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Found 91 results

  1. Based on this video that shows players walking on a flying platform, if you look closely you can see that Core Unit is not directly connected to the construct, it is hovering just below it. This indicates that having disconnected parts of a construct does not influence the behavior of the construct. When forces are applied to the construct as a whole, and disconnected parts will still move with the whole. Bearing in mind that this is a pre-alpha build, it seems that this is something that should be changed soon, and I would hope that the dev’s are planning on it. Allowing the different parts of a construct to be completely disconnected from the core unit, and other parts of the ship for that matter, will lead to some strange designs and exploits, not to mention being unrealistic. In a game like space engineers when building the disconnected piece would go floating off, but since severing pieces in DU doesn’t create a new construct this won’t happen. This can be avoided during construction by making it so that when you delete a segment that connects a part of the ship to the core unit, the now disconnected section is also deleted. This also has implications for combat and destruction, where it seems that severing parts of a construct would be a pretty common occurrence. Personally, I’m okay with there being, severed parts moving along with a construct after it has been damaged. Ideally however, this debris would float off / or despawn after being detached from the ship. This would require them to be considered a separate construct, but they would lack a core unit. Hard to know whether that it is feasible though. Thoughts on this topic?
  2. So Dual Universe looks cool - cool enough that I just bought in at silver. One thing is bothering me though... I've seen prefabricated elements come into use in the preview vids. The builders put down some custom voxels, attach the elements and away they go. The simplicity of it makes me wonder if the custom voxels matter at all. Is a sleek and beautiful battle cruiser with hours of work put into it any more capable than a big cube with the right elements attached? I remember this kind of building from Spore and I hated it. A thing shaped like a hippo could outrun a thing shaped like a cheetah because it had higher tier feet. What is custom building with elements going to look like in the final game? Will we be able to affect how the elements perform? Will we be able to customize the elements themselves? If so, to what extent? I have high hopes for DU but the game could go very wrong here.
  3. T h e A l c h e m i s t s -A Profession-Level Org -Not a Government -Does NOT require loyalty or Sovereignty -Not a Mutually-Exclusive Org -Not a bunch of jerks! If you consider yourself mainly a builder, then you belong in the Alchemists. We are a profession-level org, that means memberships indicate to potential employers that you are a specialist. I will be managing contracts with other orgs to craft and design Blueprints for military or civilian tech, and members of the guild will be welcome to collaborate on these contracts or form contracts of their own. In essence this is more like a Crafting Guild. There will be some shared resources, some shared workspaces, and every opportunity to cooperate. There will be a bank of org-owned blueprints and elements that each member of the guild can use and incorporate into their own designs. As the Legate of 4 interconnected orgs, the Alchemists will benefit from the protection of the Free Lancers (Mercenary guild), the resources of the Squires (resources-for-DAC's guild), and will have bases of operation located safely within Terran Union space and Cinderfall. And we will start in Alpha. Yep, blueprints for constructs and elements that a player creates in Alpha and Beta will all transfer over to the actual release. It will be essential for Builder's guilds like the Alchemists to have access to the earlier builds of the game, and I'll have that access. I will make ALL of my Blueprints available to the Alchemists, including the ones I develop during Alpha and Beta, and if curious Alchemists don't have access to those earlier builds of the game, I will be happy to test out and draft constructs based on notes and sketches by request. You have nothing to lose, build with us!
  4. Allow multiple construct cores ?! Well this is just a idea, I'm not sure myself so please participate in the poll and voice your opinion.
  5. Full blown Blueprint Editor OK there will be trade able BPs (BP=Blueprint) we knew that already and we will be able to "print" them. And JC mentioned somewhere there will be a "testing" mode. However I think there is much more potential in a good BP ecosystem. Since it is very very very annoying to build only in first person view for some people. (Like me, an engineer who loves good CAD software) I'd rather a have good editor which allows me easy access to all voxels, elements and tools like a x-ray view or a quick access to the elements for scripting. Don't get me wrong here, the FP building is vital too and also needs love :-) A little example to demonstrate what I'm bitching about, building a big box: First person: Select box tool adjust size, look at your starting point click move physically around until your view and the box size matches what you want to accomplish, click again. (I acknowledge that first person is better for polish and details but that is it) Editor: Click and hold on the grid, move mouse for x/y size, scroll the mouse-wheel for z and stop holding the mouse button, done. DU is a game where we will be able to build fairly complex constructs so we need good tools to make that enjoyable. If you want a bad example how it's not done look at SE, building constructing stuff in the survival mode is painstaking annoying, you can't make fast iterations or changes of your creation to find something that works or/and looks good. (The actual building mechanic is rather enjoyable and hope DU will have something similar) So to make live easy a good editor is a must. But since we have so many aspects already and to avoid a sensory overload of its users only "one" editor won't cut it and several "modes" should be available. What the editor should support: Voxel mode Element mode Painting mode (Prefab and)Planning mode Simulation mode Voxel mode: Well all the tools to shape the voxels to your hearts content. It would be nice if the simple forms had handles for manipulation similar to those found in vector programs. Element mode: Designed for easy clean access to the parts list and friction free placing of the elements. Painting mode: Yes a dedicated mode just to bring out the artistic side in you. No seriously, I personally, I don't care much about the paint job but a lot of people will do. DU is going to be a very social experience it is in my opinion vital to give people the option to develop color schemes for their fleets. (Feature wish: the option to load SVG files as decals, allows to put logos and such on your ships :-) (Prefab and)Planning mode: This mode is for managing and adding the brains to your construct. It allows you to access all scripts/elements, setup limits/properties of the moving parts, define areas/spaces for a use case, setup the access rights, manage and create prefabs/templates for easy use later on and allows you to select a area to move it around(cut, copy and paste). Simulation mode: Well a mode to test all the stuff you just made to confirm that it works before you put all the resources and effort into building it only to discover it is a total failure. A live version of a BP of each individual construct should be contained in the core block so you can easily access it, make modifications or copy it for sale. Once you made changes to the "live version" and hit apply you only need to grab your building tools to disassemble/reassemble your construct without the need to constantly fiddle with your tool bar for the right parts. This mechanic would also allow contractors/friends to build your construct since they won't need access to the BP only to the building site.
  6. I have three questions. The first is a general question about the limitation of mining. The second is a question about the persistence of player changes to the environment. And the third is a question about limits on mining around important or permanent constructs such as the Arkship. Question one: is there any indication how far into a planet one can mine? Question two: do changes tot eh environment have a time limit? By this, I mean will the environment return to its initial state over time? Question three (It sort of ties into the above question): what is the nature of the limits on mining (or any changes to the environment) around vital constructs like the Arkship? If you've ever been to a music festival you will know that it's never good when 1000's of people hang out around the same area for a few days. It's not long before the place is trashed. How much worse would it be if they can destroy/ create with a click of a mouse button? I have an image of the area around the Arkship being a mess of potholes, near bottomless fissures, walls, and penises shaped structures that reach far into the sky. None of that is appealing to me least not because it would make movement very difficult to move around on foot. My assumption here is that NQ must have something in mind to keep important areas clean.
  7. In the kickstart promotion video, at 0.50min, JC mentioning that "you can build anything you want, space ships, cities, orbital stations, there is no limit in size" Jc mentioning here the infinity big, from voxels of 25cm What about the infinity small? or at least smaller than 25cm? NQ is missing something in the building part, 25cm voxels will not allow to build a chair, a table, a lamp, a frame, or any decoration objects, to put in (and in fact the only things you can build) empty space ships, empty cities, and empty orbital stations Its like, think big, look at it from far, and forget about details The content of DU is pretty well thought in global, at the scale of civilisations organisations, but what about in details, at the scale of one player? What will one player see ingame? Very detailed textured mesh based elements stuck on very contrasting flat voxel builds? NQ shouldnt forget who will pay and play, who they are targeting when they talk to builders and coders, to lot of people who spend their days on 3d modeling softwares pushing the latest technologies, day by day, making scenes more and more realistic that you cant make anymore the difference. I m talking about gamers who are also architects, interior designers, industrial designers, graphic designers, CG artists, animators, developpers, coders etc... Is DU going to be the game for gamers who grew up with 1m3 blocks in minecraft, who got maturity now to play with 0.25m3 voxels? NO right?! DU isnt based on java and still have a bit more than 2 years of development And i think the community should keep in mind to push further and further the possibilties of the building tool of DU to make it the greatest sandbox of all times
  8. Sorry if it's a repeat thread, couldn't find anything on it though. Building in hostile places could be a fun challenge, you would need specialized equipment/vehicle mods dependant on the hazard; pressure, toxicity, temperature, mobility etc if they end up in the game ofc. More for the crafters to do. It could be a viable way to hide something or defend it, a base or ship. **Thinks** Blackhole movie... Giant ship moored at the edge of the blackhole... ...will blackholes be a thing for that matter?
  9. Hello, I cant help notice that models have a fixed scale and cannot be voxel modified. It could be an interesting mechanic to have a scale modifier that increases size of then model and the stats, so you can make tiny bots to run around conduits and repair your ship. The models are 3D and the scalar is 1D thus would have to scale to the cube to be realistic, with a linear loss function according to abs(original scale - scale) * balancingTweakingConstantScalar. this would allow for quite interresting things like gigantic reactors, massive guns and tiny bots. I hope you like that idea
  10. I was just rewatching the DevDiary about the ship building gameplay and noticed something that could make this part of the game a bit easier, and that this the mirror mode, where you can select to mirror what you are building from 1-3 dimensions. This way, you would only have to build one side of the ship, and not have to worry about the other side being asymmetrical (for all the people that actually care about that) What are peoples thoughts on an implementation like this?
  11. So how will the inventory system work, in the brief trailer we see someone produce a cockpit and part of a ship hull from what i assume is their personal inventory so I'm guessing it's quite large in fact large enough to hold all the resources to build a fighter, done with the shake of his glowing hand (some sort of nano fabrication or something). How does this translate to ships, am i going to have to pipe/conveyor the minerals mined by the drill at the front of my ship back into a storage container or will the ship be one entity and the container fill by itself as long as it's part of the ship. Considerations for the piping/conveyor system is that it would make ship design complicated but in a good way, interesting to do and something to think about carefully and optimise so you're not weighing your ship down with too much internal piping but also you then fall into having to have connectors on the ship to link to other ships/buildings/star bases that you wish to trade with. If you go with the one entity approach there is less to think about and your ship designing doesn't require you to think about internal mechanics and functionality. With regards to trading you can simple shift resources from one cargo hold to the other without regard for how (probably short range tele) if they are close to each other. Then you have to consider the range that this transfer can occur at, can it be increased perhaps by scaling to ship size or perhaps some sort of power hungry module like molecular transporters and can you build ones so big you can buy and sell remotely to an entire planet or Solar system. You could also go with the one entity approach and require direct contact between the two such as having to touch hulls or sit on a buildings/star bases landing pads. Also what considerations are there for people who want to steal cargo, can you simple rock up and hack into it, perhaps you have to damage it to a certain threshold before you can loot it or even destroy it. Circle back around to the building side, we see him use his glowing hand, are there larger ship sized module versions that i can put on the front of a builder ship to produce large objects or would we have to design a capital ship in person in small pieces (not a good idea honestly lol). Once i finish my ship and have the blueprint how will production proceed, do i need a factory with a big open space for the ship to spawn into as arms piece it together or will it just pop out next to it, I don't think a small space station or building should be able to produce something larger than itself. What are people thoughts and if any of these questions are part of other threads can you link them in please.
  12. Starting a topic to know how we imagine how to use the ingame modeler. I guess we wont be able to build bigger than the amount of material in our inventory. I was thinking gathered material could have texture properties for the builder menu. Each of them could have their color changed, and might have a little bump map available list specific for each. Some would have reflective effects, such as metals, some glossy, some with transparency, some with natural light emissions and neon effects, why not some with sounds effects. Would be nice to be able to select subobjects in the builder menu by material types, would make easier the objects painting and shaping. How about you?
  13. Hi I was wondering if the building system will have more types of blocks form the current space voxcle games on the market now? I find that I am always coming across situation that a few more block types are needed
  14. For those builders who are looking forward to flying their ships, how do you hope that applying updates to a model will be implemented. I think the devs might restrict building to designated zones personally. But in capital ship having parked it in a stable orbit, or even in a spot in space, I would like to see my self remodeling part of the hull, or adding new researched features to my design with out having to fly, all the back from the edge of know space to do so. In smaller ships it becomes a problem of a space walk not getting the control one needs to have when building. Now I did see the short video were they demonstrated the voxel building tech, and that was a drift in space, but I could see that being done just as a demonstration and the feature being changed in the alpha release. Maybe you think its a no brainier that it will be like it was in that video, reference any dev blogs if you remember them discussing this, I still haven't made it though all of them yet.
  15. How open will the shipbuilding be? I saw in the trailer when it placed the cockpit in the front and such... but how far with the design can we go? Will we be able to design our own cockpits (that would be fucking amazing) maybe add AI (like that says "Good evening captain, currently our fueltanks are on 80%. The weather is fine and the skies are the limit") or such? Will we be able to design our own engines? or discover schematis for special types of engines or Cockpits? :3
  16. Dual tweeted out a gif of a Mini Rocket Propulsor firing. Can't wait to attach one of these to a construct https://twitter.com/dualthegame/status/689154627120558080
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