Posts by zfoxfire


    Unfortunately not, basically each orientation is a separate block id. We cannot add more block id's at the moment without doing some adjustments to the way how blocks are stored in the database. That wouldn't be too much work, but it requires a conversion of existing worlds (and we don't want to do that too frequently, since there is always a chance that something may go wrong^^). There are some other changes we want to do to the block/construction system, so it's our intention to do all at once ;)


    OOh, gotcha. I just assumed each block also had some rotation info bundled with it. I see the dilemma. And yes, database changes are not to be taken lightly.

    Oh, please, no! Don't replace our inventory with a backpack. Imagine how tedious deep mining would become. I would love to add backpacks, though. And maybe if mine carts were a thing...


    Well, I'm not in charge of developing here but, It would be nice to eventually switch to a backpack system with smaller inventory eventually. Once we have horse-drawn carts, mine carts, mine elevators and some kind of stone conveyor (hopefully) then there really wont be much need to have a massive player inventory and I know many others here want to do away with the Minecraft style of carrying aforest in your pocket.


    Important: Boats need to be customized + have a storage chest container somewhere within to haul goods across the map. Learn from Minecraft's failures.


    +1 for the idea of boat storage. Personally I don't want to go the route that ARK did were you can build a tiny raft as a platform and build upon it. In ARK you can build a mobile fortress on one map equipped with sevreal storage containers and all the crafting stations, furnaces, refrigerators, and defense turrets!!!!.


    But some boat storage would be nice. Maybe a tiny chest with half the storage of a barrel would work. What I would wold like more than anything is to have a craftable backpack. I'd even be ok with the backpack replacing the existing player inventory which is massive (one can carry a whole forest in their pocket). The backpack can be worn or placed in the world and moved around as you wish. I can put a few items in the backpack and set it in down in your house, not a table, a chair, or even in the boat :)

    Think that's a bit much for the game. Though exactly what I was getting at as the first tools to have in the game. The chipping method he was using could be applied to make ax heads I really wonder how far back Red will go with the tools. I would love to start off as a cave man and work my way up. Very interesting video I had never seen the grinding method before though it does make me want to grab a few stones and take my sander to them.......is that cheating?


    Well.... Tim the tool man was kinda like a cave man ;-p


    As far as how far back, thats up to Red. I mean, I don't want to be sitting in a simulation for hours just to make one stone tool. I'd rather go outside ;-p But I wouldn't mind simply picking up a river bed stone (since we have all this gravel near lakes and ponds) and crafting a simple stone tool from my inventory menu. Then I can collect a natural stick (like i suggested before) and some plant fibers and make that first primitive axe :)

    Its an outstanding bug. At some point AI and inventory of animals will be reworked. This should fix pigs flying and cows walking on water and other crazy stuff.


    I do not know when this will be done. The next big updates we are waiting on are dungeons (and temples and monsters apparently), then new character models and NPC humans.

    It will but lua is what we have now and at best i can understand the syntax by looking at existing scripts but i still do not know what api methods and variables are available in rising world. If someone who has written scripts already could help then i would appreciate it.

    I could totally get behind terrain blueprinting.


    Scalable blocks are coming. I presume that will involve blocks becoming construction objects so they will be free to rotate. This would effectively eliminate current blueprint restrictions.


    A rail system is in the works but will probably not arrive till december or later. I can totaly see an elevator being added. But to my knowledge, only the types that carry trains or minecarts are being planned.

    Hmmm. ... i wonder if lua scripting could be use to have a fox companion follow you around. I dont know enough about how to write scripts for rising world. I dont know of documentation that exists for the current api.

    Yup, It's really up to Red to decide how much realism or how many intermediate steps there are in exploring the ages of mankind. I mean, if you wanna get really realistic, you'd have to spend a few hours at a river, grinding stones together to make an axe head. The game has to be fun and not too tedious. Although, I'd be curious if there is such a game/simulation that really takes things down to this kind of granular level.


    I just purchased it. I've thought about it long enough. I know it has a long ways to go probably but the update notes seem detailed and if the developer needs much support then I wont buy during a sale.

    Both are very good games hope that when this in full developed will be working on both. Already Minecraft nor look.


    So is there any timeline for release for Blockscape? Any idea when character models will be introduced? I ask because a release time has already kinda been ballparked here. I think early next year should be beta. I presume that since the code for Blockscape has essentially been rewritten during that "quiet year" that Blockscape should also be close to beta, assuming no serious underlying code remains to be fixed.

    I think we need natural sticks like the stick you break off a fallen branch or find on the ground.


    The small bushes should be harvested for sticks and saplings. natural sticks should also naturally spawn near trees although the spawn rate should be kept low. If you chop down a tree, you should be able to gather lots of natural sticks in addition to logs, sap, and saplings, maybe even a birdnest and eggs!


    Natual sticks could be used to craft basic containers like the stick and stone holders in The Forest.


    Also, it could also lead to a better looking primitive tool set. Here's the model Red was nice enough to leak to us a few months back. https://images.rising-world.ne…items/models/stoneaxe.jpg
    my complaint about this model is that the handle looks sanded. A primitive tool handle will likely look like just a natural stick and possibly with a leather handle once cows can be harvested better.

    I've had some chats with either Weem or Vortac within the last few months and brought up all the past and future changes (water being the big one at the time). He seems extremely interested in revisiting the game and starting a new youtube lets-play series. I know there are plenty of active series out there covering Rising World but those two were the English-speaking pioneers of the game coverage. Their views are going to carry a lot more weight than a newer reviewer.


    I remember when Red improved all the tables and workbenches and other things to act as surfaces, it greatly improved what we could do. i typically place an anvil on a workbench or a desk lamp on my tier 2 workbench.


    The bookshelf (and marketplace stand) should be not hard to modify. It looks neat! I think what it boils down to with bookshelves or any other displaying storage container that inventory items should not be stackable and objects displayed should be scaled down to a certain size, never scaled up because that might look weird but there should be a max size that no objects should exceed.


    Red mentioned a tool rack (something for garages) so I'm guessing thats a modern era craftable item. Tools hung there should be at their original scale.


    Also, that bookshelf looks nice. What game is it from? its not minecraft for sure.

    SilverSatin,


    Horses as well as a few other animal models are present already but not spawn-able. I'm sure that since the horse is rid-able that it will definitely be dependent on the new character models since character models will also bundle animation changes to all existing tools and likely would add animations to interact with the hose (same with how the boat includes character animations when interacting with the boat even though the boat is already build to my knowledge).


    This seems to be in line with what I know. However, my impression was that the advanced construction would be a massive update, not a series of smaller feature updates. I strongly favor small updates and less bundles. It probably boils down to the complexity of the changes desired and how easy it is to compartmentalize them without breaking other stuff. The foundation of the construction system was laid down long ago and the changes that I think are coming pretty much boils down to new tools and new shapes. So it makes more sense to break it up. Rails are defiantly coming towards the end of the year if there are no other delays. What I don't know is the plan for the dynamic water. i guess after dungeons and player models, its all going to be small updates until the rail system which I know absolutely nothing about.

    Ouch! Yeah, a single file sounds like a bad system if you are in an endless world generating. The world is generated off the spawn but its the modifications you have to modify. In Minecraft, each chunk file contains info of all 65,000 blocks in that chunk. I guess that since everying is a block in that game that changes just edit the chunk file directly.


    in Rising World, the world is stored into sql databases. One database for each region. A region contains 64 chunks I think. The database contains tables for each chunk and there are multiple tables for each chunk. There's a table for terrain generation (from original seed), objects added to the terrain, possibly terrain modification, blocks that are placed, and what i think is some compatability information to accomodate the changes when huge terrain changing updates come out. I don't completely understand it but it shows that it was very well thought out.


    The blockscape file thing makes me cringe. I really hope you are just giving me old information. I'm strongly tempted to buy Blockscape on the next Steam sale. I can't justify spending $20 on a game thats I can see falling behind Rising World and into oblivion later this year. Rising World also costs less and I think should be selling for double once it is closer to an official release.

    Well, the fact that Red51 interacts and listens with his game players makes things unique here. We all get on here, spit out our crazy ideas, debate them, get into heated arguments at time yes but in the end our ideas impact the development of the game under the wisdom of Red's planning and coding skills.


    I'm not sure where horses are in the development plan but the boat should come with the character model update since the boat was designed from the ground up to be animated with the new character models. Dungeons sound awesome and I cant wait but the update that really has my interest is the advanced construction system. If that materializes the way I expect it will, maybe I'll be gifting you some lovely stone tiles for your garden pathway :)

    Whats worse are those damn Invisible Ninja bears that sometimes spawn in Rising World!!! Dah! So annoying..


    BTW, I'm bumping this thread because I love this game! I'm thinking about all the possibilities now with upcoming dungeons and NPC characters and villages and the new construction system. I have so many ideas of what the possibilities are in the new advanced construction system coming out and how it will likely bury the hatch on Blockscape (as much as I appreciate it as its own game but I'm more of a Rising World "fanboy" now).

    If all blocks are scalable will a wonder to the construction, can be designed as if it were CAD 3D but with the ease of the blocks, but bear encuenta that the blocks are connected with varying forms, so that does not happen as in Blockscape . I think if the two games would join would be the best game constrccion of histora, there are games that has many characteristics such as SIMS than this very well structured, but limited to what you game has without freedom to build as you want I told Rising World and Blockscape are the best games of construction that there at this time.


    Yes exactly. I suspect a block can become a construction object, so like you can in a CAD program, simply build whatever you want by snapping together small blocks. Blockscape fixed one problem with Minecraft and that is that all the blocks are the same size. The problem with Blockscape is that you are still restricted to a global grid. Everything is build of blocks. You can only rotate blocks at 90 degre angles. Rising World has a terrain that can be freely modified and a block grid which is optional. You can easily play Rising World without ever having to touch the block bench. So the uniqueness of Rising World is that you build out of construction objects (beams and planks) Now If blocks get converted into construction objects (As I suspect they will be ) and are scalable (which is confirmed they will be) then you will be able to do all the construction you can in Blockscape but you will not be limited to the rotational limits of 90 degrees. I have a lot of suspicions of what Red has planned with this new construction system. He's being quite about it I guess for good reasons but I suspect that when it hits, you'll never want to touch Blockscape again!


    My complaint about the current construction system is that the currnet keyboard controls are cumbersone and confusing I can press keys but there is no indication on the screen of what mode I am in. Rising World should have the baasic object manipulation tools like in 3dStudioMax. There should be a popup toolbox when I create an object. I should be able to type in precise values for length width and height. then snap it to another object or the grid. The toolbox should let you choose between modes such as sliding, scaling, or rotating. There should be snap modes (I think we currently have this but like I said, visual feedback on the screen is very important) There should be a grid with rulers(maybe the grid can be in relation to the nearest block level). If I want to build a house frame out of wood beams then I want to set the parameters, e.g. in America a standard wood beam measures 2"x4"x8' . Not sure what the standard beam measurement in the EU countries is but I'd be happy to convert because I appreciate the metric system. I think in the game, a block is .5m ^3 ?


    The other issue I have with the Rising World construction system is that all I know about the size of a previously placed beam is how many times I increased or decreased on a particular axis and on what scale. Thats ambiguous and hard to remember. I should be able to take a measuring tool and point to a previously placed beam and see what the attributes are. I already suggested a copy tool to Red which he is going to implement into the new construction system. This will allow you to look at any previously placed beam or plank and make the next one just like it. This wont be hard to implement since the construction system already remmebers the attributes of the last object you crafted. This will make construction easier but a measuring tool would still be needed so I can take a look at that existing object incase the next object I make will be close but I only need to modify the thickenes in one side.