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SirJohn85

Alpha Team Vanguard
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Everything posted by SirJohn85

  1. That would be the simplest explanation - or in other words: Wormholes. Take the multiverse and you have a plausible explanation. That could be everything. It does not even have to be human. But ... big, ugly bugs? Count me in.
  2. Definitely a challenge. But regardless of what players feel as important for an expansion, let's take a look at your actual situation. The first obstacle you already describe yourself. How do you deal with it? ATMLVE has already delivered you the solution. To avoid possible fraud attempts, you will work with RDMS. The gates get superior rights while you create a driver group. Consequently, the hierarchical order would be: Owner > Gate > Driver The drivers are proactive = They automatically trigger the scripts at the gate. The gates are reactive = you react to the incoming driver. I do not know if you ever programmed a game. But to transfer data between two points (or levels), you should build a game state machine for your purpose. A separation of global and local variables becomes necessary. The drivers would be local and the start / end gate global. Study this link to understand the idea: Https://www.sitepoint.com/saving-data-between-scenes-in-unity/ I strongly recommend that you join LUA programmers. It is a big hurdle to do it alone. Especially since the programmers can tell you what is possible and what is not. (Lua technically doesn't have OOP syntatically) And what you have to find out in the game as early as possible: - Are the results overlapping when several sensors are placed next to each other? - What is the radius of the sensor? Is a vehicle detected with speed X? - What is the radius of LUA? Maybe you can place a screen only at the first / last gate? These are 3 questions that come to my mind. But you will definitely have to start small. The others have made examples where the absolute lowest common denominator is.
  3. For a long time I have not felt so distracted. The film has a few irks and quirks. Straight to the end, it becomes ever more tragic. Until the logbook entry, the film simply build a very nasty scary mood. Too bad the rest of the movie could not hold the tension for me.
  4. Welcome to the forum. I do not want to write anything big, since the others have already done so. Now regardless of what the players want ... I have 2 things that I want to mention briefly. 1. Demanding a singleplayer would mean that NovaQuark has to throw away their entire concept. The last 3 years, which they have invested in the server architecture on manpower and working hours - would be gone. The concept was clear from the start, where the journey goes. You should have caught JC (Head of NovaQuark) 3 years ago, even before he started the prototype to describe your idea. 2. "Not everyone has Internet" - This is no longer an argument in 2017. Look at the growth (statistics): Http://www.internetlivestats.com/internet-users/ The game is expected to be released in late 2018. And you can think for yourself that even more people get access. Do not get me wrong, I just want to tell you what the overall picture looks like. Sure, even today we still have countries in Europe with villages that have 2 megabits of internet. The expansion is now slow. But the possibilities are at least given. But, of course, it does not prevent you from playing as a lone wolf. There will certainly be opportunities. The question is: How creative are you?
  5. America first, but who's second? I laughed so hard. The countries will be released one after the other. http://everysecondcounts.eu/
  6. Oh by the way: Blizzard uses server shutdown for WoW marketing. http://kotaku.com/the-final-moments-of-asherons-call-1791833779
  7. Hmm ... Where do I start? The idea is not new, other mmorpgs had that too. Lord of the Rings Online as well as Star Wars Galaxies had 2 possibilities: 1. You type the keys and the sounds are generated. 2. A macro has pressed the buttons with pauses. What I could imagine for you would be that instruments could be published as elements. Take the piano as an example. Pianos have 88 keys. Each key represents a different note, giving the piano a wide range of sounds. What NovaQuark should provide is an element and the associated sounds of the keys. (Or you can slash this and make MIDI sounds.) It should be possible for the player to press each button. With LUA, the player should be able to make macros / blueprints. If this were made for a handful of instruments, you would have a good repertoire. Of course, a setting in the options that you can switch off the instruments. Maybe there is also a universal musical instrument? Finally, we speak of the year 2500, when humans left the earth. 2510-2536: The first Arkships leave Earth. Each Arkship is heading towards a particular part of the galaxy. One of them, the Novark, is heading towards the Scutum-Centaurus arm. What can be said against this idea? It would be interesting for cantinas, bars, etc ... Certainly not for release. But I like the basic idea. EDIT: I've taken the liberty .. and searched for the MIDI note numbers for different octaves. http://www.electronics.dit.ie/staff/tscarff/Music_technology/midi/midi_note_numbers_for_octaves.htm
  8. Basically a good idea with prefabricated patterns, ... but what's wrong with building symbols in construction mode and these will be available to the organization as a blueprint?
  9. Ah, the quote from Mark Danielewski... Simply wonderful.
  10. This reminds me of this video, which took place at the beginning of the year. The video's uploader says they are trying to find a replacement game for their grandfather - a tall order for a game he's devoted so much time to. When the person filming asks if he thinks he'll be able to find something similar to play, he pauses and then replies with a smile: "No, everything now looks like crap compared to this game." Edit: I should watch the video till the end... But anyway, here's the source for the 74 years old player.
  11. I was frightened for a moment. I have been playing mmorpgs since 2001. As I read it, the memories of Star Wars Galaxies immediately came up with the Combat Update and NGE. If you want to kill a mmorpg, take a look at SOE with this game. Anything that changes the game style or turns around 180 degrees, in my opinion can not be released after release. The best examples are your survival elements. Everything that affects planetary changes can, in turn, be applied to the expansion of the universe with the new planets. Everything that expands elements or other things enriches the possibilities for new or revised projects. But Novaquark knows this. One must not forget: in the end, we make only suggestions. They can be accepted or not. I may be unpopular with this opinion, but sometimes it is better not to listen to the community during development, but to wait for feedback on the PTR test. I save the words to the alpha as they are self-explanatory. These are processes that are common in the business world. I think it's good that you've written it down ATMLVE. Perhaps this also brings some people back to reality.
  12. I imagine that these clusters are redundant. Perhaps also a cloud solution. A little explanation for the others: Clustered: This means, at a basic level, that two or more servers are combined together to act as one in some way. This may involve a computing cluster, such as in "grid" computing, where all the cluster nodes are computing a portion of the workload in order to scale the power of the system. Alternatively (and more commonly), it may involve a failover cluster of nodes that are designed to take over for each other in the event that one (or more) fails. In that case, a particular service only runs on a single node at a time, but may be moved to another when needed. Redundant: Redundant nodes are those in a failover cluster, where they are designed to take over operations for one another in the event of the failure of one of the nodes. Failover: The term for when services on one node "fail over" to another node in the event of an emergency, or when manually moved.
  13. In my opinion, ATMLVE has said all relevant. I am also of the opinion, that it is an exciting playstyle. Nothing comes from nothing. In the end, you see what you have done. I think it is also a matter of time, when you get to the game. At the beginning, everything will still be under construction and the nomadic life will be a bit quieter. The later you get to it, the more difficult it could become. Especially when territories have formed as well as the characters with abilities. If you come later, I would be looking for an organization early to train the skill points before tackling a nomadic life. The only thing I would add for nomadic life: Each of your mistakes will be punished.
  14. I have read the topic quietly. An interesting subject. It mixes game mechanics and players. I think however that you can not make a generally valid statement. In doing so, I refer to the organizations, as each is built differently. As far as the game mechanics are concerned, the developers have certainly thought about how they would like to introduce the system. Thanks to yamamushi for the research. The game mechanics will make things easier for us. But let's light up the players once, as more speculation is possible here. Of course this is a guess what I am writing, but I think it hits the point. Everyone starts with the same prerequisites. The difference here will probably be whether you are alone or play with friends. Collect and sell materials, build a ship and find the right home. In the collective, this is of course easier, due to the distribution of tasks. As soon as the start-up capital is given, it is now possible to consider how it should proceed. And I think here you will first have to answer a few questions for yourself before you take a step: - What do I want with this city? (This is perhaps already clear at the beginning) - Will it only be for friends and family or should others be added? - What can I do, what can I not? - ??? I speculate on the game mechanics and suspect that you can put on a lot of things a tax. (Examples: shops, market, land price) On the one hand you will have to convince prospective customers to come to your city. Usually it is a welcome gift. (Money, blueprints, tax relief) With the RDMS, the Rights and Duty Management System, I think you'll have the options to adjust taxes. Depending on how you make yourself as a mayor, you will also earn a reputation among the players. The question now is how to pay employees or contractors. I hope it is feasible: You should not forget that it is a game. Consequently, every human being has a real life that he pursues. One has more time or is willing to spend more time in your organization, another can not or will not. I would place a job terminal here, which contains all orders. With RDMS, you set the terminal so that only your citizens can use it. This would allow the city to continue "working" while you are offline as a mayor. The companies and games will already find their trading partners. And if you have bigger orders, I would go directly with your citizens and pay them. I hope that there is something like an organization account, from which is deducted. So you do not accept liability with your money. But you see what I'm getting at. Much will have to do with communication. Being a mayor has his duties. How much can be achieved in the game, only time will tell. Ultimately, this is just from the theory of what I am writing. Example in SWG: Http://swg.wikia.com/wiki/Player_city Cheers!
  15. Definitely. I can not set up my detailed drawing board yet. As you have already written, you try to imagine with your eyes, how big something can be. If it went after that, I would have to know how big every single element / construct is. In addition, not all tools are known. But as soon as you are in the game and you can try yourself, many questions will evaporate. The first draft can certainly already be created.
  16. With the GeForce GTX 1080 and the GeForce GTX 1070, Nvidia has also introduced new, optionally usable SLI bridges. The new bridges, called SLI HB (High Bandwidth), are designed to offer higher bandwidths and thus significantly higher speeds than high-resolution flexible bridges, which were previously available free of charge. Has it completely disappeared? I do not think so. Especially since a graphics card is behind. But I think the new Pascal architecture at NVIDIA is going the right way. How it looks with AMD, I do not know. In my opinion, the high price of 1080 does not justify the performance. The 1070 reads like a Titan X at half price. Http://www.hardwarezone.com.sg/review-nvidia-geforce-gtx-1070-review-titan-x-less-half-price
  17. Wait a moment, if I see it right, then this laptop has 2 dedicated graphics cards in SLI mode. Really recommendable is SLI only at higher resolutions (> 2560x1440), since such performances CAN (but need not) be needed. In smaller resolutions, the disadvantages are predominant. Have you ever heard of microstutters? Https://www.youtube.com/watch?v=zb3MsENJ-fu Also consider that some work is coming to you: - much work through driver optimization and creating profiles for individual games - Depends on the driver manufacturer, who adjusts the support (the further development) of SLI / CF profiles of older cards / games in new drivers (period: approx. 2 years)
  18. I was originally a trained draftsman (building construction) before I switched to computer science. It does not matter now whether it is game industry, building construction or surveying. There are many ways to get something there and none of it is wrong. I am writing here a process which is common in different industries. 1. Concept phase Before you build something in real life, you make a plan. A conceptual drawing is the alpha and omega. It is the same for games. Why do you see drawings on the walls? So that people can get a picture. Since conceptual drawings are a lengthy thing, I have taken a finished picture and prepared it accordingly. (I do not want to present my work for DU) I can take the blocks as a guide for the survey. Here it can vary according to given industry. It could already be textured or not. Here the link: http://imgur.com/a/ZScxE Example: 1 block = 1 meter 2. Sketch-based modeling These conceptual drawings are created in relation to the propotion. (Possible things: Up, down, left, right (if different from left), front, rear). I've chosen a video for you so you can see the technique behind it. The first two minutes are worth mentioning. Https://www.youtube.com/watch?v=DiIoWrOlIRw 3. Texturing Last but not least: After the model has been finished, you can color the corresponding objects as you want.
  19. Is it known how large the blocks are? I mean the ones shown in this video: Https://youtu.be/fo-2DE-dAiw?t=5m22s I know, for example, that in Space Engineers large block is 2.5 meters, small block is 0.5 meters and the astronaut / enginneer is about 1.85m And in DU? - Block size? - Astronaut size? - ??? It would be helpful for 3d models to find the right propotion.
  20. I have questions to cover the overall picture: - Would you be so nice to write us the laptop model? - Is an external monitor connected to this laptop? - Since the model is still unknown, is the screen matte or glossy? - Scale the programs you're using? (W10 does this well, but not everything) - What is needed for 4k? Bluerays, YouTube movies or picture editing? (For YouTube you need a very good internet connection) - Do you need it privately or for business? - What exactly do you want to do with it? Further questions could follow.
  21. This. That's exactly what I wanted to read. That's how it should be everywhere. This makes a good community.
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