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Munney

Alpha Tester
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Posts posted by Munney

  1. Although much is being said regarding the game mechanics, physics this and that, I have heard very little about character creation, clothing fashion and though for the more techically inclined this matters little in the grand scheme, as a female who appreciates a good charactor creator and loves the silly vanity items like jewlery and clothes, pets and lets not forget SHOES!!! I would like to hear some more about this subject.

    I know myself well enough to know I will hate to see my char wearing the same space jumpsuit day in and day out and dont even get me started on those helmets. I can see if you have to be out on the dock of a mother ship working in space because that makes sense, or even farming mats on a planet whos atmosphere isnt oxygen based but all the time?!?!

    I know after decades of playing mmorpg's that even the gender bending males (Dudes who play only female chars) like dressing up their chars. I would like to hear others thoughts on this subject and by all means post some images of the kind of fashion you would like to see offered ingame. :P

  2. On 6/19/2017 at 4:25 PM, CaptainTwerkmotor said:

    The same algorithm that works for identifying photos can be used to identify a voxel construct.

     

    If you copy a shape that is already registered as owned by a person in the game - like a whole ship - you will trigger the alert. How NQ wants to proceed with that, depends to be seen.

     

    In Landamrk, if you copied the voxel construct of another person and tried to resell it, you would send much of your income on the Blueprint to that person you copied.

     

    So, if a person figures out the "best" ship shape, people will pay them for the "patent". However, NQ should put a "patent fee" for keeping this going, so if a person leaves the game with a huge patent, they don't end up being a money sink.

    Yes but in Landmark there was a way around voxel claims and though i do get the concerns I think episodes of theivery will be few and far between at least I hope so. I would like to think that people would rather buy a design than steal it. Glad to see a fellow LMer here... See you in Alpha

  3. On 8/2/2017 at 8:03 PM, Ezghoul said:

    One big question is what's the smallest unit we can "sculpt" with and is rotation locked to a grid or can we freely rotate on all 3 axis.

    good question, I know voxels can be smoothed down to create micro voxels that one can use to build things like fine furniture, small detail work using micro stitching but you couldnt free rotate without mass distortions. I am wondering how that might work on a ship that is partially voxel built... Will it distrort during manuevers? Im sure this team has a handle on things but I imagine that there are limits to how voxels can be manipulated. the last voxel based game I tested had distortions a 5 voxels thick on free rotate, Im hoping this game will be far improved from landmark. As far as I can tell from the dev diaries DU is far superior to LM. Looking forward to pushing the limits of the tools during Alpha.

  4. hmmm, well, I want to take this in points...

    You mention safe zones and the possible limitations of that type of space for those who like me only want to build. That can be resolved by simply adding permissions on your claim or plot of land if they plan on allowing folk to stake a claim, once you have your claim, have a management window that gives permissions, for example, I want You to help me on a build, or learn a technique, I will assign permissions that allows or limits you that includes allowing pvp. in a case like that then only the areas outside of your claim can be used for pvp in which case there really wouldn't be be a need for a large safe zone far beyond the spawn site. TBH, I don't think most people are going to jump right into pvp as alpha testing is just that, testing how things are running and shake out the wrinkles.

    As for jet packs and such while building, In other building games I've seen they give a fly mode while building that cost no energy, float boots things like that, now if the landscape has cave systems a grappling hook is wicked fun, but as an experienced voxel builder I can tell you it bites a big uhmmm Bullet yeah bullet, to try to sculpt a statue off a grappling hook and voxel made scaffolding uses mats you will need for your builds So ideally free fly within your claim while in build mode would be best.

    Not to say that there shouldn't be any grinding but its a delicate balance. at first everyone will need mats and will most likely be grinding out from the start just to be able to begin a build,  few I dare say will be caring as much about pvp as they will be more interested in testing the tools and build systems as well as how well the game handles where if any optimizations yadda yadda.

    So there's my two cents worth :)

  5. Well yamamushi, I did do a fair bit of voxel mancing to get that much detail, micro voxel stitching in places to help with subtle details, the smooth tool was my best friend. hopefully someone in the know sees these and other posts of previous work and see how they can enhance what they have now, also DU hasn't even come out in Alpha yet so I am sure the end product will be far more filled out, building tools included

  6. Tools I would like to see in game:

     

    1. Copy and paste - This is absolutely a must for big builds, building a fraction of a section and then duplicating that part several times will make builds faster, and more symmetric(if wanted), but I would also like to see more detailed copy/paste tool options.

       1a. Paste with surrounding blank space - this will allow for a box select copy to add in the negative surrounding space during paste allowing for the negative space itself to delete out any voxels that might occupy that surrounding area.

       1b. Paste without surrounding blank space - If you are using a box select copy sometimes you don't want to copy the surrounding area but only the actual voxels, and therefore when pasting them you can paste just the voxels into a snug occupied area of voxels.

     

    2. Fill tool - just like in paint on a 2d surface area you can fill in an entire area with a color that stops when it hits a boundary. In a 3d environment this might be a little tricky to do with voxels but If it can be done it would help add voxels to areas that cubes are hard pressed to fit like a hollow oval or circle shape.

     

    3. Heal tool - This will be used to return the selected area to its original configuration before it was manipulated.

     

    4. Select - Seems simple but having extra options for the selection tool itself are also helpful, such as the ability to select specific material types or to select only the prefab assets set in the voxel construct so you can delete just the prefabs out of your build without disturbing it.

     

    5. Shapes - this tool might have different shapes on it that are voxel versions that can be sized to grid or freely.

     

    - Other than these basic tool ideas I can imagine other fun stuff too -

     

    With the ability to make voxels move comes the ability to not just attach a cockpit to a group of them and make it all move, but the ability to make individual pieces of the voxels move as well, sure its cool to see a giant moving ship but what about having the wings on that x-wing fighter actually move correctly while in flight, or that f-14 tomcat replica have sweeping wings, and with the logic gate system that is getting implemented the options should be almost limitless, for example... you could have a activation button assigned to the cockpit that would start a sequence of logic to make the wings move while you were in the cockpit in flight or that same button could be attached to a system that remotely unlocks and opens your "garage door" to your base, and once you are in the base a button to close it. 

     

    This idea is just the tip of the iceberg when you think about it for more than 5 minutes. I've seen that we have the ability to activate logic systems by just entering a designated area as seen the march devdiary with the lasers and disappearing walkways. This alone can be taken into a very deep place.

       - for starters how about that "garage door" idea from above, would if it just auto opened when you got to an activation area and closed once you were inside.

       - You could use that same system to activate defense turrets, or even a specific door to open up that allows a code activation console to be accessed.

       - This same activation system could be used to make a complex internal layout and movement system for a space station using separate rooms that can only be entered with special clearance levels, i.e. if you have the correct code you can type it into the door panel and it will open.

     

    I could go on and on here but I think this is a good start to get some ideas flowing at least, the combination of moving voxels mixed with a robust logic system can make for some VERY intriguing game play options.

     

    Let me know if you have any other ideas that this wall of text has triggered in your mind and maybe we can take these tools even further.

    You forgot a Smooth tool, Terra forming and organic/natural shapes like animals and statues NEED a Smooth tool to help chisel the form... I can hardly wait to get in here lol

  7. While I was playing landmark I made quite a few friends and while I was building one of my scifi themed ships I met someone who was also building scifi ships and he let me know about DU so I checked it out and bookmarked it immediately.

     

    Thanks for the warm welcome guys I will keep up with the threads as much as I can and eventually find an organization to join. PS here's the ship I was working on...

    screenshot_20170128-16-29-29.png

    I played on Landmark as well Munie/Rhapsadistic glad to see yet another one of us here... now be a doll and tell me how did you add this image, been trying and I keep getting is an error message

  8. Hello everyone Im Munie/Munney, I am so happy to have found this place and though I will have to save a wee bit to begin playing/testing the game. I truly enjoyed the time i spent beta testing a different voxel build game and look forward to pushing the limits of the tools in this game and build/Sculpt some lovely statues and structures. Hope to meet up with others who once like me also tested The Other game. not sure if i am allowed to mention the name of the dead game lol But it was or did set a landmark uhmm bench mark for the type of games Im willing to invest my time and funds to.

    Peace

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