Hey there, fellow ylanders!
The regular streams we‘re doing with Naru are a lot of fun and we get to answer a lot of questions from you, the players. Unfortunately, sometimes it‘s impossible to provide all the information you seek because it first needs to be consulted with the team. So today I‘ll post answers to such questions here and the next week we‘ll return to talking about the cool Exploration / Editor features, which the 1.7 update is going to bring.
Q: Can the Ylands Team add random encounters without uploading the game client? Or was that just for Custom Scenario islands?
A: At this point, it is possible only for custom scenario ylands.
Q: Will we be able to customize the appearance of the new vendors?
A: Technically it is definitely possible. We‘ve put it in our suggestion list, but it has a low priority.
Q: Can we change the terrain to y=0 in Editor?
A: To put this simply - the visible mesh is calculated from voxel terrain data and there is certain imprecision that is difficult to get rid of. So, unfortunately, there is currently no easy way for us to align the terrain precisely with the plane at zero y coordinate.
Q: When will the players be able to transport tamed animals and vehicles by ship? Is there an estimate for this time? (yes/no is ok)
A: We‘ve already tested various solutions and there are some serious issues with this (not unsolvable but requiring substantial time that would have to be taken away from other features) so in the end, we are leaning towards the idea of allowing (un)summoning those instead of transporting them. We would like to have this feature in the 1.8 update.
Q: Can the players have a branch of the tech tree for refining oil?
A: This is a neat idea and we‘re storing it for later (possibly when we do a major update of energy)
Q: Are we bringing back the repair system?
A: What is a very high priority for us is being able to repair ships so that players can engage in naval battles. We‘ll try to bring this to the game as soon as possible (sometime past 1.7).
The damage/repair system for items is something that we would like to bring back at some point but in a different, more interesting way. However, it‘s not currently slated for either 1.7 or 1.8.
Q: Can we have more slots in the toolbox?
A: That is definitely a problem and we‘ll fix that in the upcoming 1.7 update.
Q: Can creators get the hit position for thrown objects (grenades and arrows)?
A: This is currently not possible (basically right now whenever an object is fired/thrown it becomes a different entity and is stripped of most of its data), but we understand that this can be very handy and so we will look into it some more.
Q: Can creators create groups using scripting?
A: Not really. At this point the groups don‘t exist in the game, they are just a helpful way of putting together objects in the Editor and in the game this information is not present.
Q: Can players add grass terrain (like sand/dirt) in Exploration?
A: This is something we are currently discussing - not only this type of terrain but maybe also being able to „pick“ some water and drop it someplace else. We‘ll keep you posted.
Q: Can creators get a better raycast for where the players are looking
A: TL;DR: Right now it‘s not possible, but it should be in future.
Detailed answer: This is a good question because it touches an „issue“ that affects a lot of scripting done by creators. The way things work in Ylands is, that in the multiplayer, absolute majority of the game is simulated on the server and very few on the client. When you play a single-player local game, this isn‘t an issue. But when it‘s multiplayer, it‘s when things get ugly. For example, all the scripting is performed on the server, while the camera is handled only locally and the server doesn‘t have any information about where each player is looking (because it doesn‘t really care about that and in MP you always want to send as little data between a client and a server as possible). This is also why it‘s not easy for us to add some specific instructions. Imagine you would want us to add a feature where you would (on a mobile device) want to evaluate a pinch gesture to say, zoom your camera. While this would work well in locally run singleplayer, in a MP game we would have to send the current gestures data to the server, it would act based on that and send back the result to the client. If your latency is high, say 150ms, it would take 300 ms for you to see the effect of your action. Be assured that if the game took one third of a second to react to your gestures (or even more) it would be useless.
There are two ways of solving this. Firstly it‘s some sort of prediction (which we already use with some things like player‘s movement) but which needs to be specifically tailored to every feature/use case or by allowing some scripts to run locally and perform some actions without having to communicate with the server.
If you‘re among the creators that keep running into this problem you may be happy to hear that we are already discussing how to implement some sort of "local scripting" and even though I can‘t give you any timeframe at this point, we feel that this is extremely important and want to have it in the game as soon as possible.
Q: Can the players use a compass while riding/flying potion/driving?
A: Sure, we‘ll add that.
So, that‘s it for today. I will see you next week and until then... stay healthy and classy, ylanders!