Kiklix that there will be more than enough to do. However there are times when you want to have a break and playing mini games with friends and guildies will be fun.
  7. Like
    Kiklix reacted to Bella_Astrum in Voxel Tools: Pre-Alpha Game Design   
    If there are no voxel boards in DU I'll be a doubly happy bunny. It sounds like the tools themselves will be efficient enough to never require anything like that.
  8. Like
    Kiklix reacted to Shadow in Voxel Tools: Pre-Alpha Game Design   
    Hello there,
     
    I would tend to KISS principle : Keep It Simple, Stupid. Else, people will get lost and it will create faucet between players.
    Also, the more complex building is, the more time it will consume.
    Remember that, even if we all like to build cool stuff, Dual Universe is also PvP oriented.
     
    I think that Space Engineers has the right compromise. If you have not seen it yet, I suggest taking a look at ships made in steam workshop which can be really sophisticated and beautiful, even if they are based on basic shapes (attention, some ships may also use mods).
     
    Regards,
    Shadow
  9. Like
    Kiklix reacted to Cybrex in Voxel Tools: Pre-Alpha Game Design   
    A game I used to play actively called Shores of Hazeron had a separate client that would let you build spaceships and buildings in. You would save the template, and then just import it to a character at a crafting area and then just drop it if you had the appropriate amount of resources.
  10. Like
    Kiklix got a reaction from Zimnel 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. 
  11. Like
    Kiklix got a reaction from Bella_Astrum in DevBlog: Multiplayer Ship Crew   
    I just watched an unreal 4 demo...man, I cant wait to see how novaquark uses that engine.
     
    Anyway. It will be very interesting to see large player constructs where it takes multiple people to fly it properly. I am curious if larger ships will be able to fly/warp faster/farther than small ships. I never much cared for the idea of small one man vessels being able to traverse entire galaxies. It would make sense to me that a larger ship could store more energy/fuel and equip larger more powerful engines. I am just thinking of reasons why people should want to be part of a large ship to help facilitate community and those builds. 

    I will personally try for millenium falcon/serenity sized ships when I can (when I have materials to make them and knowledge of in game building is up to speed) but I would really like to try a ship that is about 50% smaller than the NX-01 from Enterprise. 
  12. Like
    Kiklix reacted to Astrophil in DevBlog: Multiplayer Ship Crew   
    Hmm that's very true, what Kiklix said. Encouraging social interaction through ship crews would likely be very effective. As for ship sizes, well, hello Star Destroyer.
  13. Like
    Kiklix reacted to Michaelc in DevBlog: Multiplayer Ship Crew   
    To have multi-player ship crews would make for some great huge space ship/station designs. I like it!
  14. Like
    Kiklix reacted to Xenoform101 in Character creation and immersion   
    Now imagine an optional setting that would hide the floating name until that player said it Would be nice for those who are heavy RPers. Could turn into a simple mini-game that might spur additional social interaction. Of course it could back-fire aswell.
  15. Like
    Kiklix reacted to NQ-Nyzaltar in Ship design   
    As Comrademoco stated, technically, nothing will prevent you to build giant mechs
    About the limits of ingame programming, I can just tell you for now that all the coding allowed will be in LUA and should limited to automatize some basic things (like elementary AIs for droids, autopilots for spaceships, automatized defense systems and such things). More on this matter will be revealed in the future
  16. Like
    Kiklix reacted to Bella_Astrum in Website mistakes   
    Beautiful! 
  17. Like
    Kiklix reacted to Shadow in Character creation and immersion   
    Hello there and happy new year.
     
    My thoughts on this subject :
    Backstory is necessary for role players but should not be automatic, nor mandatory. That way, it does not give potentialy sensitive data and will be more relevant. I think EvE biography (accessible to everyone) is a good starting point and may be customized to display more or less information depending on personal authorization. Also, it may be a good idea to let player share information on other characters so they can tell their "community" that X is a bad guy or Y helped them well. This could be done by a kind of "global network" which is accessible in the game from character, items, etc. and on which people can write notes and share them with their "faction" (like a personalized text display under generic informations or help). About character customization, it is important that each character can be unique and that it is possible to determine roughly their equipment at a glance for PvP (don't create an heavy armor looking like a mage dress please ).  
    Regards,
    Shadow
  18. Like
    Kiklix got a reaction from AngelsHeart in Happy New Year!!!   
    Wishing everyone a Happy New Year, fans and devs alike. This will be an amazing year for all of us and an amazing year for Dual Universe!   
  19. Like
    Kiklix reacted to Astrophil in How much Hype! did YOU experience?   
    On player income for player-created content:
     
    Well naturally, yes. Take a look at the Steam Workshop. Creators are able to set price points for mods and such, or offer them for free. This model is seen in multiple other games: Tennogen in Warframe, the Robot store in Robocraft, etc.
     
    I don't see why DU wouldn't do the same.
  20. Like
    Kiklix reacted to Cybrex in How much Hype! did YOU experience?   
    About your point on the "player store". If I'm correct in assuming you mean players creating in-game designs/blueprints and then NQ selling them for a real world currency profit for other players to buy, would the player who also created said design/blueprint receive any income?
     
    It sounds like a system implemented by a game like Second Life, and one other Sci Fi game I can't recall right now. So the system obviously works, but personally I'm not too big a fan of it.
     
    I'm all for an in-game market, but the currency in which to buy them with should stay strictly in-game. 
     
    Hate to derail the topic, but I just had to comment on Kiklix's thing.
     
    - The Scruffy Pirate
  21. Like
    Kiklix reacted to Cybrex in Happy New Year!!!   
  22. Like
    Kiklix reacted to Silvligh in Happy New Year!!!   
    Yes! The Happy of New Years!
  23. Like
    Kiklix reacted to Astrophil in Happy New Year!!!   
    Happy New Year to NQ and the people of the forums! 2016 is going to be amazinggg!
  24. Like
    Kiklix reacted to Michaelc in Happy New Year!!!   
    Happy New Year as well and to everyone! Lets make this a great year
  25. Like
    Kiklix reacted to Bella_Astrum in Happy New Year!!!   
    Happy New Year! Looking forward to a great year ahead!
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