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The_Churrosaur

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  1. Like
    The_Churrosaur got a reaction from yamamushi in DevBlog: Builder gameplay, Voxel Tools & Elements   
    Juicy
     
    Do you know if there will there be any system for player designed/modified weaponry (ala from the depths)- or player-built turrets? It always irks me when voxel games have weapons - especially large weapons - that are simply animated models. The ability to design my own barbettes, or optimal weapon layout; or to have something as dynamic as having a traverse rotor jam, would be pretty cool.
  2. Like
    The_Churrosaur got a reaction from Traceur in Mechanical Contraptions: will the game feature moving parts?   
    I think it's a great idea to bring up this discussion now. One of the greatest struggles the Space Engineers team is dealing with currently is that their custom VRAGE engine was not originally designed to cope with "multi-entity" moving part machines. This has led to a lot of limitations when dealing with rotors and pistons- arbitrary speed limits and intense physics bugs among other things. 
     
    I think Dual Universe has the chance to succeed where Keen SWH had failed: in anticipating the popularity of mechanical contraptions and moving parts early in development and accommodating for it accordingly. Something like relative physics reference frames for "anchored" voxel grid entities (ala KSP) would be absolutely awesome. Admittedly I'm not a programmer and have no idea how hard something like that would be to implement in Uniengine 2, but I feel like the ability to design and build working, stable mechanical contraptions might make it worth it at least considering.
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