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Igor Q.

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Posts posted by Igor Q.


  1. Hi again :)

    I'm glad to see that combat is finally getting some love as it has always been lack luster. I think it'll be a precarious situation...

    • better combat means players can avoid elemental advantage
    • better elemental advantage means players can avoid better combat
    • make the game hard enough to need both and the player might be unhappy it's too difficult

     

    It's also probably worth mentioning what happens to weapons that fill 2 archtypes? Is a Spiked Mace crushing damage, piercing damage, or both? Normal weapons should probably fill multiple archtypes with damage split between them (ex: Mace is Crush/Pierce) making it simpler for general users, and giving niche weapons those exclusive stats (cross is only piercing) needed for higher end islands,bosses,etc.

    As for combat overhaul, there are 2 power fantasies to give to the player.

    • Let them deal more damage by rewarding timing or hitting critical weak spots (feels rewarding but difficult to master)
    • Let them avoid damage by rewarding manuvering and parry/block abilities (feels intense but extremely punishing)

    I think Horizon Zero Dawn encapsulates a very rewarding but extreme version of these 2 power fantasies, while a Mario game encapsulates them but at a very minimal extent.

    The intensity should reflect the frequency of the combat.

    • Is it a generic wolf that you fight frequently? Then small power fantasies are suitable.
    • Is it a big boss you fight only once? Then big power fantasies are suitable.
    • This aspect also applies to elemental advantage. (Unless the entire area is thematic, such as a forest containing only wood monsters)

    Might I suggest that enemies have tooltips next to their health to easily identify weakness?

    For example...

    image.thumb.png.1929a35afdec3a87f2ba0a8d00ad590d.png

    In this case, you can easily identify if they are resistant or weak to something, aswell as what armor to wear against them.

     

    Lastly, at some point most monsters will need more than 1 attack animation/type. While it's easy and engaging when you start the game, they become too predictable and easy (even if their AI got smarter). Most imo should get ATLEAST 2 different animations with different animations, debuffs, area of effects, or etc.

    • Like 3
    • Upvote 1

  2. I just tried the new fishing rod, it seems a little weird.

    The bait doesn't fly out when you throw the line, it just magically appears in the water with the string. Is that intended?

     

    Edit: When casting the fish line it will be relative to the players rotation and not camera, is that intentional?


  3. @F.hao

    Hey

    1) Have you checked to make sure collision is on for all objects?

    2) Have you checked the distance of the raycast? If your raycast distance is too far it will not work.

    3) Raycast inside (or beside an object) might cause it to immediately "hit"? Have you tried using a console text that prints the hit position?

     


  4. This is my honest opinion, but isn't a huge issue with exploration the lack of clear icons?

    When opening the main menu, a lot of players wil instinctively want to click on things with clear and defined locations such as "Games"

    The current menu has giant middle section as just a vague splash art with words on it and doesn't really entice the user to actually try the game. (Not to mention the buttons arent even interactive)

    image.thumb.png.9b0f0835d19c92566720718661cd5170.png

    As backwards as it seems, I think it would help new user experience if the sandbox, playlands, exploration were made as buttons that were more.....defined.

    Even the most popular games ranging from Minecraft, Civ 6 or League of Legends understand that button clarity is important.

    A concept I made for a modern, cooler Minecraft Main Menu screen ! (Using  Mojang Youtube Channel content) : r/MinecraftHow to Reduce or Increase the Size of League of Legends Client?How to add the Civilopedia to the main menu : r/civ

    @Nikki Severin

    • Like 1
    • Upvote 1

  5. 1 hour ago, Mello1223 said:

    I know it's a bit of a difficult process, but you can also use these tiles in multiplayer. however, you need an event listener or other logic set to local, and you can use all tiles for one player in the multiplayer in the message transfer tools. just send data from local to server.

    Could you please show me how? I can't seem to find an option to set Event Listener to "Local" or a logic called "Message Transfer Tools"


  6. 1 hour ago, anna_svecova said:

    Hi,

    so the issue is that it is a single player game and they can't be uploaded to a dedicated server. Another reason is only protected games can be uploaded to an official dedicated server. You should change all these games to multiplayer games.

    Does that help? :)

    Hey @anna_svecova

    I can't set it to multiplayer, it is quite resource intensive and I have scripts which are exclusive to single player.

    image.png.6a4d6324804e5e093934dd03800d9304.png


  7. Hello

    I cannot seem to transfer players within the game set.

    Any idea why?

    I have uploaded all 3 of my map files into the game set.

    image.thumb.png.d170e9964983e57d9ac734da530e3ee9.png

    I then try to access them using the game function.

    image.thumb.png.7ddef9d4f14656046eed98a22df68d2a.png

    Each ID is as following

    Factory - e3ca2591-2cfb-4737-a71b-7385b3ee4560

    Pier - 2a1d88a7-252e-4aef-a932-2b30349e6305

    Menu - a0ee833f-3daa-4a49-900a-fcfe4d076ce8

    When I click on "new game" I get an error message.

    image.png.87d09e670a23e4a54f72cfdac371a2e8.png

    image.thumb.png.a57574536dca65ebb0ce0f322c912cac.png

    image.png.d44e7671d7818de12d8e6f75b04cf397.png

    What is RequiresDs?


  8. Hello

    I found a pretty big issue regarding Global Storage Compositions.

    If I save a giant group of  logics + entities they will not properly overwrite all logics.

    For example
    This is the current group of logics I want to overwrite

    image.thumb.png.b80f503287a6b284e543b997c2e358ef.png

    When I paste my composition I get this

    image.thumb.png.431768d85e40301aa33e0188d9ea291a.png

    Which when moved gives me this

    image.thumb.png.333b52ce630b2fce383eef88df1a0c6b.png

    I now get a second copy of *SOME* of my logics.

    This is problematic because if my map references one of the original copies, it will not get transfered over to the new copy which means I have to manually check over +500 scripts to make sure they are referencing the right copy.

     


  9. Level 2 is comingly along nicely and is approximatley ~80% done. I don't plan on giving any full level previews because I want to give you guys the "full" experience once it's finished. However I will give a sneak peak😉
    Assuming all goes well the 2nd level will be finished by this upcoming weekend.

    Additional Info for Level 2:
    - Significantly larger than Level 1, however it be much more linear (to prevent getting lost)

    - 2 new enemies!

    - More jumping involved

    - Cool electronic equipment

    - Absolutely horrible loading time until I optimize the game.😂

    image.thumb.png.4556744779edd117fcabe0dd5e44fbff.png

    Note: There may be delays if optimization becomes a much bigger problem than anticipated.

     

    Hope y'all are excited!

    • Like 1

  10. Hello

    Could you guys implement the "Pixel Cube" to the list of objects we can use for the Shapes Tool?

    image.png.8753907035fdf30efa6b2c5208f198a3.png

    Most of the time, I use the Shapes Tool to get very, VERY specific shapes and I can't use big blocks such as Bamboo to get the shape I want.

    image.thumb.png.c7be7230143a1d18ed04d13dd77be9e1.png

    If we can also have the option of making spheres, that would also be extremely helpful. 

    Thank you!

     

    • Upvote 2
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