Jump to content

Shynras

Alpha Team Vanguard
  • Posts

    768
  • Joined

  • Last visited

Everything posted by Shynras

  1. The real difference between the 2 is not the amount of space, but the different weights of different pieces. An "analogous" backpack could be reasonable if materials/items have weight, and that would even influence ship thrust. Of course is better. While if i have to choose between a giant backpack or a small one, I prefer a small one, supposing that the game will not require me to carry 131824 items to do anything.
  2. This actually gave me chills. I don't understand much about how to make a good game, do you?
  3. I think there's some kind of customization planned for release (armor and avatar), but I doubt there will be robots, or even different races. Maybe in an update after release though. Then regarding having robots as npc, I doubt you'll ever see something like that. First of all any form on automation (someone/something that is not a player doing something on its own) is like a bot, and could be bad. Then, if you can build a robot from voxels, there's no need for npc, because everyone would just use the easiest ones to create/script.
  4. Is the game full loot? because in that case people will complain about dieying while offline. I'm ok with that, but many wouldn't.
  5. What if that ship gets destroyed while you're offline and your character dies? I wouldn't mind that, but people will complain about it, you know that.
  6. Hopefully there'll be torpedoes that can be build with voxels.
  7. If , to craft a simple table, you need 14 different materials, and it takes 3 hour to build one, it would get boring. So, fairly complex, but not too much, minecraft-like would be ok
  8. You need an oort cloud to farm enough silicon to craft huge boobs.
  9. Shynras

    Shields

    Ye I know, I'm not saying that there'll not be physics, but that will probably be simplified a little
  10. Land rush isn't a thing in a game where land is vulnerable War isn't going to happen in the first days, maybe some ground fights, since you'd not have the technology to do that.
  11. The game is player driven, devs don't have time for that. At best, players will get destructible microphones, to place on their cities/claims, and do whatever they want with them.
  12. Shynras

    Shields

    You're right, but there'll be a limited amount of physics in the game, it's still an mmo, not a singleplayer game. Huge Shields with collisions should be quite heavy in terms of performances, same for mass that may influence at this point the thrusters in a non physic way. And still doesn't solve the problem of being griefed while offline.
  13. They already stated that the amount of resources on planets are limited, so that means that there's not going to be autohealing.
  14. Gold is better. Always.
  15. I'm ready to sacrifice aesthetics completely, if doing that I can improve a ship functionality even by 0.1%. But in case I'll have a certain margin to personalize that, I'll try to do something original, maybe vertical? Or to move pipes on the outside of the ship(if there's no local damage)? Or maybe something similar to an ancient and classic building (so opposed to scifi) like the Parthenon?
  16. Keypress isn't necessary if you can run it from dpu There are games where detectground isn't necessary, because there are already variables X Y Z, that the game keeps track constantly, like minecraft. And depending on the game, you can use those Y X Z directly in the script, as variables. I didn't specified vertical thrust, I guess i played too much kerbal lately, I got used to the simple vertical takeoff xD The last part of your script, with horizontal thrust, does a different thing compared to mine. Inertia dampeners serves to stop the ship midair, not to move it horizontally. Horizontalthrust need a specific axis direction x or z . I guess you considered the "else" part an error, because you thought I were going to stop the ship midair (with inertia dampeners, so you presumed the need for "while true do"), but I didn't really thought much about giving that script a meaning or an use, it was just a script (useless maybe) to show that you can use lua to make different elements interact between them
  17. An element is a block that has a function in the game, like a weapon (it can rotate/shoot/aim/...), a thruster (accelerate/set speed/...), and so on. What they can do, is something we'll get in api form. So you can do stuff like this: "thruster name" setspeed 300 "turret name" shoot "scanner name" scan "turret name" track "lowest health enemy" ... Since there's a dpu, you'll be able to make those elements interact: If y(altitude)=0 setspeed (0,100,0) else inertia.dampeners 1 *or whatever, it's just an example. Lua is not an object oriented language, but functions are considered like 1-grade objects, and even for other reasons, you can do similar stuff. Tried to explain at my best, my english is not good enough to go into specifics.
  18. There are likely going to be channels in game. Social interactions are vital for a game like DU. But maybe you'll need to have an element in your ship or a device in your inventory, who knows.
  19. Hopefully there'll be no currency
  20. But scripts ingame should run on a limited amount of functions, so they can't solve an unlimited amount of problems
  21. Actually, it's possible to claim a bubble in space.
×
×
  • Create New...