Forum

> > Projects > Stranded III Dev. Blog - Comments
ForenübersichtProjects-ÜbersichtEinloggen, um zu antworten

Englisch Stranded III Dev. Blog - Comments

1.827 Antworten
Seite
Zum Anfang Vorherige 1 271 72 7391 92 Nächste Zum Anfang

alt Re: Stranded III Dev. Blog - Comments

GeoB99
Moderator Off Offline

Zitieren
Seeing as the Newsletter system is newly ago implemented, you should consider updating it. Currently it doesn't tell you if you successfully subscribed to receive important mailings. With this, maybe the users won't spam the "Subscribe" button - well, depending on how you wrote the core engine of Newsletter system.

alt Re: Stranded III Dev. Blog - Comments

DC
Admin Off Offline

Zitieren
@user Angelin01: Herbalist is kind of about wounds as well but it might make sense to make a dedicated wound treatment doctor-like skill, yes.

@user lev258: Hah... stealth stuff. That's also a good idea, yeah.

@user GeoB99: I didn't write it. I'm using mailchimp. It's not sending anything when you subscribe? That's unfortunate

Edit: Wait. It IS sending a confirmation mail and after clicking it, it clearly says that you're subscribed. If you didn't receive a mail it is probably blocked by your mail provider or your spam filter.
2× editiert, zuletzt 20.06.16 20:13:50

alt Re: Stranded III Dev. Blog - Comments

VADemon
User Off Offline

Zitieren
The mail came in ~10-15 min after subscribing. And I didn't receive the latest newsletter nor is it in the Spam folder.

As for skills, they should make it easier for the player to do certain things but not automate them. What I mean is that with the hunting/hiding skill you have an indicator of how visible you are and the higher the level the more precise it is. When hunting, if you don't kill the animal instantly you should be able to see the blood path easier with higher hunting levels to track the injured animal down. Note: I'm not talking about increasing damage to make the process forgiving to player's mistakes but make other relevant things easier.

As for general things like cooking, collecting etc., I think they should be made more interactive unlike in S2 where you only had to wait after pressing a button. I wouldnt make each one a separate mini-game as they would get incredibly annoying, rather I was thinking about something simple as for example moving the mouse around bushes' leaves when looking for berries.

alt Re: Stranded III Dev. Blog - Comments

DC
Admin Off Offline

Zitieren
I don't want to spam people with the newsletter. This is why I'm not sending it weekly. The dev blog is every Sunday anyway so you know when you can expect it. The newsletter will only be used for important announcements like playable releases/demos.

Making stuff more interactive is a good idea but it's really very important - and unfortunately also really difficult - to find stuff which doesn't get super annoying really quick.

alt an idea for a sleeping mechanic

SlyCooperReloadCoded
User Off Offline

Zitieren
After seeing all these ideas for skills, I had 2 ideas for sleeping.

Instead of sleeping on the ground, you should be able to make different qualities of "beds". For example, if you only have wool and leather, you can only make a Small Cushion. But if you had lots of materials, you could make an Adventurer's Bed. The better the bed, the longer you would sleep.

Another idea for a skill is Spirituality. When you sleep in a bed using the idea above, you have a small chance of dreaming. The better the bed, the longer the dream. With every dream, you gain experience in Spirituality. When you reach max experience, you can have lucid dreams and use default game controls to interact with them. The dream world would have items not found when awake and are more useful, but are removed from your inventory when you wake up. You would eventually find a way to bring those items out of a dream and use them when awake.

Sorry if this seems a bit far-fetched. I have a wild imagination.

alt Re: Stranded III Dev. Blog - Comments

DC
Admin Off Offline

Zitieren
Creating an own interactive dream world would be way too much effort and it's not what I want to do for Stranded III. Still an interesting idea.

alt Re: Stranded III Dev. Blog - Comments

Elfing
User Off Offline

Zitieren
maybe have the character forget how he got to the island cuz he hit his head or something but then slowly reveal the backstory through dreams or some sth?

alt Re: Stranded III Dev. Blog - Comments

Starkkz
Moderator Off Offline

Zitieren
@user DC: I'm going to share my idea although it might sound quite complex.

I was developing some kind of "multiverse" feature (on löve) where you could have different universes of the same map, each universe contains different game objects/entities.

This could probably make it possible having a "dream universe" and a "real" universe. This is just a idea, a 2D engine consumes little amounts of memory to do this, I'm not really sure if it's that much harder to do it in C# or which could be the memory/CPU impact on low end systems (IIRC C# is OOP, so you could probably make a single universe class and extend it in future if you wish Stranded III to have multiple universes while playing).

IMG:https://i.imgur.com/QOPJ85M.png

alt Re: Stranded III Dev. Blog - Comments

Nem
User Off Offline

Zitieren
@user Starkkz: That reminds me of times when i played MTA:SA few years ago, in player stats there was dimension parameter.
As i remember everything was in '1' by default, but you can set your to '2' for example, and you will be running in a same world (map), any objects created in default, '1', dimension stayed there, but you could create stuff in '2' and do stuff with 'em.
If played from '1' teleported to you, he would 'jump' to your coordinats, but he could not see you nor interact with you.

alt Re: Stranded III Dev. Blog - Comments

Starkkz
Moderator Off Offline

Zitieren
@user Nem: I think that even Garry's Mod uses it, there's a tool that allows you to create a physics world relative to a entity.

https://www.youtube.com/watch?v=gumo_GVWido
So it gives the feeling that the gravity is relative to the rail that the guy is walking on (on the video).

If something like this existed in Stranded III, you could have a big ship, and everyone onboard wouldn't be colliding madly because of the movements it does.

alt Re: Stranded III Dev. Blog - Comments

DC
Admin Off Offline

Zitieren
I honestly don't see that stuff being part of Stranded III. Stranded III is a game about survival, not about experiencing dream worlds. I have to focus on the core game otherwise there is no chance to ever finish development.

alt Re: Stranded III Dev. Blog - Comments

lev258
User Off Offline

Zitieren
I agree with DC.
What you want is a totally different game, not Stranded 3. There are already many survival games with zombies and fantasies, but this shouldn't become one (until someone mods it ).

alt Cococookies (and banana)

Waldin
User Off Offline

Zitieren
We love bananas and also cookies cookies . and of course, coconuts.
We never played stranded deep and we dont know how the 'coconut logic' works, but looks nice.

alt Re: Stranded III Dev. Blog - Comments

Rainoth
Moderator Off Offline

Zitieren
@user Mami Tomoe: Also a 1 in a million chance to delete your system!

That totally makes sense to have in the game
Also pls add the idea everyone will love it

@user Waldin: I assume it means that coconuts there are in a shell that you crack to get "real" coconuts.

@user DC: Yes the coconut shape looks weird. I'm not sure about the coconut thing since it probably applies to many things so you would have to do them too to be consistent. Looks great nevertheless.

alt Re: Stranded III Dev. Blog - Comments

sonkii
User Off Offline

Zitieren
Nice banana and coconuts models.
Maybe we can add taming animal to taming faster and also the raptor wont drop you if you have this skill.We can also add taming failed or not fail chance.If you has this skill,the chance will be 100%.

Idk if this good skill for taming animals i think..

alt Re: Stranded III Dev. Blog - Comments

DC
Admin Off Offline

Zitieren
Yeah taming would definitely make a good skill as well.

With Stranded Deep "coconut logic" I mean that they have the same 3 coconut items for the different coconut states.

alt Re: Stranded III Dev. Blog - Comments

Starkkz
Moderator Off Offline

Zitieren
user Starkkz hat geschrieben
On C#, the maximum value for a float is set to float.MaxValue. Which is about.

1
2
3.402823E+38
340282300000000000000000000000000000000

If this is in meters as you stated, there are probably going to be maps of planetary dimensions. Which is... AMAZING!

I must have been dumb enough.
IMG:https://upload.wikimedia.org/wikipedia/commons/thumb/d/d2/Float_example.svg/590px-Float_example.svg.png

I didn't know that's how the float works.

So I guess that Unity doesn't support the double precision system as for it's physics.
IMG:https://upload.wikimedia.org/wikipedia/commons/thumb/a/a9/IEEE_754_Double_Floating_Point_Format.svg/618px-IEEE_754_Double_Floating_Point_Format.svg.png


Edit: But actually, how far would you actually be able to get from the center of the map before the precision loss starts to become noticeable?
Zum Anfang Vorherige 1 271 72 7391 92 Nächste Zum Anfang
Einloggen, um zu antwortenProjects-ÜbersichtForenübersicht