I got permission from the author to post this. I hope you all find it interesting. Not sure where else to put it
Posts by zfoxfire
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I'm curious now how easy or difficult it will be to move objects with the new API. I mean, we can move individual objects but AFAIK, there is no grouping feature yet. When that comes, yeah, I'll be building my flying airships (with crafting stations inside of course).
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At minimum, there should be no more floating pigs and sea cows. The idea was to get some kind of monster(s) to guard a dungeon so AI had to be re-worked to make the monster an effective adversary and also fix clipping issues (like when bears run through closed doors). I have no idea where we are with farming.
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From this post, it should be this week or next when the API integration should be done. The announcement of the api and dungons was two months ago but the first version of the API was finalized a few weeks ago so integration began around that time. I also read that some other bug fixes are being rolled in too. I don't remember where i saw that however. I know Animal AI was re-worked for the dungeon monsters so I'm kinda wondering if that's also going to be rolled out in addition to just the API.
Yeah the last weeks the API was (and still is) quite time consuming. Even though many people probably won't even work with the new API, I guess the result is still worth the delay, since any potentially upcoming mod/plugin may be interesting for nearly everybody
However, a new update will be ready in 1-2 weeks. It's not the dungeon update yet, but it won't take long until they're finally ready. I would say they'll be ready this month, but please don't rely on that estimation too much...
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Nope! Gotta finish the Sagrada Familia first ;-p
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its a replacement for the original lua api. It will allow us to write higher performing mods. It already has lots of new features that were not in the old api and it's documented real well.
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you're new here so the wait isn't killing you as much as it is me!
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I think HalfLife 2 was one of the first popular game to be cross platform. That was back in 2004. The SteamOS and steam console are only a few years old.
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I run Xubuntu at work. Its essentially Ubuntu running the XFCE window manager which suits all my needs and is rather light-weight.
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yeah, I almost didnt buy the game just because of the Direct X requirement. But there are many other DirectX games I already own and enjoy so I just accept that I have to run Microsoft Windows as much as I hate it.
I know there are ways to run directx in wine but I haven't dug into it to deeply and expect it to have compatibility issues.
I just don't understand why as a developer of a new game that you would choose DirectX over OpenGL. Does one have a steeper learning curve?
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as an additional note, i think the developer is going for an ark type of game with advanced crafting options, no dinosaurs, and strange lights in the sky such as for drop points I am assuming.
There are also strange orbs that appear near the ground. When you step close to it then you get warped to a mineshaft / cave system.
Another interesting feature is that your character actually will grow old and die. Overall health and debuffs will affect your lifespan. When you die, your offspring inherit your skills but I haven't gotten that far to see how that works. You do start out the game in a kind of spacecraft with a cloning station and plant seeds to cultivate somehow. So I guess you are colonizing a new planet? Interesting.
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huh... so novus is masculine and inceptio is feminine? I have to wonder if that's intentional if it is gramatically incorrect.
I actually bought it. Terrain graphics are ok. Many of models do seem substandard but could be placeholders. It seems to have a bit of content in it. I am getting accustomed to the menu system which seems a bit convoluted and has some unnecessary buttons especially an extra button to press before performing a craft. Seems un-necessary. Oh well, it seems interesting enough to follow. I learned the hardway that if I dont like something in 2 hours then refund it and keep an eye on it further.
One interesting thing I will note and this will tie in to discussions on the ui that we have had. You can toggle mouse cursor from the character view direction to the ui by pressing the alt key. This is really cool. Many panels such as inventory and character stats are modular and can be relocated.
Also, next tothe hotbar is a tool hotbar. Any crafted tools are placed here and expand the options available with object interaction. For example, if you have a hammer in the tool hot bar then you can craft a pickaxe or a saw. If you have the pickaxe in the tool hotbar then you can mine large boulders with an interact key (pointing to an object shows several keyboard keys for various actions. Very interesting system. You use this same interaction when interacting with trees and given choices such as collect bark, collect sap, collect branches. Very interesting. Not all applicable to Rising World but does offer a few ideas.
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Would anyone on this forum who has played recommend this game? I was reading a bit of the reviews and watched a few videos and the game play looks ok for an early access game.
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also, I imagine that hanging spider webs might be an option, atleast in creative mode, once the dungeons are released.
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Arctic,
Didnt Red51 mention a while back about storing the hit count of each block? So essentially if it takes 4 hits to destroy a block, you could hit it twice and have it half cracked. It would achieve the look that OP is seeking and I admit thwt would be cool looking.
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One (semi-)official source for the 50cm block size might be this one (but I was actually remembering a different one, probably in English).
Good enough