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Found 15 results

  1. gpioneer

    BIOSHIPS

    Just wanted to put the idea out there to expand the organic components in the game. All we have for organics at this time is wood ... and wood. Want to do some work with other mats that could be cool to work with (i.e. Bone, Cartilage, Muscle Fiber, and Chitin for voxels and other liquids for biofuels) for bioship design. This could be geared on a planetary scale with "Knowhere"-like plant(s). Would open up a large creative angle and awesome visuals both on the surface and from space. Could also be expanded into "bio-elements" as in different skins for normal elements that require different materials to produce.
  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 considered as construction material, mostly for static constructs, and their weight should be increased for discouraging players using them on dynamic constructs The honeycomb weight: As for now they are 0.1 times the weight of their relative correspondents on earth In my opinion the word HONEYCOMB is well chosen, and give this futuristic aspect of a 3D printed honeycomb material But i think it is still a bit too heavy, since in aerospace, it wouldn't happen to build ships with thicker hull than 5 or 10cm I also think some honeycombs shouldn't have this weight reduction, or less reduction For example: concrete * 1 / wood * 0.25 / metals * 0.075 The diversity issue: Here is my most hatred part of DU, the numerous amount of different honeycomb colors and finishes nightmare for industry managers nightmare for players to spawn blueprints, that have dozens of 0.5m3 of different mats filling hundreds of container and inventory slots (that must be a lot of data in back end, but also lot of data for everyone uploads and downloads on front end) All refined material should have 1 and only 1 raw honeycomb with a raw aspect, on which we could later apply the color we want and the shininess we want in build mode Removal of the "voxel replace tool" => replacement by the "voxel paint tool" I dont think anyone using this voxel replacement tool at all, it has its equivalent when copy pasting using the select tool A paint voxel tool could use a popup window, around the bottom of the screen, same as the scanner does for the ores filters. In which we could select our desired custom color from a palette the shininess we want from matt to glossy an optional bump map (stripes / screws / holes / galvanized etc...) The finish name "galavanized", change back to matt Galavanized is an anti rust coating process for iron, using zinc From PTS server the "galavanized white iron", is the only correct color and aspect (the texture is pretty nice btw) So : galvanized only applies to iron, certainly not to aluminium, copper and others iron can be painted aswell with anti rust paint, but galvanized wont be galvanized is more of a raw finish texture, more than a color or a shininess (which could be added as a bump texture in the paint tool options) Textures scale New textures are gorgeous but they arent scaled properly (official and PTS) Texture edges blending is also necessary So Novaquark, if you desire to optimize, reduce lag, reduce loading of containers etc... the diversity issue should be your concern. If you desire to really let players build awesome creation, just unleash the constraints and give us more freedom of choice We are not paid for testing, and for taking time developing our feedback on the forum after years of testing, so it would be nice to have a better reading of the gold mine for the game development that this forum is (taking notes, and putting them on a big white board is an idea) After all, WE players are creating the content of the game, but if we dont have at least the few main features of Minecraft, which is gathering wood to make wood, not mining coal to make wood, that aint gonna work Cheers
  3. 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.
  4. 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 twelve relatively smaller engines? With the current system of elements that isn't possible. Elements as they currently exist occupy the role of function while honeycombs occupy the role of aesthetics/armor. For a pure pve ship, using anything but elements is an active detriment to it's functional performance. For a pvp ship, the meta dictates the optimal style/aesthetic (currently a flying cube). This creates a situation where you aren't really designing a ship so much as designing a socket for each necessary component. Effectively a box with a seat in it strapped to some engines. Actual ship design would necessitate many internal components, not just all-in-one elements to be bolted to the hull. Currently ship design (for any type of hauler) requires the entire back end of the vessel to be a wall of engines to maximize thrust. The Solution: I am suggesting a merging of elements and voxels so that you are able to define the size and shape of your elements. Engines would exist in the form of a voxel, and function as such. The same can be done for containers, fuel tanks, doors, windows, ailerons, brakes, etc. How would voxel based elements work? Another game with this build system is Avorion, which fits into the space simulation builder genre (you can look up speed builds on YouTube to get a good idea for how the builder works). You can define an area to function as your engines. With this system you could have the exact same engine footprint. The same weight, thrust, fuel consumption, etc. However, you are now free to style the back end of the ship around one engine instead of many because it's shape and orientation are different. Using my masterful skills of paint I've illustrated a comparison of how things are now versus what I'm suggesting. These two ships would have identical weight, thrust, fuel consumption etc. because they have the same volume of engines, just spread differently. Voxel based elements would be manufactured just like elements are currently, but instead of outputting a singular object, it would output a volume of voxels, much like the honeycomb refinery does. One voxel of engine would have a set amount of thrust. A voxel of container, a set capacity etc. The larger the element, the more capacity/thrust/fuel/weight... What exactly is gained from this? Most of the benefit of this is aesthetic, but there is some importance to that. Have you guys seen the Facebook ads and YouTube trailers for DU? Most of them are featuring interesting looking ships to showcase what can be done in the game. The reality is that the markets are littered with ships that are nothing more than engines strapped to a container with a stack of wings. There is a distinct "sameness" to most of the ships I see and it's because I'm staring at the exact same engines and wings and hovers on every one of them. I believe this damages the atmosphere of the game, especially for new players looking to see all sorts of cool ships, or build them, and then end up having to meet the same "checklist" of parts and being restricted. Additionally though, you would be able to make better use of space within a ship. Containers could be long and thin for a specific type of ship or more square to fit where they need to. Most of an engine could be internal so it is longer instead of wider. Larger drive cores could offer reduced cooldowns. I'd like to hear some of your feedback. Bad idea, good? Waste of time? Let me know!
  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/restoring performance cars, a lot of parts such as the drive axle is replaced with a carbon fiber version. This is because it can handle more torque while reducing weight. As is is right now, there is no way to do that, your ship must be very heavy in order to take any damage. This makes it hard to design a fighter style ship, as you want it to be nimble but durable. I understand you can just put more thrusters on your ship to make it faster, but with size or early game resource limitations this becomes much more difficult. I am currently trying to design a cargo ship that is durable, but light to maximize the amount of cargo it can carry. However, this is not possible due to the current way voxel HP is determined. Thank you for your time and I hope you consider making this change to the game.
  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. 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 out of dynamically scalable blocks. Fight epic space battles, explore, mine, trade, wage wars and build your own empire to save your galaxy from being torn apart by an unknown enemy I’ve seen this game around for a little bit and although I’ve never played it myself, I find the aesthetics and mechanics look fantastic. For me it really puts into scope how big the universe is and how there is so much more out there, but less in an existential way, and more in an curious way. All Reviews: Very Positive Recent Reviews: Overwhelmingly Positive. $22.95 AU https://store.steampowered.com/app/445220/Avorion/ Astroneer - Fully Released Explore and reshape distant worlds! Astroneer is set during the 25th century Intergalactic Age of Discovery, where Astroneers explore the frontiers of outer space, risking their lives in harsh environments to unearth rare discoveries and unlock the mysteries of the universe. In this space sandbox adventure, players can work together to build custom bases above or below ground, create vehicles to explore a vast solar system, and use terrain to create anything they can imagine. A player’s creativity and ingenuity are the keys to thriving on exciting planetary adventures! Once again I haven’t actually played the game but I’ve seen it from time to time and the aesthetics are simply whimsical. I also watched a very interesting and entertaining documentary about it and the company’s creation. https://www.youtube.com/watch?v=tfUjl4owxTQ All Reviews: Very Positive Recent Reviews: Very Positive. $29.99 AU https://store.steampowered.com/app/361420/ASTRONEER/ Star Made - Early Access The ultimate space sandbox. Participate in epic fleet battles, form alliances, strive to dominate entire galaxies and harness the universe’s resources for your industrious empire or the destruction of others. Customize your experience, the universe is yours! A voxel-based 3D sandbox set in the never-ending darkness of space. Create your own ships, explore new galaxies, stars, and planets. Discover and salvage space stations, fight against pirates or opposing factions in multiplayer. Equip your ships with completely customizable weapons and conquer the galaxy. Trade and make a fortune, mass produce materials in gigantic factories. Design your very own space station. Create warp gates and network the universe at your front door. Star made is probably the game I have sunk the most hours into (although not that impressive), and I’ll admit I had a lot of fun doing it but the game has kind of stagnated. Personally, I think it is a good game but updates now rarely come out and the community is all but dead. If you enjoy playing by yourself and are able to see past some of its problems, I do believe you could have a genuinely enjoyable experience. At the very least it could be useful for prototyping ship ideas. All Reviews: Mixed Recent Reviews: Mostly Positive. $Free. Download the demo it’s the full game. https://www.star-made.org/ Interstellar Rift - Early Access Interstellar Rift is an open world Starship Simulator with an emphasis on ship construction and multi-player interaction. Players can explore and conquer the galaxy with their own custom designed and constructed a starship. Space is vast, but you won't have to face it alone, other players will be able to join your crew, and help out, or build their own rival fleet and fight you across the galaxy. I don’t own this game and have only recently learned about it but from what I’ve seen (and read) it incentivizes ship creation and allows for immense amounts of creative freedom. All Reviews: Mostly Positive Recent Reviews: Mixed. $26.95 AU https://store.steampowered.com/app/363360/Interstellar_Rift/ FTL: Faster Than Light - Fully Released In FTL you experience the atmosphere of running a spaceship trying to save the galaxy. It's a dangerous mission, with every encounter presenting a unique challenge with multiple solutions. What will you do if a heavy missile barrage shuts down your shields? Reroute all power to the engines in an attempt to escape, power up additional weapons to blow your enemy out of the sky, or take the fight to them with a boarding party? This "spaceship simulation roguelike-like" allows you to take your ship and crew on an adventure through a randomly generated galaxy filled with glory and bitter defeat. I don’t know much about this game and I have never played it, but I know it’s a classic and that it’s a classic for a reason. Definitely worth a try if you haven't yet. All Reviews: Overwhelmingly Positive Recent Reviews: Overwhelmingly Positive. $14.50 AU https://store.steampowered.com/app/212680/FTL_Faster_Than_Light/ Cosmoteer - Early Access Cosmoteer is a starship design, simulation, and battle game. Design a fleet of ships by placing individual modules including weapons, shields, engines, and hallways. Battle A.I. starships to earn bounties or test your design skills against other players. A dynamic crew and combat simulation make every design decision important and interesting. This game is one of my recent favorite, hands down. I find the way how the shipbuilding and 2D elements blend to be thoroughly enjoyable. There is a large amount of flexibility when it comes to the construction of your ships and I find it deeply satisfying when I pit two of my creation against each other, using there A.I to efficiently decimate the other party. I highly recommend this game, whether you're into pitting your creations against other peoples ships or your own (or the bounty hunter campaign). Plus there's nothing to lose, it’s free!!! (There's also a relatively large modding community). No Official Reviews. $Free (at least for now). https://cosmoteer.net/ Space Engineers - Fully Released Space Engineers is a sandbox game about engineering, construction, exploration, and survival in space and on planets. Players build space ships, space stations, planetary outposts of various sizes and use's, pilot ships and travel through space to explore planets and gather resources to survive. I don’t have much to say on this title as I have played it only on occasion, it’s a very well know game with a good single player mode. The multiplayer has been notorious for its issues but it does work to some extent (from what I’ve seen) and it was known for its insanely long alpha period, but in total it’s apparently a really good game. All Reviews: Very Positive Recent Reviews: Very. $28.95 AU https://store.steampowered.com/app/244850/Space_Engineers/ No Man’s Sky - Fully Released In No Man's Sky, every star is the light of a distant sun, each orbited by planets filled with life, and you can go to any of them you choose. Fly smoothly from deep space to planetary surfaces, with no loading screens, and no limits. In this infinite procedurally generated universe, you'll discover places and creatures that no other players have seen before - and perhaps never will again. If you know anything about this game, you know about its horrendously rough start and while I wouldn't say all the hate the company was just, after twenty hours of playing I got bored and stopped. But while some of the responses were justified, Hello Games were able to truly turn their disaster around. Although I myself have barely played it since release I intend to soon, that's because in the years No Man’s Sky has been online Hello Game has been constantly updated. If you bought this game and have never looked at it since I highly suggest you give it another chance, you may be pleasantly surprised. All Reviews: Mixed Recent Reviews: Very Positive. $84.95 AU https://store.steampowered.com/app/275850/No_Mans_Sky/ Kerbal Space Program - Fully Released In Kerbal Space Program, take charge of the space program for the alien race known as the Kerbals. You have access to an array of parts to assemble fully-functional spacecraft that flies (or doesn’t) based on realistic aerodynamic and orbital physics. Launch your Kerbal crew into orbit and beyond (while keeping them alive) to explore moons and planets in the Kerbol solar system, constructing bases and space stations to expand the reach of your expedition. K.S.P is another game I would have to list as a favorite game, simply because it is so difficult yet so fun, in all the 40 hours I’ve played I got nowhere, but I got nowhere with style. And I think that's what's so great about it, if you do dedicate time and effort you can go somewhere, you can go to many many where’s. Whether you're a casual player that just wants to play in sandbox mode or colonies the solar system through dedication, this game deserves a look. All Reviews: Very Positive Recent Reviews: Overwhelmingly Positive. $45.99 AU https://store.steampowered.com/app/220200/Kerbal_Space_Program/ PULSAR: Lost Colony - Early Access Team up to operate an advanced starship and explore a randomized galaxy falling into chaos. Each player assumes a role aboard the ship: Captain, Pilot, Scientist, Weapons Specialist and Engineer. Coordination between your crewmembers will be essential in order to survive the perils that await you. I’ve been seeing the game on multiple sites like youtube for the past few years and it always caught my attention. I love the idea of having specialized roles and love how they have been able to recreate that ship on the frontier feel, with only yourself and your crewmates to rely on. If you like playing in friend groups, or just want to feel like you actually are controlling a ship, this game is for you. All Reviews: Very Positive Recent Reviews: Overwhelmingly Positive. $35.95 AU https://store.steampowered.com/app/252870/PULSAR_Lost_Colony/ Planet Nomads - Fully Released Planet Nomads is a single player sci-fi sandbox game of survival on alien planets through block-style building. You are a lone astronaut scientist crash-landing on a strangely captivating planet. Keeping your wit together and securing your basic survival needs that include food, water, and building material is the best start towards figuring out a way out of this messy situation. This game started its development around the same time as the No Man’s Sky hype and sort of faded into the background, and although production continued the product today is quite controversial. Many of the players say that the game failed due to lag, mediocre updates, and eventual boredom while many others really like the game and still support it. If your willing to give this game a chance and aren't adverse to a bit of risk it might be something to check out. All Reviews: Mixed All Reviews Mixed. $28.95 AU https://store.steampowered.com/app/504050/Planet_Nomads/ Elite Dangerous - Fully Released Elite Dangerous is the definitive massively multiplayer space epic, bringing gaming’s original open-world adventure to the modern generation with a connected galaxy, evolving narrative and the entirety of the Milky Way re-created at its full galactic proportions. I don’t actually know much about Elite, I know it’s big, it’s pretty and it’s quite hard to get into it and enjoy it but other than that it’s up to you to investigate and research. All Reviews: Mixed Recent Reviews: Very Positive. $42.95 AU https://store.steampowered.com/app/359320/Elite_Dangerous/ Infinfactory - Fully Released Infinifactory is a sandbox puzzle game by Zachtronics, the creators of SpaceChem and Infiniminer. Build factories that assemble products for your alien overlords, and try not to die in the process. This game is all about industry, so it would be perfect for anyone partaking in Alpha 2 to get some “practice” before or in between (I don’t know how much help it would be). Other than that, anyone who likes to create systems that work flawlessly or like to think logically might like this game. All Reviews: Very Positive Recent Reviews: Overwhelmingly Positive. $35.95 AU https://store.steampowered.com/app/300570/Infinifactory/ Empyrion Galactic Survival - Early Access Empyrion - Galactic Survival is a 3D open-world space sandbox survival adventure. Build powerful ships, mighty space stations and vast planetary settlements to explore, conquer or exploit a variety of different planets and discover the mysteries of Empyrion! As far as I can tell, Empyrion is a game similar to Space engineers with more customization ability for its creations. Of course, there are probably several key differences but I have not played the game and thus do not know. All Reviews: Very Positive Recent Reviews: Mostly Positive. $28.95 AU https://store.steampowered.com/app/383120/Empyrion__Galactic_Survival/ Nimbatus - Early Access Nimbatus - The Space Drone Constructor is an action-packed simulation game. Craft drones out of hundreds of different parts and explores a destructible, procedurally generated galaxy. Build autonomous drones to fight against other players' creations. Do you have what it takes to become a drone engineer? I’ve only played Nimbatus for a little bit, but from what I have played and have seen externally from the game, it is going to highly appeal to those who like using logic parts. While i is an extremely fun game without using them and I suggest you look into the game, either way, the logic parts are definitely one of its strong suites. All Reviews: Very Positive Recent Reviews: Very Positive $28.95 AU https://store.steampowered.com/app/383840/Nimbatus__The_Space_Drone_Constructor/ EVE Online - Fully Released EVE Online is a community-driven spaceship MMO where players can play free, choosing their own path from countless options. Experience space exploration, immense PvP and PvE battles, mining, industry and a thriving player economy in an ever-expanding sandbox. EVE truly is a virtual world, one that houses so many people and factions and wars it’s almost impossible to keep track of. If you're looking for a game with history and lore, legends and tales of war, and distances almost unimaginable to the human mind, then EVE is for you. Although you should note that it is extremely hard to get into and to fully immerse yourself in the culture and history, will take a lot of dedication. All Reviews: Mostly Positive Recent Reviews: Very Positive. $Free (With packs) https://store.steampowered.com/app/8500/EVE_Online/ Bonus I know we already have enough on our plate with DU, but these two are game projects that are definitely worth following in the future. I highly suggest you look into them. Starbase - https://store.steampowered.com/app/454120/Starbase/ Skywanderes - https://skywanderersgame.com/ If you have anymore good games that i missed or noticed any mistakes I've made, please notify me with a comment! ☺️
  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 “reinforcement module” to protect voxels and elements from irritating enemies. What do you guys think?
  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 line that bends approximately. Is this going to be implemented in the building system? Example pics: 3 points, start, middle, end - program "curves" between them. https://imgur.com/a/flT3o So my first question is if we will have base tools to create curved things like that. My second is whether or not we'll be able to make advanced faces, for example moving vertices of a polygon before creating the voxel object, much like conventional 3D modelling of polygons. Thanks!
  10. “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 attractive in its designs. We are also here to push the tools to its limits (For Science!). If you are interested in building amazing creations or want to learn how to do so, we’re the place for you. We are not a militaristic org but don’t get me wrong we are not an org of bunny cupcakes and will defend ourselves. We have relations with several other orgs for programming and logistics. You can see our work in multiple releases from Dual Universe (See below. All images are from DU public postings). We want this verse to be diverse and unique. We’re here to make it that way. Apply at https://community.dualthegame.com/organization/prophet-rocket-foundry _____________________________ (original post) The Prophet Rocket Foundry is currently a group of prior Landmark players looking for a new home. Since Lumeria was lost to us in a devistating space-time cataclysm we've been wandering the galaxy seeking a new home. At this moment it is comprised of prior Lumerians with alpha access however this is not a requirement to join. Just an interest in the future (and a NQ ID) of this verse is enough to warrant admittance. At this point known Lumerians will be granted instant acceptance. It's my vision to have a large group of people from our prior home to join and help this verse with our prior voxel and construction expertise. We seek to explore and provide quality bug reports and feedback to help improve this new land. Even the prophets created by the voxel deity known as Shattari could not of predicted such events but we'll make the best of it. -Pantera All of the below Prophet Rocket Foundry creations have been publicly shared by Nova Quark.
  11. 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 clamp element that can connect/disconnect a dynamic construct to another dynamic construct or to a static construct. 4 A turntable element that can be used to create a hinge, turret, or axle. 5 A linear motor - something that can move groups of voxels parallel to each other like a train on a track or a sliding door. 6 Some kind of layer / grouping tool - would be useful especially for very complex constructs Yes I am thinking like I'm building with legos only unlimited pieces - awesome! Anyway, the game looks amazing already and I'm looking forward to the end of the month. Hopefully these things will end up in the game at some point in the future.
  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 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?
  13. 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 have designs with a slick uniform look and possibly so will their respective org. Despite not having access to all launch features, this makes ORG play viable at least in Beta to acquire an advantage for main release. Does this provide an unfair advantage to Alpha/Beta players? An advantage sure, however our characters probably won't get to keep the levels we had to gain to make those builds possible. When the wipe hits after beta and before main launch, every other tangible resource will still be an obstacle for players who have a bank of blueprints from the previous versions. I for one will try to flex my Alpha and Beta muscles with the Alchemists to get a head start on builds! Pretty neat eh? I'd HIGHLY recommend upping those pledges to at least gold at this point if you haven't already
  14. 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 in the National Space Society twice! (A Sad story and a funny story there.) I know all the old L5 society stuff. Also I have blog posts on para-terraforming, sea steading, space stuff. Two NASA submission, not winning but considered useful. I have some skill in blender, wings 3D, sculptris, etc. Enough to be useful in a team but not on my own. I've studied game design informally including game economics, quest/ tutorial design, map pitfalls, voxel theory, minecraft modding. I checked out the jobs on offer at NQ and know I could help but I'm not that good. Total lack of formal qualifications matters! And I know my limitations. I'm also in Australia. A long way from Paris which may be an issue. I have Skype. PM me for it if you need it. My current job is as a carer, disability support but that is diminishing as the guy I look after gets better at doing things. He has Cerebral Palsy and more university qualifications than me. I'm a crazy ideas man with an idea of what JC baillie is wanting to do, how it's working and some of the things needed. I can also see the pit falls ahead; that may make me useful. I'm a bit of a lore master with many ideas. I hope to see you in-game some day.
  15. 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.
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