Posts by zfoxfire

    A few months sounds normal. Seems like we are getting 3 or 4 major feature updates and a bunch of smaller content updates each year. Like I said, when this game kills the charts, as someone else put it, and generates a serious cash flow then Red can have his big dev team. But for now, this is the reality for most startup companies developing a major product. The reviews on Steam are mostly positive, the community is awesome, mods are beginning to develop, and 1.0 is creeping up so I'm not too concerned.

    Well, maybe after the next few major updates, the price will be bumped, Rising World will get Rockstar/Minecraft-like popularity and making millions in sales. Then Red51 can have his gigantic development dream team for the next company game project or maybe even rapid DLC content development for Rising World. :)


    I know I'm biased in my opinions but I still think Rising World is going to be the Minecraft killer some day

    Maybe a more theatric approach would be to have dungeon ghosts who patrol the nearby area.....


    I have no idea what it would take to create these wispy npc's, but it's an interesting concept.

    Interesting idea. I'm not sure if this would deviate from Red51's desire to make the game realistic. However, I can certainly get onboard the idea of a ghostly NPC (should be possible once the player models and NPCs come out. A ghost could be a translucent washed-out human NPC character that lacks any color in its clothing. Maybe a task or goal in the game could be to collect the bones of the tortured soul from the dungeon and offer a proper burial.


    On occasion I've seen the idea thrown around on having a player metric for reputation so depending on what you do to others or against animals, or even helping ghosts, would build your reputation in certain areas. Your reputation as a helper could be established by helping the souls of the dead find peace. Same with avoiding kiling certain animals or re-planting trees, or not being greedy when exploring dungeons.


    I'm definitely loving this idea! Even if no ghosts come, there are spiders and snakes and rats added to the game but not really implemented yet. These might be found near dungeons as well. I still would love to detect magnetic anomalies on the compass.

    @ArcticuKitsu


    I also had a thought of a dungeon detector, kinda like an or detector. The device would detect an "evil presence". However, my idea was to use audible queues to let you know something is nearby. I posted about this in the link below a few months back. This was after I noticed a heartbeat sound when you get close to Hell. I figured a heartbeat or some other "ominous sound" would let you know that a dungeon or enemy (perhaps the spiders) are nearby. I don't see anything like that in this update but I imagine something is planned based on Waveshapr's response in this thread. Perhaps an enemy presence would trigger a sound, not necessarily the dungeon itself however a dungeon is supposed to be a place where dangers exist so perhaps when the actual mobs come then the discovery of dungeons will change a bit.


    I also had a new thought when I was watching you on twitch.tv explore the new dungeons. When you went to hell and your compass started acting up, i had a thought that magentic anomalies might be something to add which would be associated with dungeons. An unexpected change in your needle would clue you in to their presence.


    An ominous feeling

    So I must first say that the new underground dungeons look awesome!!! Very nice for a first release. There are some improvements that I think should be made. Not sure how difficult this is to fix in code but something to consider


    Entrances


    So I've noticed that with caves turned off, there's no way to really discover dungeons. At present there seems to be no ground access... Trillnar came across something interesting but the more I look at it, this seems to be a bug. It appears to be a staircase room sticking out of the ground:


    http://steamcommunity.com/shar…filedetails/?id=839635519


    I was hoping to see some kind of surface structure in the grassy fields or maybe a standard dungeon entrance on the side of the mountain or perhaps something more decorative on the side of a mountain. A standalone structure in the middle of a field or obvious straircase like below might work:


    http://runescape.wikia.com/wik…rley_Dungeon_entrance.png


    Something like this but perhaps not as fancy would work for fields, jungles or maybe even a swamp (whenever that biome comes):


    http://gerberc.deviantart.com/art/Jungle-Temple-I-172757741


    Depth


    So I've surprisingly found lots of dungeons spread about and spawning from just below the surface to just above hell. It leads to some interesting effects. I feel that the deeper you go, there should be less individual dungeons and they should all be part of a massive connected structure. Smaller dungeons should be closer to the surface. The massive underground complexes deep in the earth should be like the strongholds and rare (but certainly more than 3 in a world).


    http://steamcommunity.com/shar…filedetails/?id=839954762


    http://steamcommunity.com/shar…filedetails/?id=839726463


    http://steamcommunity.com/shar…filedetails/?id=839701239




    Visibility from within Caves


    I'm sure his along with anything else I've mentioned can be improved. In the first one, entrances should be closer to the bottom of a cave, not so high up. Or perhaps add a different type of entrance face for this scenario. In the second one ofcourse, the outside of the dungeon should not be visible passing through a natural cave opening. Simply padding the dungeons with stone might help this or add additional structure in this scenario. Perhaps a room type with wooden stilts supporting it as it passes through the cave tunnel. Perhaps windows with iron bars in the room to look out would be appropriate in this scenario.


    http://steamcommunity.com/shar…filedetails/?id=839664043


    http://steamcommunity.com/shar…filedetails/?id=839627819

    I guess having the various bark textures available at the block bench would be a nice addition :) We will put that on our list.
    Btw. soon any block shape will be available as "construction element", i.e. you will be able to place, rotate and scale it without any restrictions. This allows you to rescale the current cylinder block (in combination with a bark texture, it would be very suitable as a wood log)

    Wow! Thanks for the info update :) I guess this might happen before the player models?
    BTW, will it be possible to stretch a block? this will really open the door for custom arches and rooftop angles

    It would be nice to add tree textures to the block bench, kind of in the same way the terrain blocks were added.

    check the server.properties file. as long as server_list_visible=true then the name of your server as defined a few lines down with server_name should be what is seen in the muliplayer list. this makes it visible to the public. If you are running a non-public server then whoever connects must know the IP address and port number the server is running on. If the server is on Nitrado then most likely it will not be using the default ports used by rising world.


    yahgiggle, I've used this new plugin on my server and its great. My only concern is that some of these names are generic such as "fill" or "place" "cancel" "select". These could conflict with some future plugin. I'd suggest making the first word in the command something like "/bp" followed by whatever subcommand you want to use. e.g. "/bp select area"