Posts by Vandoide

A new update is now available, introducing a lot of new content!
Latest hotfix: 0.7.5.2 (2024-09-10)

    The next update will definitely add bandits, barbarians and wolves, as mentioned by james1bow and Vandoide ;) Skeletons and 2 other enemies will probably also be ready in time, but there is no final decision about their spawn location yet. The 2 enemies I've mentioned will most likely spawn in hell.


    For skeletons, we want to add an option to let them spawn at the surface at night (they will then disappear at daybreak). This is a controversial feature, so feedback for that will be quite important ^^


    If there will be an option for skeletons at night, this should be a thing with no doubt.


    After all, if it is to be optional, those who don't like it should simply turn the feature off. Issue solved!

    We are for sure getting bandit skeletons and wolves with the next update. Last o knew anyway


    Bandits, wolves and BARBARIANS are guaranteed. Skeletons... Would be a great addition, but the devs did not promise those. At least, not in an oficial note, so better not bet.

    I am almost sure these won't be in.


    Regarding Mobs, their focus was on human NPCs and wolves. I think that skeletons, being monsters, will have some peculiarities of their own, and that would take an extra labor JIW Games preferred to save for later. Specially because their Trello Board tag it as "In progress", rather than "done".


    But even if these get introduced as a surprise feature, rest assured: Mobs do not spawn close to the parts of the world you modified, so your cave will not get unintended visitors.

    one possible fix on the bear issue without making them more rare is to make three different bears with different behavior depending on biome


    like in real life, thick forests up north has grizzlies which would be the most aggressive once, and regular forests has the common brown bear that, in real life you play dead until it goes away, similar in-game mechanic could be stand still, and grasslands could have black bears that runs away rather than confronts the player


    Great idea!

    Red........ bears appearing in grass fields is realistic...... they do not appear in just forests alone........instead of removing the bears from the grassfield maybe the way to do this is to reduce the chance of bears generating there.


    Theoretically, they are already rare there. But even still, they can be a hard time for newcomers. Not sure making the even rarer would help...

    This feedback is only interesting for survival mode. I wonder why people always assume that Rising World is a survival game, it's offered as Sandbox game, so for every player.


    Well, as the game has a dedicated survival mode, I don't know why we should not take this a backbone of the game. Also, I don't play creative, so I am not giving feedback over something I don't know.

    I totally agree with LittleBoBleat


    All gameplay mechanics should exist with a purpose, I can't stand it if games have "features" that are only mediocre at best and give you no good reason to interact with them. For example the game starts in a classic survival/stone age setting but it doesn't' feel like survival ... resources are plenty, animals are easy to hunt, you can outrun everything like a cheetah and climb a whole mountain in seconds.


    (And yes, of course I know that the game is still in development and many things will change in the future :D)


    Technological progress in planned for the long run, either as a leveling system or some sort of research. But we won't have all recipes at hand right from the start.


    This is for later, however, as the developers have other priorities right now.


    There is a point I commented as a flaw at another talk: The one-hit-kills we can do with any weapon of the game, even the stone ones, are quite overpowered. They should do a 2X or 2.5X more damage, but not instant kill.


    No problem! We are all awared of how busy you are developing the game, is it okay to miss some topics.


    And good to know my post was useful to improve the game.

    I was not sure if I should post this here or as a comment at the update release news. So, I decided to write it here, so then more people can contribute too.

    I have to say that the biomes and caves update is a blast! No doubt, it worthed the wait!

    There are, however, some points I would like to address, so then the game may get even better than it is already becoming:

    1. The waterskin recipe still requires cloth to craft. Now that we have leather, I believe that resource should be the one to go. Maybe the devs forgot to update this recipe.

    2. Also about recipes: The repeater rifle still requires gunpowder to craft. I am awared that it has been added as a requirement to craft the weapon as a "placeholder" for its amunition, which was unavailable before this patch. Bit now that bullets are a thing, my guess is that it is not required anymore. Once again, maybe the JIW Games team skipped this one too.

    3. A great addition this update brought us is listing the food/water/health values of consumable items, a feature never done in Java Version. Also, bringing back the visible status values of clothes. This all is very helpful for sure! However, there is one point missing: The values of weapons, like damage, attack speed, etc... This was huge flaw of the old version (we had to check the forums for this), so if you could add this one feature as well, the gameplay would greatly improve.

    4. Speaking of status, it would also be a huge quality of life improvement if the game allowed us to see the status of wearables, weapons and food items at the crating screen, before we craft/cook them. This way, we would be able to know if they are worth making without being forced to waste resources for this, or doing unnecessary web search.

    5. The animal are too powerful! My character was hearing the leather outfit and the medieval mining helmet. It all gave a combined armour value of 50 points. And even so, after engaging rams or goats, they reduce the health bar to nearly half in 3 headbutts! And they are not even the "true" beasts! So, I believe this point of gameplay could use some revision. Or the devs could add a combat difficult setting to make things easier for those that so desire.

    6. Another animal threat point: Bears on the grass fields. Of all the additions and tweaks this patch brought us, this is the only one I consider a bad move. I mean, those biomes are supposed to be a "safe haven" for our character to do the very early game progression, like basic weapons and tools, so why make the most power animal of the temperate islands spawn there?! I understand that maybe the dev team don't want to make that territory too peaceful and boring, so there is some theat. But at least make it be boars or wolves, when they become a thing, not effing bears! This is so unfair... And before you mention it: I understand that these animals may inhabit such biomes in real life, but this is a game, not a wildlife simulation, so a good gameplay comes first.

    7. And one last point on animal aggression: I am not sure, but it seem that killing an animal with a headshot don't aggravate the rest of the herd. They react if the attack is not lethal, but seem to ignore the death of their "mate" if it is. Probably there is a bug here. Note that this only affects defensive animals, the passive ones still run away on headshoted herd members.

    That is it. May this helps making the Unity version of the game even better. Also, feel free to contribute if you also have appointments regarding the new update.

    Greetings.


    I came up with an idea that could be useful for the game. Thought about it while playing Salt 2, which also features an islandscape world:


    Rising World could have small sailboats as early game vehicles. The reason for these is that rowboats are too slow for island traveling or ocean debraving, and RIBs will require fuel eventually. Moreover, pressing the forward key during all those travels is quite annoying.


    So, this is how these would work: They would be like the rowboat we have, but would feature a sail for its propulsion (duh) as well as a helm for control. The player would interact with the sail directly to rise ond lower it (there will be no key to control it) and them use the helm as its pilot "seat", to steer left and right. With the sail lowered, the boat would automatically go forward, no need for a throttle key for it to move. Under normal conditions, they would be a slower than the RIBs, but faster than the rowboats. However, they would be affected by the direction of the wind, so it goes slower or faster if against or toward the wind. Like the rowboat, they would have a single seat.


    (These piloting details are based on how I believe the sail vehicles will work. Of course, the sailboat should match de devs plan for sailing mechanics, so if they diverge, ignore my appointments.)


    The sailboats would be crafted like its row counterpart, but instead of rows, they would have a "sail" component, consisting of the sail and the helm. Such component would require a little more wood, as well as a decent amount of cloth for the sail. They may or not feature the store compartment, I am not sure.


    That is all about it. What do you think?

    In many cases when I don't understand anything due to asian, russian, arab, korean etc special letters google translate gives me at least a clue about what they are writing. Of course it is not perfect, but it might help me to assist with a link to the correct website where they can find the info they seek.


    In special cases of course google translate fails terribly. I remember a case (in a different game) where a developer wrote something like "use WASD and space to move up". The german player did not understand this and used google translate and did not understand at all afterwards. I did the same and the translation read like "Nutze Wäsche und Raum zu bewegen hoch" - backtranslated to english it would be something like "use laundry and room to move up" :lol::lol: I really had a good laugh at that day. :D

    Yes, these troubles may happen. But I will rely on them more now and then.

    Not everybody speaks english (or portugese). Best is you use google translator. But for this one - Rüdi said "Yes, Vandoide. These are good ideas and i think something like that will be provided in this game as well at some point.

    I personally don't like to rely on translators because they can give us wrong translations once in a while. They are pretty good now, I know, but still, there is aways a chance for mistakes translations.


    Will give a try next time tough, as we can't rely on a folk to come in and help us like you did.

    Ja Vandoide das sind gute Ideen und ich denke dass so etwas auch mal im Spiel zur Verfügung stehen wird.

    Avanar was my spokesman here, so now I got it.


    Thanks for liking it! And let's hope they do add this. This would take a while, however, as the devs have other priorities for now.

    Had this idea one of these days, based on other sandbox or sandbox-like games, and believe this would be great for this game too.

    There could be chemical crafting as some of the more advanced racipes and crafts of the game. There could be a Refinery crafting station, a device a little bigger than the large furnace, that needs electricity to run. It could also be one of the interactive crafting stations, that is, we use a panel monted on it to operate it, introduce the materials in ports found on its side, than collect the products in ports at its other side.

    Materials used by it could be: Oil (needs a bucket to carry), rubber tree sap (needs bucket), coal, sulphur, etc... And products made by it could be: Gas (for motorized vehicles), rubber, carbon fiber sheets, D6 polimer, etc... All of its crafting processes would take time to do (but like the furnace, could be adjusted or disabled in the options), and the time varies depending on the item that is being crafted.

    A little contribution for the game. Hope you like it.

    Hello,

    This far, glass is a pretty nice building material, as everything in Unity version, 1000X better than the glass of the old Java version. There are some points, however, were it could improve, these being:

    1. Add all the shapes of the other materials to glass as well, including the stairs. You know, they would be useful for decoration and sculpting. Moreover, one may wish to build a glass house as well.

    2. Make the colors of painted glass more vivid, specially the darker tones. Sometimes, I think the colors on painted glass are a little pale, they could be more akin to the choosen color. This is specially true when it comes to dark colors, and black in particular. Once I made a 100% black glass expecting to get na insulfilm-like cover for the buildings, but all I got was a smooth fumê. It should have an opacity of 90%, let's say, so then we could get a true black glass and get smoother tones by using shades of grey.

    Thas is it. Hope this helps make the game even better than it's becoming.