Posts by lazerblade01

    My case for gravity is so that when collapsing a section of a build, we only would need to detach it from any solid blocks (as opposed to "air" blocks) to collapse large segments at once, instead of needing to break out 1 block at a time. What would be really nice, but probably very performance-intensive, would be for blocks to actually fall and produce some scrap resources, so we could recover some of the materials. Alternatively, the blocks could just fall, roll a little, and be collectible.


    As to structural integrity - so long as a solid block actually touches another solid block, it could be considered as having structural integrity, or be "stable". This would be the loosest interpretation of SI, and minimize the need for complex "weight" calculations. A deeper implementation would be to calculate the weight of the block and the glue factor of the attaching surface. I don't know if it would need this deep of a calculation, and as stated, would cause a few buildings to collapse, at least partially.

    So, when you chop down a tree, gravity is used (I assume) to calculate a fall animation and resting stop. Same with chopping a tree into logs. I know this is probably on the radar to be implemented, but I'm wondering if and when gravity will be implemented for buildings.


    Also, is there going to be structural integrity? Such as while building out a roof, will there be a time when adding a block could cause a collapse due to the weight / load of the blocks being higher than the load capability / glue of the supporting blocks? I heard Minecraft didn't have SI, but many other voxel-based games do. I did a search for gravity on the forums and didn't see much mention of it other than in regards to water.

    If torches do burn out after a set amount of time, we're going to need longer-lasting light sources, like maybe lanterns with oil. Oil could be derived from animal fat, plant seeds / plants, or even oil shale rock. I'd hate to be mining and placing torches as I go, only to find I can no longer see the exit path.

    Actually, if we could harvest grass as a resource when we cut it, we could create woven carpet from plant fibers / grass. Either as area rugs or doormats or full floor covering.


    It would be nice to be able to make baseboards too.

    Have you tried starting a game in online mode, saving it, then closing it, restarting Steam in offline mode, and loading your savegame? A lot of games won't let you play for the first time in offline mode, but will let you continue a game in offline mode. I haven't tried this, so I'm just offering a suggestion based on past experience with Steam games in general, but see if that works for you. I assume you either want offline mode due to bandwidth monthly limits or travel.

    All things considered, and I know I'm new to Rising World, but the development cycle seems fine to me. I mean, yes, everyone wants more stuff - content, things to do, crafting, items, etc... Maybe even some prefabs to explore. I don't know how long RW has been around - according to Steam it became available in December 2014? At any rate, looking at how much you can actually do, and how big the world is, and the fact that it's random / procedural generation and by the looks of it pretty much infinite - I'd say the pace for a very small team is about right. I mean, this isn't my first early access game, nor is it my first alpha (I used to do alpha / beta testing starting back in 2000 and for several years), so I kinda know what to expect.


    Is it perfect? No. Is it coming along quickly? No. But it's also not really that buggy compared to other currently-available titles. I love the whole voxel / destructible world thing, but I hate blocky worlds. So I've never played Minecraft or any other similar games. I do have 7 Days to Die (for my zombie killing fix), and Space Engineers (for my building / flying fix), but Rising World fills another niche, for me anyway. And that's pure exploration with building.


    Sure, I look forward to more content, more things to do, and more to explore. But the game isn't broken. At least not for me. I played for about a week straight with my son, and we both enjoyed ourselves (he's a bit mischievous so he enjoyed hitting me with his axe / pickaxe then running away). We built a small base, then started working on a much larger structure - a mansion of sorts. We didn't run into any serious bugs other than I couldn't see the animals he aggro'd. But that's minor, and there were no crashes.


    So, Red, keep on keeping on. It's coming along - slowly but cleanly. All things considered, I made the mistake of buying into The Dead Linger, and have watched from the sidelines as they went through 2 major engine changes, and 2 years later that game is pretty much a waste of hard drive space - even to the point where its current state is actually much worse and far less filled out than it was 2 years ago.


    Anyway, I'll stick around and be patient, and I look forward to the new biomes coming soon.

    Right, my son figured that one out, but it doesn't provide a very good indicator as to which direction you need to head to get "home", nor does it show you areas where you've already been. I know having a map would make the overall gameplay easier, but at the same time, it abstracts the task of mapping the world yourself manually, as I'm sure most people would do in a similar situation. I know I would - I get lost far too easily without some form of GPS or landmarks to calculate my position with. I was just wondering if these were planned features (compass system with directional indicator for tracking "home", "friends", or "waypoint"; map to show explored regions).

    I would argue that most people with a microphone that actually use it in games, regardless of whether they have a dedicated headset or use speakers, most likely already use some form of voice chat program - whether Teamspeak, Mumble, Ventrillo, Skype or some other alternative. As much as it would be nice to have such a feature, I'd consider it a low priority, considering the numerous alternatives and complexity with adding in voice chat to an engine that doesn't natively support it (I'm guessing, otherwise it would already be implemented?).

    OK, so I'm sure everyone here has played other games, and seen the way other games do things. But this isn't about that. I'm not concerned about other games right now. What I am concerned about, is getting lost.


    As far as I can tell, there's currently no map system, nor is there a means of tracking friends (group members). If there is, I missed it. Can anyone confirm if these are planned, currently implemented but not documented, or simply not considered yet? Took me 5 minutes to find my son after getting separated during a "run from the bears" moment.

    Just registered to add my own cards.


    Geforce GTX 560 1GB - works
    AMD Radeon 7640G (mobile / laptop) 512MB - works


    Despite the system requirements stating 1GB VRAM needed, the laptop runs the game fine. So is the VRAM requirement wrong, or is the VRAM requirement dedicated + shared?