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Deadeye_Rob

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Everything posted by Deadeye_Rob

  1. Deadeye_Rob

    1.10 YMPROVED YLANDS - Changelog

    šŸ˜Ŗ Moment of Silence for this one. Aside from that, I look forward to playing the new update in full!
  2. Deadeye_Rob

    More Vanity/Functional Armors and Accesories

    Beware strangers in Rags!
  3. Deadeye_Rob

    Better Currency System for Trading

    Adding on to this, Iā€™d love to see player-created ā€˜shopsā€™ in which we can stock with goods that other players can purchase from whilst weā€™re away. ā€Trade is the highest form of social interactionā€
  4. Deadeye_Rob

    More Vanity/Functional Armors and Accesories

    I always welcome additional clothes/outfits, especially those with a functional purpose (furs/skins for cold resistance etc.) Producing new models and establishing a balance however is no easy thing and takes time. Although I would highly welcome the addition of a Vanity Slot which overrides the regular clothes slot appearance without changing the stats.
  5. Deadeye_Rob

    Dev Diary #232 What Comes After 1.10

    Co-op dungeons!? Awesome!
  6. Deadeye_Rob

    Dev Diary #225 Ship, boat and giant urchin

    Scrolls!! YES!!! The pen is far mightier than the sword! Get scribbling stories and history books people! We have a library to fill!
  7. Deadeye_Rob

    Why isn't Ylands being played?

    Iā€™m no marketing expert by a long shot. However Iā€™d say that most Steam products follow a similar curve. Early Access games get a lot of interest down to the Steam Algorithm, Product Marketing and a general optimistic public opinion on what the game will be at release. Itā€™s a fair statement to say that Ylands hasnā€™t had the most favourable transition from Early Access due to the direction of its development. Things have, however improved substantially...
  8. Deadeye_Rob

    Interactive Terminals v1.0 (Tutorial)

    Yes mate! I was going to do it last night but I must admit; I forgot how to upload it! Expect it to drop on the workshop later today! In the meantime, a stand-alone link has been provided in the YWD discord page.
  9. INTERACTIVE TERMINALS v1.0 TUTORIAL TERMINAL: https://create.ylands.com/asset_detail/15836 SERVER: https://create.ylands.com/asset_detail/15840 TERMINAL & NETWORK SERVER - RELEASE VERSION 1.0 INTRODUCTION Thank you for downloading my creation. This project was a labor of love that initially started as a little side-project, but evolved into something bigger once I realized the unbridled potential that fully interactive terminals can...
  10. Deadeye_Rob

    Extended Industries: Brewery

    This has been a dream of mine ever since it was possible to visit other island maps.
  11. Deadeye_Rob

    Dev Diary #223 What You Ask Is What You Get

    Can we eat whilst sitting down? 100% need that Quality of Life mechanic!
  12. Deadeye_Rob

    Dev Diary #221 Rebalancing the Future

    What about underwater enclosures where the internals make the water (and itā€™s accompanying effects) invisible. As if it wasnā€™t there but technically is present?
  13. Deadeye_Rob

    Extended Industries: Brewery

    And thatā€™s where we can find a use for Steam/Ylandium power! It all fits together!
  14. Deadeye_Rob

    Fallout 4: Vault-Tec Modular Blueprint Set Development

    Here's another update guys! I'm pleased to announce that my research and experimenting on combining Custom Windows with Custom Entities has born fruit! I am delighted to announce that my terminals at last function more-or-less as expected! Terminals can be password protected and even locked for those without the correct clearance! For those of you who don't want to know what the purpose of Vault 14 is yet. Don't open the spoiler! =D I'm going...
  15. Here's a screenshot of my upcoming project. Its an overhauled and redesign of an earlier project I did years ago!
  16. Deadeye_Rob

    Extended Industries: Brewery

    I got inspired to make this after playing so many little Colony-Sim games. I think there's a lot of satisfaction when creating the perfect little industry with a wide variation of products. It's more engaging as a playing experience because the player can choose a certain Trade -Brewer, Herbalist, Hunter etc- each with their own tech/crafting tree and then spend hours perfecting the most efficient lay out. The products produced from each Trade could be sold and...
  17. Deadeye_Rob

    Dev Diary #222 When the Prints Go Blue

    Iā€™m exactly the same. I design my builds in Editor, blueprint them, and build them in Exploration.
  18. Deadeye_Rob

    Book crafting

    Iā€™ve suggested this a few times over the years in addition for players to write their own books in a similar manner to Minecraft. I take pride in owning a stocked library in Exploration. I would like to see some more book content however. šŸ˜›
  19. Deadeye_Rob

    Fallout 4: Vault-Tec Modular Blueprint Set Development

    I found it and gave it a whirl, sadly though it only uses files in MIDI format which is not adequate for my needs. But I live in hope! With every new feature/object, there's always the possibility for more sfx to be added to the game's library! I'm starting work on the residential sector of the Vault, this will definitely suck a lot of my time up! The sector will house up to 10 resident quarters in a two-tier format (The screenshot shows the top tier under...
  20. Deadeye_Rob

    Dev Diary #222 When the Prints Go Blue

    At last!!
  21. Deadeye_Rob

    Fallout 4: Vault-Tec Modular Blueprint Set Development

    Time for some Leadership in the Vault! Here's a few screenshots of the Vault Overseer's Office & quarters. The Vault Overseer retains a de-facto grip on the operation of Vault 14 (How He/she does this is through the assistance of something I'm still working on!) as overseer, you will have your own premium living space, with an office that literally oversees the main atrium. Crack the whip from the comfort of your own office!
  22. Deadeye_Rob

    Fallout 4: Vault-Tec Modular Blueprint Set Development

    Greetings Vault dwellers! I've started work on the residential sectors of Vault 14! These will essentially be empty rooms for the player to furnish later but here's a couple of screenshots I've thrown together. I'm undecided to include bathrooms for every resident quarter or to have some sort of communal facilities. The general rule of thumb with Vault-Tec designs can differ (Vault 76 residents have their own bathrooms where as Vault 81 prefers communal...
  23. Deadeye_Rob

    Dev Diary #221 Rebalancing the Future

    A perfect name for a potion that would render the drinker harmless in the eyes of predators, therefore preventing the drinker from being attacked!
  24. Deadeye_Rob

    Dev Diary #221 Rebalancing the Future

    Iā€™m excited to see what you have in the pipeline for this. Iā€™d like to see something along the lines of a Hunger Meter so I can plan for my next meal instead of a hunger notification appearing right in the middle of an expedition. Iā€™m all in favour of some balancing so long as itā€™s not a typical series of nerfs. Perhaps looking into a more varied and complex potion crafting system akin to an effect system similar to Skyrim?
  25. Deadeye_Rob

    Fallout 4: Vault-Tec Modular Blueprint Set Development

    The structure of the atrium is pretty much complete! I shall either press on with the remaining Vault structural layout or decide to add the details, fixtures etc. Stay tuned!
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