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Showing results for tags 'elements'.
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I like the foundry and 3D printer but can we have a second incarnation of both and storage. These would be attached to a voxel build creating a bigger version with slightly faster operation. This would allow the building of foundries, factories and storage bays and silos that look impressively industrial and make great places for a fire fight. Most would be purely decorative. I noticed that the forge and other machines in landmark often got hidden in such bigger builds but were never really optimised for that function. It may need a forge input, the end of that mesh cropped off and made a little larger. Production bonus depending the number of solid voxels in the volume xyz1 to xyz 2 behind it. A few molten metal voxel types would be an optional extra. A printer Scaled up Shorted with the option to put more in a row as a special effect. I.e they all seem to run if 'connected' as above. A cargo input element that expands it's storage depending the number of solid voxels in the volume xyz1 to xyz 2 behind it. No need to change the fluid storage it looks industrial enough. Think minecraft's multiblocks in the mods but easier because the bulk of the 'multyblock' can be anything the artist desires.
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What do you guys think that the difference between a static core and a dynamic core are? At first I thought that "dynamic" is for a ship or something that would move like dynamic location (although now I think about it, it sounds like a really strange way of putting it), but then some of the comments made by JC wouldn't make sense for example when he talks about making the station move in the gameplay video he says it would just be a matter of putting engines on (although I could be remembering wrong, probably go watch that again after I post this), and when he talks about constructs not being anything until you build them out in other interviews (XPGamers, I think,again memory :\ ). So I believe that you can toggle between the two states to make a zone editable or not. If you don't know what a core unit is the latest 3D artwork posted on the DU twitter and is was said to be the first block of any construct. And if this is me being dumb, let me know. But then again the tweet reads "different types and sizes of core unit" So I am not sure again, why would you need different sizes, unless that is what controls total build area, but a selling point for this game is unlimited build space.
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While I'm sure the vast majority of the people here are hoping to make a kick ass ship and fling themselves into the endless abyss of that last frontier, I am wondering about a more terrestrial mode of travel: wheels. Obviously when the game launches it will take a bit of time before we all get the skills/blueprints/materials/ability to make ships capable of spaceflight, and we will need a cheap and effective way of getting around on the surface. Will there be a selection of wheel elements of various sizes to make this happen? And will the physics allow us to set things like the torque and friction on the wheels to overcome rougher terrain? Also having wheels would enable us to have a racing league and have awesome races like in Speed Racer where you have those tracks that go upside-down and across continents and stuff.
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How I understand the construction process right now is that the basic structure of any vessel or building is going to be voxel based, and the functionality and some of the aesthetics will be defined by the various elements one adds, like engines, cockpits, and pretty lights. The voxel building gives the builder types incredible creative license and allows us to design awesomely complex structures, but I'm a bit worried that the elements will be the thing that limits some designs. If, however, elements could be modified and adjusted, we could see some truly unique things. For instance, the cockpit we see in the trailer; it's a very specific size and shape, and that can limit, to some degree, the look of a ship. If I could go into the building area and tweak the size and shape and perhaps the number of seats in to cockpit before using it on my craft I would be very happy. This also might open up a market for custom elements like cockpits and engines that have been optimized to look or preform a certain way. As for tuning, things like engines are IRL pretty complex things that require a hell of a lot of engineering and tweaking to get running right. If there were some relatively simple tuning system that allowed you to maybe replace parts with better ones or overclock certain bits to make one aspect like efficiency better at the expense of thrust or vice versa, it would allow for a greater range of creative options. Similar systems for every active element would make aftermarket tuning or even engine design a career path in the finished game.
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As most of you are aware Novaquark is laying down the foundation for Dual Universe. They need to get the game in a strong alpha state before they launch their kickstarter campaign. This means that some of the purely aesthetic aspects of the game will have to come later on, like outfits, player customization etc. This thread is for those who would like to dream of the kinds of elements or "props" as they are called in some other games that they would like to see in dual. There are many different types of elements. • Active elements: Elements that have a function and will most likely be scriptable (rocket boosters, guns, conduits for energy transfer, etc). • Superficial elements: Elements that are made for decoration only. These are to help add atmosphere to a construct (pots/pans, soda cans etc). • Superficial Working elements: Elements like stoves, sinks, toilets. Elements that "work" in game with opening doors, flowing water etc, but have no function outside of immersive aspects. • Emitter elements: Elements that give off an effect such as lightning or electric arcs, waterfalls/flowing water, steam vents etc. These would fall under active elements in most cases. List what kind of active or superficial elements would you like to see ultimately in Dual Universe? I will start off with these: • Active elements: Ramp doors. Doors that extend outward to allow for easier ingress/egress into a ship style construct. Shield windows. Windows that have closable blast shields. • Superficial elements: Desks Chairs Soda cans • Superficial Working elements: Rotating fans. Fans that rotate at various speeds, couple well with steam vents. Spinning gears. Gears of various sizes that rotate to make mechanical looking machines. • Emitter elements: Steam Vents that blow gusts of steam. Electric arcs. Heads up displays with the ability to change the color of the hud.
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I'd like to create a list of all the elements, voxels, and mesh ideas we would all like to build with in-game that have not been mentioned by the devs yet. A short list of what I'd like to see follows. Artificial gravity voxels with diminishing returns based on how close you are to a natural gravity well. Voxels with "traction" that the character avatar "sticks" to so we can build moving platforms we won't slide off of. Diminishing returns based on how far you are from a gravity well. Voxels that can only be constructed in certain conditions such as an airless, high, or zero-g environment. (Could make certain shipyards more or less valuable and/or capable.) Voxels that can have different properties if certain conditions are met. (apply power and you increase mass for instance.) "Floating" component voxels. Functionality identical to other types but for aesthetics only. (See my forum portrait for an example.) Anyone else with ideas? I think this thread could be quite expansive.