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Shadow72

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Posts posted by Shadow72


  1. I recently jumped back into the editor after not using it for a while and wanted to share my thoughts with you guys.

    UI:

    Add Game Logics Window: There is no text above each game logic unless if you hover over the item or start to search. It would be nice if there was always text above them so you can easily tell which is which.

    Game Logics Window: Would be nice if you could create folders and drag logics into them so you can easily keep track of which logics are used for a specific task.(Ex. All gamelogics used to create a command system would go in a "Command System" folder that you make)

     

    Editor Usage:

    Picker Tool: When using the tool you only copy a default state of the object and not the state of the original object. For example a human with a hat will get copied with no hat.

    History: When you select something in the history window and then close the menu the items still are still invisible. You then have to go all the way down the list and click on the last item to get the selection to go away. It would be nice if everything goes back to normal after                 you close the window.

    Editor Settings: They aren't saved between games which can get quite annoying if you are switching between multiple games.

    Weld Tool: Change the border of welded items from green to another color. This will allow us to easily see what is welded and what isn't.

    Particle Effects: Allow us to see a example of what the particle would look like in game. Would save us time from having to constantly go from game to editor to see if the particle is how we want it.

     

    Game Logics:

    Event Listener: Trying to find the event you need is tedious. There are too many options and sub options when searching for events. Would be better if it pops up a menu where you can just search all of them and then it would automatically ask to the "instigated by" and      "target".

    Impassible Barrier: Would be nice if it automatically spawned in as a cube as that is what people primarily use it as.

                                      When trying to color it you can only color is a flat color, no alpha value. It would be better if you can set it to be semi transparent so players know that there is a wall there but it doesn't destroy the look of your scene.

                                      Maybe add the ability for it to have a effect on it like the highlight option on entities.

                                     Add a fall off distance so you cant see the wall until you are x amount of units away from it.

    Storages: Allow you to add a storage to logic entities from the "object properties" window.

                      For game logic storage right now if you call a function it only calls the function in the game storage, not the game logic itself. It would be nice if it can check if the game logic has a override function and then run that one instead, if not run the one in the storage. I                        find that i sometimes want certain logics to behave differently that are in the same storage and there is no way to fix it.

    Game Logics: Add events for OnEnable and OnDisable for every game logic inside the game logic itself(no event listener)

    UI: Allow us to add buttons and text fields to our UI's.

     

    Scripting:

    Documentation: Some blocks are a little tricky to understand and the wiki is underdeveloped. Maybe opening the wiki up to be able to be user edited would help.

    Commenting: We don't have a  way to comment a group of blocks. With no commenting big projects can get tiresome to read through to try and find the correct part you need to change.

    Variable Error Feature: I really like this feature but it seems a bit buggy right now. When dropping a local variable in the place of a error variable it will sometimes change the local variable to a error and you will need to pull a few local variables out and delete them to fix it.I        have also had it so there are no variable errors showing but it wont run the project because it thinks that there is a variable problem when there isn't(Nothing is red).

    Humans: Would be nice to be able to have them walk towards a point. Right now they only are used for standing around but it would be nice to see them walking around to make the game feel more alive.

    World and Resources: There is currently no way to spawn in resources in the editor(Like dirt and stone that is apart of the world). Would be nice to have this so we can have have auto respawning mines so the world doesn't go barren.

    World Modifiable: Right now we can only set if the whole world is modifiable or just a certain part is. Would be nice if we could set a specific part to be modifiable and another part not to be.

    On Modify Events: So we can get when the player tries to dig/mine.

    Cancel Events: It would be awesome if there was a cancel event block so we can cancel a event if we don't like what the player is doing.

    Get Online Players: Allow us to get a list of all online players

    Specific typed lists: Allow us to create lists that can only hold a specific type of thing.

    Dictionaries: Allow us to store data in a <key, Value> type of way to allow us to more easily sort data.

     

    Miscellaneous:

    PlayTesting: Add a playtesting menu that will allow you to spawn items in, teleport, set god mode, feed yourself, etc. It would also be nice if we could get a performance graph to see how much resources our gamemode is using.

    Logs: Allow us to view logs while playtesting to check for messages we write to it.

     

    The editor has come a long way from when I first tried it out. I really like the changes you guys are making to make the editor better. What I really want though is to be able to create our own blocks by coding(I think your backend uses JavaScript). This would allow us to not be so dependent on updates to add certain unique features we need for our projects and instead allow us to make our own blocks to do what we need. I know your guy's time is limited so thank you for the read. If you have any questions about what I have said let me know.

    • Upvote 4

  2. I would also be careful by doing it this way because you could start to have more than you want respawning. Any time a player plants their own plant and collect it there will be a new node there that will respawn. After time the whole island will have too many respawns and just become cluttered.


  3. This is really cool. I would love to see this as a asset we could import into our games to make boss fights super quickly. Maybe have a system where there are different phases and you can assign different attacks that are possible in each phase and as the boss's health gets lower it can change phases.


  4. 5 hours ago, Indomitus said:

    "somewhere in the cloud" =  on a server.

    Doing that would require coordinating multiple servers, possibly across multiple hosts, which could be possible but is what my old boss would call a "$20 solution for a $2 problem."  If we're talking about making the client's data portable across servers, then the data is most likely going to be carried by the client, even if it's only temporarily.

    It wouldn't be nearly as hard as you say for BI to setup external servers to transfer player data between servers. It would be a simple Rest API that requires a key to access the information. It wouldn't be multiple servers talking to each other sharing the data. It would be a single server connected to a database that acts as a front end for all of the stored player data. The big problem with storing it client side would be how easy it would be to edit it, even if it was encrypted. When you join a server you download the world, with that world you can run it on your own server where you have admin commands and give yourself a bunch of items and currency. All you need to do then is copy the encrypted data that was saved for that world and paste it into the file containing your player data for that server. They wouldn't be able to combat that with something like a GUID for each world to use as a encryption randomizer because you are using the same world as the server so they would encrypt the same. Yes it will cost them a bit more money but if you have done any networking you will know that the #1 rule is to never, ever, trust the client.


  5. Just now, Indomitus said:

    For it to be portable between servers, something would have to be stored locally on the player's machine.

    No it wouldn't. The data the server stores would be handled somewhere in the cloud and there will most likely be some sort of key base authentication in order to access the data. I highly doubt they would store anything client side since it is trivial to edit encrypted data.


  6. 1 minute ago, Indomitus said:

    If they decide to allow storing inventory data, then it would have to be encrypted in some way or those servers would have trolls with Creator Cubes all over the place.

    It would be impossible for them to do that since it would be stored on the server side. Just like how a player cant open the servers map in the editor and change a few things and rejoin the server with those changes.


  7. It wouldn't need to be encrypted because you wouldn't be storing any sensitive information. You would be storing the users progress along with their bohemia id(which you can already easily get from the DS server for all players currently). So there is nothing to fear of this information being unencrypted. Of course storing it in plain text would be very slow and taxing on reads and writes but maybe have a way for us to read your proprietary file types so we can access the data as server administrators.


  8. 7 hours ago, Houp said:

    Hi, something to achieve this is planned (will not mention when but surely NOT in 0.12)

    We want to allow you to store some information at least per player/user for each game(aka scenario) which would be shareable between sessions of the same game. Idea behind it is that you should be able to connect to different server with same game running and to have some progress there.

     + we want to allow you (not just you, us too :) ) to store some information per player but not per scenario but per creator. (for example to be able to have your own internal currency(like Oliver Q coins) shared between several of your different games)

    Even design of that feature is in the beginning so do NOT expect it soon. :)

    That system sounds pretty cool. It would be nice if the data is stored in plain text so we can parse it. That would allow us to make things like a website that can show a players in game balance.


  9. On 2/14/2019 at 2:32 AM, Houp said:

    Hi,

    can you be more specific? What would be difference to having one global storage named "Custom events" and having there custom instructions like "OnSomethingHappened arg1 arg2" and then calling it from numerous spaces?

    Hmm, never thought of doing it like that. I guess that would work.


  10. It looks like a item preview menu to me. In the middle is a sword and the arrow is showing that you would be able to move it around. The sides look to have dialogue about the weapon and possible stats it could have. Maybe a cool new stat system is being implemented to compliment the new combat system?

    • Like 1
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