Power Reference Suggestion

    • Power Reference Suggestion

      Awhile back there was a pole asking what the Devs should focus on and Electricity was something that was mentioned. I've been playing this game for quite some time and the power system is what brings me back to it. They did it in such a simple but interactive way it's just fun to mess around with. I'd like to suggest maybe looking at what they did for reference when thinking about the power system. I'm not trying to advertise or anything I just think they did it really well and would love to see it in rising world.

      Heres a youtube channel focusing some of what I'm talking about.
    • Electricity is definitely planned. Though such a huge impact that it will take some time until implemented.

      But the problem is... your game might have focused on electricity. Though it looks (to me) clunky, blocky, unnatural.

      RW had the focus on a more realistic look and the building system. Both was very well achieved. And now its working on a reason to build (other than to realize your imagination) - survival.

      Electricity will be definitely the cherry on the cake, i am sure of that. But for now the game is focussing on survival to give the world the feeling of really being alive anda ctive. Also to give a challenge.
    • Avanar wrote:

      Electricity is definitely planned. Though such a huge impact that it will take some time until implemented.

      But the problem is... your game might have focused on electricity. Though it looks (to me) clunky, blocky, unnatural.

      RW had the focus on a more realistic look and the building system. Both was very well achieved. And now its working on a reason to build (other than to realize your imagination) - survival.

      Electricity will be definitely the cherry on the cake, i am sure of that. But for now the game is focussing on survival to give the world the feeling of really being alive anda ctive. Also to give a challenge.
      Maybe I should've specified I'm only suggesting the power mechanics of that game, the nuclear reactor, coal reactor, physically wiring the power source to a transformer and then having a transformer power an area. I'll probably either create a more well explained post tomorrow or edit it into my original I kinda created this while extremely tired last night. Thanks for your input!
    • Copied from Red51s post on Steam:

      Roadmap (last updated 2018-09-26)
      Here is an overview of some major features planned for Rising World. This list is not complete and does not contain smaller features. And - of course - the list is not final, so as always your feedback is crucial. If you have any suggestions or questions, feel free to create a new topic in our forums about that.

      Survival
      • Food spoilage - stored food will rot over time, so it becomes inedible. There will be ways to preserve food
      • Crop failure - farming needs more attention. There will be a chance that plants get damaged or destroyed (caused by plant diseases, heavy rain etc)
      • Illness and Diseases - when not being careful enough, there is a risk to get wound infections (when not treating wounds properly), food poisoning (when consuming raw meat or rotten food) or other diseases. There will be treatments for most diseases
      • Human enemies - npc like bandits, pirates and other human enemies. They either spawn in camps or wandering around. Probably there will be a higher chance to face enemies during night
      • Monsters - it's planned that monsters only spawn in dungeons and hell. Having monsters spawning on the surface is not planned, but it's something we take into consideration (only if having human enemies and wild animals on the surface is not "sufficient"). Community feedback plays a crucial role when it comes to this feature


      Transportation
      • Trains - this includes small vehicles like minecarts, but also bigger trains (freight trains, passenger trains etc)
      • Cars - at least an offroad vehicle is planned. Just like trains, cars will be pre-made models, although they will be customizable (e.g. you can change the appearance, color, engine, transmission etc)
      • Boats - small boats (rowboat and inflatable boat) are already in the game, but we will definitely add some bigger ships
      • Air - currently we have no plans to add aircrafts, but maybe there will be other air vehicles like gliders and hot-air balloons, but we're not sure about this


      Building
      • Blocks - blocks will be treated like construction elements, i.e. you can resize them, rotate them and place them without restrictions. By resizing ramps, you can create different slopes
      • Roads - a tool to create curved roads is planned. A similar tool will be available to create rails
      • Electricity - this will play a big role. There will be an easy way of laying cables, but it also provides the opportunity to create complex circuits in a compact design, rounded off with a large range of available sensors and controllers


      Npcs
      • Traders - there will be randomly spawned traders in the world (and probably also wandering merchants). You can buy items from them or sell your stuff
      • Quest Npcs - probably the game will provide at least some basic quests. The according npcs can be found randomly in the world. For more complex quests, see the upcoming "Adventure mode" (below)
      • Factions - this is something we take into consideration, so it's not clear if or when this will be added. This feature provides various factions (e.g. bandits, knights, villagers etc) the player can interact with. Coupled with something like "respect", it's eventually up to the player if he decides to team up with them, or fight them


      Misc
      • Flowing water - the current static water is just a placeholder and will be replaced by dynamic water in the future
      • Cooking - baking and cooking is planned. Various utensils will be available for preparing different meals
      • More dungeons and biomes - several new dungeons and biomes (like swamps, jungles etc) are planned. Unfortunately when changing the world generation, there is always a chance that this breaks old worlds. Basically this prevents us from touching the world generation at the moment, but there will be anyway a major update in the future introducing new biomes, dungeons and improving the terrain generation. Maybe we find a better way to handle old worlds in the mean time, so we can add new terrain features easily
      • Adventure mode - this mode allows you to play user-created maps. The creative mode can be used to create these maps (e.g. a platformer map, or a story-driven map filled with quests) and share them with other players
      Zuletzt bearbeitet von red51; 26. Sep. 2018 um 23:12 Uhr

      The post was edited 1 time, last by Avanar ().