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Igor Q.

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Everything posted by Igor Q.

  1. Interesting to hear. Will this negatively impact exploration mode? Building your home with the editor (basically sandbox mode) seems conflicting with the entire "feel" of exploration mode. On the other hands, pretty excited about these changes...I'm already working on a project...
  2. Igor Q.

    Toolbox UI

    Hello I started playing explorer recently and I really didn't like how essential tools took up alot of space and using a toolbox would make it really difficult to swap between tools. So I implemented a quick-select system for the toolbox, which I suggest we implement to explorer (This is a prototype, but I'm sure it's easy to implement) TOOLBOX FEATURE(2).rar This system could also be expanded for any kind of carry-on container system. (or better yet, simply integrate essential tools within the Q button hud) Let me know what you think. @Nikki Severin
  3. I believe something last patch might have bugged it? I'm not sure why. Same applies with trying to cut/copy/paste it.
  4. Igor Q.

    Dev Diary #223 What You Ask Is What You Get

    I'm assuming eating while riding horse = eating while sitting on a chair? If that's the case, would it be possible to make food give bonus health restortation or hunger points if you eat while sitting?
  5. Igor Q.

    Make the shark repellent beacon quieter

    I have a better idea, why not create an audio slider bar for specific player made entities? In particular many people hate the sound of energy links and want to mute them. I know Minecraft introduced something similiar for redstone contraptions and it was recieved very positively
  6. Igor Q.

    Extended Industries: Brewery

    Very interesting idea. To be honest that's something that I really dislike about the current crafting now that I think about it. Alot of the crafting provides no visual queue for the player which makes crafting stations feel very "dead". It would be good to create animations for them. While I think it's convenient for players to be able to create 200 threads with 1 spinning wheel in under a minute, I think it really takes away from the crafting experience... especially when a core part of ylands theme is pre-1900 technology. Alot of times I build a station to build a specific material I need and then immediately forget about it for a long time until I need to use it again. I think some crafting stations feel too niche and provide clutter. Maybe we need to revisit recipes in general and try to evenly distribute the importance of each crafting station? @Nikki Severin
  7. Igor Q.

    Cute Robot w/ Missles

    Got a working AI that now properly scales terrain and can even be modified to walk ontop of objects such as floor entities like wood blocks. ROBOT AI TERRAIN.rar
  8. Igor Q.

    Can YLands allow me to do these three things?

    To add to what Oliver said, the devs have responded that they are very likely to implement support for custom crafting recipes.
  9. Igor Q.

    Cute Robot w/ Missles

    More robot stuff! ROBOT RANGER TEST(1).rar
  10. Igor Q.

    Manor OF Lady Bancroft

    The jump scares were quite good, in particular the one when she is crawling and another where she appears infront of you after picking up an item. (I don't remember when) The game took me around 1.5 or 2 hours to beat, but about 1 hour of it was spent trying to find the items (I got stuck often). In particular I trouble finding the rusty knife and the light bulb interaction. I think there should be hints if you aren't able to get to the next objective after 5 min or so. It was very frustrating searching the rooms for items/interactions, especially with how dark it was.
  11. Igor Q.

    Manor OF Lady Bancroft

    Amazing game! @IEuphe Almost done beating it (I think) There are a couple of suggestions I have, that I think will improve the gameplay significantly. I'll DM them to you. Edit: I beat the game! Pretty fun overall, though the dark light setting really ruined my eyes after +30min
  12. To add, there doesn't seem to be a way to visually modify the ship fuel and hull meter. Is it possible to have it be visually usable in the future?
  13. @Nikki Severin There seems to be quite a few for car and ship parts.
  14. Igor Q.

    Iron Axe Damage?

    Just noticed this.... its not a huge deal, but maybe something to take a look at?
  15. Igor Q.

    Dev Diary #221 Rebalancing the Future

    I think crafting has a couple of issues that could be remedied by simply having a Tech Tree. If we introduce too many items it can get confusing and overwhelming. I believe there are 2 equally good solutions. (Implement one but not both) 1) Being able to acquire slightly better but similiar resources. Ex: Soft Wood, Hard Wood, Dense Wood, Concrete Wood, etc... Advantages Lots of variety of resources (wood, stone, metal) Very easy to understand the tier progression for an item Upgrade paths are more independent and unique (A fishing rod may need better types of wood (using axe) but a sword may need better types of metal (using pickaxe) ) More encouragment to explore to gather resources and to not focus on one type of gameplay to get all items. (You must collect wood, stone, metal etc) Disadvantages Inventory clutter Acquiring and finding resources is significantly more difficult (can be overwhelming, especially with limited inventory space) Need UI overhaul to help player find specific resources or to make it easier. 2) Craft better gear/items by using singular resources. Ex: Fire Stone lets you craft Fire Axe, Fire Bow, Fire Chisel, etc. Diamonds let you craft Diamond Hammer, Diamond Gun, etc. Advantages Extremely simple and intuitive to know what material you need to get next Gives the player more flexbility on how they want to spend their new resource. (Do they want a better sword or a better pickaxe?) Recipes can stay simple and be replaced by including upgrade paths which significantly declutters the crafting UI. Common items can be used for early/late game and be made rarer so that they hold value all game. (Such as flint) Less inventory clutter Cons Too simple (can be unappealing to players) Gathering basic resources will feel repetitive (unless different options are available) Gathering the unique resource for each tier can be unique but can also be annoying for players. Ex: Players hate going underwater and don't want to spend 5 hours underwater to get a specific resource needed to craft all their items The game currently is using option 2 but it's not well defined or satisfying. We go from wood/stone, to iron/steel, to zirconium but it feels too short of a progression with not enough intermediate stages imo... Also while I think the Ocean update is great, I feel like it could appear more beautiful and complex. It still feels a bit too empty still. I played a game a while ago called Abzu which provided a really good concept of how underwater gameplay diving would look like... Notable highlights include 1:30 Empty/Natural waters 2:15 Kelp Forest 3:40 Natural cave generation 8:00 Swimming in ravine 26:00 (swimming with whales) 34:25 (swimming inside a metal structure underwater) Some other pet peeves I have are, because underwater movement is 3D I think it would make more sense if we have the ability to control movement using the mouse camera, rather than being forced into wasd or traditional movement. Having the character bend their hip" while swimming would definitly help to the whole immersion aspect. (similiar to sharks/dolphines)
  16. Igor Q.

    Dev Diary #221 Rebalancing the Future

    My concern is that it might only appeal to a small portion of the player base and frustrate the majority. Gameplay should not penalize the player UNLESS the player is doing something that specifically goes against the intended design (eating the same foods repetitively to easily fill hunger bar or creating huge stashes of food to be used later). If the issue is eating foods repetitvely, simply giving diminishing returns on eating the same foods. If the issue is hoarding huge amounts food, simply disable the ability to store food in containers, and let food spoil when dropping them on the ground (after 1min) to prevent hoarding.
  17. Igor Q.

    What if Ylands was an RTS...

    That's not what I mean....I mean it feels awful because the work around solution makes it tedious. 😕
  18. Igor Q.

    Dev Diary #221 Rebalancing the Future

    I think it would be more interesting if food had a redundancy aspect. If you tried to eat the same food too much you would satisfy less and less hunger. This in turn would force players to be a bit more creative and actually craft all the different foods ylands has to offer. There was a mod on Minecraft that makes you start the game with 100hp, but for every new food you eat for the 1st time, you max hp increases by 5. (Which I thought was a really cool idea) As for temperature, I think it should be reworked to "Climate". Put more focus on having clothes tailored for specific areas, for example if you explore a volcano you need a Welders Helmet otherwise you get blinded by how bright the zone is, if you are in a "Swamp" Region, you need a mosquito helmet otherwise you get sick, and etc. My concern with potions is that they are either too important that you feel forced to use them or not important enough that you can just ignore them. There are definitly gonna be situations where you won't be able to craft a specific potion, or there might be so many potions to keep track of that it will feel frustrating.
  19. I made an animated group and tried to find it's position but it won't return me any information. I have tried both while the group is moving and while it's not moving but I can't seem to get any returns. Am I doing something wrong or is this the intended result? It's super frustrating having no way to get the position of an animated object, especially when it has an existing pivot point!
  20. Igor Q.

    What if Ylands was an RTS...

    yeah that's what I think I might do. However it feels like a really awful solution to implemenet for everything tbh.
  21. Igor Q.

    Is there no way to find group position?

    Thanks! Do you have any vague idea when it might be implemented?
  22. Igor Q.

    What if Ylands was an RTS...

    @devs If you can find me a way to get an animated group position/rotation using logic (even if it's not moving) it would be extremely helpful.
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