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Everything posted by Igor Q.
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Wonderful to hear the sea is getting more dangerous. Would love to make thunderstorms a more dangerous threat to players while on ships.
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@Nikki Severin I just started a fresh file to try out the tutorial. (only for 20min) Here are some things I suggest be changed -We need an option to re-read hints that we missed or forgotten. - Crafting items with empty hotbar slots should automatically be assigned a slot. (Might confuse newer players where their items went) - Sleeping may cause the player to start starving with a blinking screen. This should prompt a cook food quest or disable starvation altogether. - Lighting a torch is a little bit confusing. It should specify that you need to drop the torch onto the ground AND THEN light it. At this point we never "learned" how to drop items on the ground. - Somehow I got myself to be in standing position while rowing the bamboo raft
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Wonderful update, love the idea of the tutorial, as it's a really big step to get new players adjusted to the game. Question regarding animals and indirectly, the shelter. Are there real consequences to not using proper shelters? On one hand, I support creativity and such, but similar to Minecraft, creating a shelter doesn't feel like a rewarding accomplishment such as keeping you safe...
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Definitely better than getting carpal tunnel
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Question regarding the map size limitation, why exactly is there a size limitation? Isn't it simple enough to use a system similiar to Minecraft or GTA where you only load chunks within a certain radius of the player and use a simple fog FX? Realistically the only large items you'd need to load past 500m would be large structures and trees (and even trees can be downgraded to simple rectangles when exceeding a distance beyond 2km.) Also, thank you so much for the mass pick up system. This is incredibly useful, especially early game exploration. Will it be possible to disable it for multiplayer? I can see certain abuse cases happening with it..
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One single Protective barrier. Thats it
Igor Q. replied to 6Cowa6Bunga6's topic in General Discussion
completely forgot tbh... -
One single Protective barrier. Thats it
Igor Q. replied to 6Cowa6Bunga6's topic in General Discussion
@Adam Snellgrove For things related to multiplayer tools, I think keeping things as simple as possible is the best solution. While people like me are comfortable dragging maps into editor making tweaks and then re-publishing the map, casual players definitely need an easy/convenient way to "fix" their maps. A good UI hub would go a LONG way to helping casual players set up basic stuff. -
Higher-Level Island and Items
Igor Q. replied to Hunter-Over-Fire's question in Suggestions & Feedback
Island Difficulty) I don't think the issue is the stats but rather the monsters. They are very easy and predictable, even the strongest monster can be killed by abusing position. They need to make enemies more unpredictable, smarter and force the player to fight enemies "fairly". Items) I think the issue is that many "essential" items overlap in terms of usage which makes build progression confusing. We don't need 30 different weapons, we need 5 different weapons with clear strengths/weaknesses. Minecraft did this in an excellent way by providing tiers (stone, iron, diamond, etc) for pickaxe, swords, etc. I think we should downsize all items in general and try to simplify the games core such as getting crafting stations going, etc. Only after providing the player challenging options (NO GATCHA) if they want to exceed those limitations but making them "worth it". For example, if the player wants to upgrade their gun they need to upgrade their crafting station by gathering unique items found from treasure maps, killing bosses, etc. Giving tier upgrades seems a much simpler way to do this rather than creating 30 unique weapons that are extremely similar imo. -
I'd like to see pets have a real usage with unique strengths and/or weaknesses. Rather than being able to switch them whenever we want, I think we should encourage players to "bond" with the pet and give advantages for patient players. Things we should do - Create ways to invest in pets (feeding them food, petting them, etc) - Create unique, small advantages that can be appreciated. Ex: An Owl pet lets you temporarily activate a buff that grants night vision. A Penguin gives you a small warmth buff while in cold regions. etc. - Make pets more relevant in the Ylands universe. Make the player WANT to stay with the same pet across multiple Yland Worlds, games, etc. (Ex: Let pet choices affect multiplayer games) Things we shouldn't do - Have pets give free resources for playing the game in a normal way (Ex: crafting resource return bonus) - Make it optimal to switch pets often Edit: I'd like to see an Imp or a Devil type pet.
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Little suggestion for the extension of energy blocks : TIMER
Igor Q. replied to Mello1223's question in Suggestions & Feedback
Feels too niche tbh. Most players wouldn't need that in standard explorer mode. -
UNDER REVIEW [YLD-33850] About Trigger Zone
Igor Q. replied to F.hao's question in Bugs & Technical Issues
I've worked a lot with trigger zones, this is a bug. (But I have already accepted it) It has to do with zones being considered transparent but also over-riding each others visibility when superimposed on one another. -
After attempting to link my BI account to my steam account, I lost coyns, content and even my account name which I cannot reclaim again. I contacted BI support and they game me this message. I have to tell them what THEY lost? I am not upset, I am furious.
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You can blame the devs for making the trigonometric functions not calculate in radians
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If you *badly* want PI to a high degree of precision, it could be written as OR you can use PIfast (Im too lazy to write it myself) though, writing it in code would be hella difficult! Imo, just copy paste the number and save yourself the headache... ?
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Rune Pages still being sold for 6300BE per page feels expensive for no absolute reason
Igor Q. replied to Obito009's topic in Off-topic
This is pretty quality shit posting ngl. -
Hello I'm a long-time user and am interested in collaborating with someone to create a game. I have lots of experience creating scripts and environments. Below are some examples of my work. If you are interested in working together, please contact me.
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Looking for a partner for Season 2 - Mystery Yland
Igor Q. replied to Igor Q.'s topic in General Discussion
@Mello1223Which discord channel do they use? -
Yes. If you give me an exact explanation of what you need, I could make something for you.
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For anyone wondering, the torches are used as reference points for the nodes. FAQ: Is it compatible by making your own set of points? Yes! Can it be used to ray-trace on terrain to create a Path on an island? Yes! Can you change the track style to a different object? Yes! How long did it take you? 1 Evening Is the rollercoaster adjustable? Yes, you can change the radius, delta radius, height, delta height, # of nodes, etc.
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Dev Diary #190 Creators Competition - Season 2
Igor Q. replied to Nikki Severin's topic in Dev Diaries
If anyone's got an idea, I'd be happy to collaborate with them -
Hello, even though I don't come here often, there is a function I would REALLY like access to... Infact, I asked it about 2 years ago - Get Aim This function essentially takes the Ray Cast Option and applies it to the player's camera. It's extremely useful as we could make custom spells and use it to "see" what the player is looking at. Ex: Is the player looking at a house? You already have the function to preview camera so this shouldn't be an issue anymore... Additionally make skills available to "force cast" similar to an emote. This will give us greater flexibility when making custom spells. Thanks?
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I'm attempting to give players the ability to repair an object in which they perform a "hammer the object" animation. However I'd like to "force" the player to visually hold a hammer while performing the animation (without them physically having to carry one). Is this possible?
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It's a bit inconvenient not having these functions fully independent, but I understand why you'd set it up that way. Could we consider making the skills function more intuitive to use? I'm having a lot of difficulty getting Fully Body and Upper Body motions to work the way I expect them to work and often have bugs such as small scroll bar no scroll bar Transition bar (red line) doesn't move when playing the skill Can't seem to find the "dash" animation, that players would do when trying to roll using a heavy weapon. Did it get removed entirely from the game?
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I could make AI for pirate ships, however players landing on an enemy ship make this scenario significantly more difficult to code. If you have any alternative solutions for what an enemy ship should do when it's boarded in 1v1 and 1v9 situations then I could implement a solution.
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When I created games I usually used screenshots in-game but having the option to create customizable images would be greatly appreciated. I hope that before games get to use it's official thumbnail, the picture is audited to make sure graphically offensive material is filtered away.