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Found 14 results

  1. PurplePanda’s Space/Construction Game list This list is being created for anyone who or wants some DU-ish games to play between tests or until DU releases. All of these have been chosen by me through “extensive” research that I did an hour ago, as well as some personal favorite of mine. Hope you enjoy some of these games, I think some of them are definitely worth a look! (Note all reviews will be from there Steam pages) Out Now Avorion - Early Access A procedural co-op space sandbox where players can build their own space ships
  2. Honeycomb is the Major game content of DU which pretend to let players build what ever we want But as it is now, it is tooooooo constrained and limited, buggy, and never looking as we wished, specially in between updates where dev dont know which numbers to tweak for better render results The resources needed for making honeycomb: Some honeycombs such as concrete / brick / wood / glass(panels) should require more simple recipes, not requiring mined and refined ores, but raw stone, sand or wood, directly from the planets grounds and trees Those could be conside
  3. After completing several ship builds over the past few months and really digging into the voxel editor, I've found that the biggest limiting factor to my creativity has been the checklist of elements that are required for any ship to function. The Problem: I'll use engines as an example. All basic atmospheric engine L's are the exact same size. They all output the same thrust. Same fuel consumption, etc. There is a distinct number of them that I will need on my ship if I want to lift a Container L. But what if I want my ship designed with only one massively powerful engine instead of twel
  4. Noticed that when I'm deploying voxels at the bottom of the build space for a Large Static Core I will occasionally get "You cannot deploy voxels or elements outside of the build zone". So far as I can tell the largest single chunk of voxel you can lay down is 160x32x32. When trying to lay down a 160x32x1 layer of Voxel, I would notice that the reticule would go red somewhere between 88x32x1 and 98x32x1.
  5. Hello everyone, I am not sure if this is the correct place to post this, but if not, please correct me and I will move it. I believe the voxel HP needs to be reworked as it seems that it is determined by the weight of the material used. While I believe this is a good place holder for getting the game going, this should not be the case in the final state of the game. Currently plastic has more HP per meter cubed that aluminum, and this makes no sense. It makes it impossible to take advantage of some of the materials strengths while keeping weight down. For example, when making/rest
  6. What is the current best Voxel Editor to practise on so that when it comes to building in game, you have least transition problems?
  7. “Trust in Creation” Edit 12/23/18 The PRF (Prophet Rocket Foundry) started as a home for ex-Landmark players to gather to continue work on our voxel obsession. It has now become clear that by being being exclusive to our old community that we are hoarding knowledge that can can be benificial to all and as much as we’d like to be an exclusive in voxel design that does not help the community. Applications are open to all. Our primary goal at the PRF is to make this verse one we are proud to live in. We are here to make this world diverse and attra
  8. I’m not entirely sure if Novaquark has already addressed this, but it seems the voxel-destruction mechanic for the game is broken in its current state. If a player would exit his ship, the said player could simply dig through the enemy ship, and proceed completely disable it with his mining tool all within a good minute. It should take much longer to “mine” through powered voxels that are not from your own organization. Maybe thirty seconds to a minute every 5 cubic centimeters (Which I believe is the smallest voxel size). This protection system could be implemented as a sort of cheap “reinfor
  9. Hi! I'm just wondering if we'll have tools within the voxel system to make bent surfaces/faces/lines. For times you want to make a ship that looks very curvy, you'd want to actually bend the voxels with a system rather than try to cobble together loads of straight lines yourself. Example: You want an arching column (a "parabola") over the top of your ship. You want it to look like a perfect arch and for it to be easy to do ideally. From all I've seen so far, you'd need to just build lots and lots of straight cuboids to build the shape. What i'd quite like to see is having a 3 point vector
  10. Here's my list of top things I'd like to see in the game regarding building. 1 It'd be nice if we could have a way to set the X,Y,Z dimensions of a voxel shape we are going to deploy. You know, rather than counting by 25cm increments until I get to 1600m x 890m x 530m for my Star Destroyer. Seems that could be tedious. 2 It'd be nice to be able to have a map of my ship I am making; its internal elements and internal voxel structure. Otherwise I think I could get lost inside my ship while I'm building it. ; ) I'd like to see a few dynamic elements added - 3 A
  11. After giving the most recent Kickstarter update video a listen, I got a nice little nugget of info. ~Blueprints will not be wiped between Alpha, Beta, and the Release. This gives a tangible advantage to players at the gold level and higher, as the time they spend building (and helping test for that matter) the voxel system, ship building, and base building will get to carry-over all of their blueprints and potentially have an economic advantage at game launch. While other players are trying to develop ships from scratch or working off of the start ships, Alpha/Beta players will already
  12. 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 par
  13. Hi I'm Wesley Bruce, wesbruce in may games. That heading was not quite serious, Much. I am a geographer and would be game designer but not a programmer. I don't even have a computer that can run the game though I am planning to buy a new PC. Dyslexia makes reading code hard hence my interest in non code based solutions: Second Life, Voxels, Blenders little boxes, minecraft. Played many MMO's. I have abandoned avatars everywhere. I know Geography, some astronomy and planetology, human ecology, some economics and chemistry. Degree Australian National University. I've out lived my membership
  14. 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 environme
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