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Igor Q.

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Posts posted by Igor Q.


  1. 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

    • Like 6
    • Upvote 1

  2. 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

    • Like 1
    • Upvote 1

  3. 18 minutes ago, IEuphe said:

    How long did it take you to complete? also did it make you jump?

    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. 


  4. 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


  5. 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)


  6. 9 minutes ago, spiritchaser28 said:

    I just think after a certain amount of time it should go bad

    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.
    • Like 1

  7. 1 hour ago, Nikki Severin said:

    We also feel like the hunger and temperature systems deserve some love, which is why tweaks and reworks are being explored in this area. 

    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.

    1 hour ago, Deadeye_Rob said:

    Perhaps looking into a more varied and complex potion crafting system akin to an effect system similar to Skyrim?

    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.

    • Like 2
    • Upvote 2

  8. 4 hours ago, Mello1223 said:

    @Igor Q. what if you created a reference point and animated it to the exact position and rotation of the group with each movement of the group? ? ? or select an entity or logic directly in the group, and get position and rotation using the tiles to transform position/rotation with zero offset,from this selected entity/ logic

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


  9. On 4/25/2022 at 7:02 AM, Houp said:

    Hi, unfortunately there is not this feature (yet).

    You can "hack it" - place Reference point in the group's pivot position and use "Transform position <reference point> <0, 0, 0>".

    Thanks! Do you have any vague idea when it might be implemented? 


  10. 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!

    image.thumb.png.aeb8d4b362ff5a4d370a30f5b0275132.png

    image.thumb.png.2af24d92d970b1ad9a13b94bdb20ab3b.png

    image.png.b8b56679290b8b4cf1b8c6c9e341080b.png

     

     


  11. Hey Xxon.

     

    Can you be more clear with exactly what you want?

     

    Do you want a message that

    Shows to all players?

    Shows in chat log?

    Updates in a leaderboard?

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