Posts by ArcticuKitsu

    Yeah, Rising World is nicer than Minecraft because we have Red51 placing common sense into the game. He actually listens to what needs to be added into the game in a highly worthwhile and detailed manner. Everything is far more detailed that I love it, and shall be even more detailed. Rising WOrld is what Minecraft is with 'Feed The Beast' using the technology themed packs.


    Also, let's not blindly hate Minecraft because it's cool. It's fine to knock Minecraft, yet not because it's a fad. I've seen a lot of stupid comments on Staxel Facebook page that devalued Staxel that bartwe was furious with all those comments.


    https://twitter.com/DarkCisum/status/898142123148627968


    https://twitter.com/bartwerf/status/893417421981331456


    blind Minecraft hate - https://www.facebook.com/humblebundle/posts/1500408466669119
    (For this third link it appears all the anti-Minecraft comments were deleted)


    (Edit: Not saying you guys are hating, just don't hate for the sake of hating. I meant this as neutrally as possible.)

    It's going smoothly from when I last poked Red51.


    Things are going smoothly, just that I'm probably making things worse by feeding the trolls over on Steam trying to give Rising World a bad image so people wouldn't buy this game for the simple reason that "it's behind other games" when it comes to updates, and such. Had a whole war over that in the steam reviews with the trolls trying to rally up other people to upvote all the negative threads to prove how worthless this game is for how long it's been (4 months) from each update. Just because this game hasn't been given an update in 4 months (that's short) Rising world is apparently a very shitty and worthless game not worthy of 'our' time. If that was true I wouldn't be here because I truly don't have time for garbage games. :sleeping:


    That last war caused quite a stir and I'm kicking myself over that for 'white knighting'. Red51 was stalking that, and every negative review because every negative review hinders game sales. Not just for Rising World, but for Staxel, and other games.

    Alright, let's see what sort of Cargo Tram videos are out there to see what may interest Red51 into giving us tram varieties.


    The Volkswagon Cargo tram is above, yet I"ll share it again, among others....






    Then this one here is far more interesting because of what you can do with it. As I've told Red51 on Steam, is that you could configure the main tram portion to be a 'crafting station', to hold your food, and etc. All the equipment. The rear portion could also do this (the trailers), or it could also be pure storage. Trams in Europe are fun because you can do a lot with them. The one in the below video is a 'garbage/recycling' tram. It's neat. Compare that with the Zurich & Volkswagon tram.



    The above video shows the main tram body to have a work station, a cooking area, as well as a resting area. It's a hybrid workplace tram. The rear trailer than has cargo storage bins for recycling, something we could tune for wood storage, stone, and etc. Even transporting food around heh.


    I'm however curious to see how Red51 shall deal with this with 'minecart' trains, or the smaller trains he mentioned.

    I feel you. My anxiety for the update is horrible that I'm not a good example of 'patience'. I"m close to siding with the trolls, yet I keep reminding myself that making content has to take time.


    I have some goodies for you.


    Quote

    There will be various types of trains, and probably two different track gauges. There will be passenger and freight trains (including "small trains" like minecarts), so there will be something similar to a "cargo tram", although I can't say whether or when "trams" will be implemented (at least if you're referring to trolley cars explicitly) ^^


    Quote

    These things will be added in the future. Horses (as well as donkeys and camels) depend on the upcoming player models update, they will be available somewhen after the player models update (although I can't give an ETA for them yet).
    We also prepared fishes and birds, I guess it won't take too long until they're finally ready (but first we really need to get this player model update done) ;)


    This 'Player Foundation' needs to release soon. I want to see that blue banner soon, yet there's this issue of not forcing the update out to be broken. I hope it's by the end of this month. I"m hyped up for the trains though as it 'may' come by the end of this year. I hope it's true. Horses, camels, and donkeys also. I want my horses, and maybe camels.

    Having played 'Player Unknown Battlegrounds' recently has me wondering about many things with how the player models shall handle. I'm sure we'll know for sure once Rising World releases that update, yet I can't help but 'compare' other games to Rising World for that 'sweet spot' type of features. This isn't a Q&A type thread, just general curiousity where I'm just thinking out loud. Having use the crossbow in PUBG is awesome that I felt far more satisfaction than using a machine gun type weaponry.


    I'm curious how bows shall play. How satisfying they'll be when you let them off to kill enemies. I hope we'll have a lot of targets to knock out upon the second major update. Can we at the very least havetarget practice items? Having killed a few people in PUBG has me wondering if we'll have those 'sweet spot' kills in Rising World as well of shooting something, then seeing some indication of having knocked them out. Some connection notification while also feeling the weight of the weapon in your hand. I find that letting off bows and crossbows makes things highly satisfying, or those WW2 rifles where you can 'feel' the hit. General FPS games simply spam bullets where you can't really savour the shots.


    For modern survival weaponry shall be interesting to have semi-slow firing modern survival guns allowing you to 'feel' that hit. A hunting rifle/musket having a NE-NW-SW-SE type arrows popping around the crosshair when you successfully hit something.


    This isn't just PUBG, yet it's the highlight of my thoughts. There's Skyrim, Mount & Blade: Warband, and anything with 'slower' weaponry. It's been awhile since I played anything that fired projectiles that PUBG is up there. I can't nudge '7 Days to Die' with how rare guns seem to be.


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    - Note: I'm aware Rising World isn't a 'FPS' type game, yet shall have survival oriented weaponry that I'm hoping they'll be worthwhile & satisfaction craved when you use them for when you fire them to then see a hit & kill.

    The above is a spambot, and needs to be deleted asap.


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    - Euro Truck Simulator 2 - [Doubles update]:


    Both Euro Truck Simulator 2 & American truck Simulator updated to add doubles & triples into their version. Doubles are in all states for ATS and in Scandinavian nations in ETS2; Triples only in Nevada. It's a nice welcoming addition adding more difficulty and variety to the game by giving you more ways to drive to deliver your cargo. Light flares have been fixed to be softer and more natural, something you can make out the detailing on the vehicles where it actually appears proper, and sharper.


    A nice amount has changed. Even driving from Kalmar to Bergen was quite a journey. Once I reached Norway the terrain changed rapidly into a mountainy area looping you around places, even going underground to find two roundabouts...... Lovely Norway scenery.

    I must thank @Minotorious for sharing this because it's something I feel we needed in the open world genre, as well as the zombie genre to be more 'casual' survival without the stupid 7 days crap. Just pure environment, vehicles, and zombies as you survive the elements.


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    - Kickstarter: https://www.kickstarter.com/pr…e/dead-matter/description
    - Homepage: https://playdeadmatter.com/
    - Youtube: https://www.youtube.com/channel/UCYXv_gE6LCeLsUmNLrRcxaA
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    Quote

    Dead Matter is a true sandbox survival horror. Players will fight to survive in a zombie-packed, post-apocalyptic world that fosters whichever play-style fits you best. Settle down and defend your home from outside threats with an expansive crafting and barricading system, cultivate and live off the land, or branch out, explore, and scavenge whatever vehicles, weapons, and food you may find in a zombie-plagued Alberta - alone, or with your friends.
    Originally released as a mod for Crysis 2 back in 2013, Dead Matter has been a long time passion project for us, and we're very excited to show what we've been working on.


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    - Features:




    • Survive in Calgary, Alberta because that's where the developers are based at. Eventually wander your way to Vancouver and back with proper amounts of resources and supplies.
    • Claim any building to be your own. Barricade & fortify it however you desire.
    • Place items (furniture) wherever you please.
    • Play how you want, be where you want, settle where you want. "Fits any play style".
    • Play on a heavily populated dedicated server, or a standard private server with friends.
    • Interact with surviving NPCs doing what they must to survive in a hostile zombie world.
    • Drive vehicles, customize them, and repair them. Cars, planes, trains, boats, bikes, motorbikes, and etc.
    • & more.....


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    - My Thoughts:


    This seems like a cool concept. Sure, there's many zombie games (main one being '7 Days to Die'), yet this one seems highly unique to me because of how I see things being implemented. The whole bit where you can make a base anywhere, can place items freely, as well as doing things at your own pace without being swarmed by zombie hoards every 7th day, something I find idiotic. I hate the zombie spitters, and all those 'fantasy' zombie variations that I'm hoping it'll stay at standard. I can see this game being a very serious competition & rival to '7 Days to Die' in how free and wild you can be in this game, survival elements allowing. I feel that this game gives off a nice mix of 'Fallout' game & 7 Days to Die mix in one. It's a nice mix.


    It'll be more about the environment where you have to choose the best outcome, chose where to base yourself, among other things. Even having to deal with surviving NPCs, military camps, and etc. You'll have to deal with food, water, power, as well as given the option to fortify trains, planes, vehicles, as well as customizing vehicles. Boats were mentioned, and even helicopters, something that's tickling my fancy.... My sweet spot in these open world games. Having helicopters, planes, trains, boats and such is awesome. You can do things you can't do in 7 Days to Die (something that's in vehicle alone), as well as being able to travel between Calgary and Vancouver, when the game manages to get that far that is. You'll have to make sure your resources are stocked up to tackle any issues when traveling quite a while away. I'm absolutely loving the whole part where you can hole up at a gas station to make that your vehicle base. That, or even claiming an airport or train station as your own as you score a train and planes to be your surviving elements.


    As much as people mock zombie games I have to back and support 'Dead Matter', even if it's just another drop in a filling bucket because of how features are being implemented. It'll be a serious competition for '7 Days to Die', as well as being more 'common sense' styled that it'll be more fun that way with how 'free' it's planning to be. No stupid BS, just straight surviving, or so it seems to be on paper. I'm simply hoping that these Canadian won't betray their fellow Canadians and gamers by actually seeing this through to the very end.


    As much as people hate zombies & Minecraft, I really want to see this genuinely 'realistic' take on zombies because it'll be far more rewarding and awesome in the end. What I'm also hoping for is that it'll see a lot of variety when it comes to customizing your bases and such with furniture and items.


    I backed this game so here's to seeing how it'll fair in the future. :thumbup:
    (This being a Canadian game also is a nice bonus that I feel a nice sense of Canadian pride in this.)

    - [0.8.2.4] Rising World - Canadian Tower & Other Thoughts:



    Finally managed to find a proper video rendering software (thanks to Joni) that I'm now able to make videos again. May struggle for a bit, yet glad to be back in the mix. Can finally compile & render the videos out properly again. I'm quite happy I can even insert images to show what I'm actually going on about, yet a few transition issues slipped through.


    This video is about my Canadian Tower for Canada's 150th showing off the first three floors with my expanded thoughts on things. Discussing what I've done, and what I'm going to do further while showing examples of how I built the way I've built it. I even occassionally tackle the 'Player Foundation' update. I'm hyped for what I've done, and what we're going to be that I want to be there (with my videos) when Rising World updates. I also know it's late, yet happy belated Canada Day in that delayed video manner. :whistling:


    There's also an issue for Red51 to make note of from 16:45 onward with the glass windows.


    Enjoy!

    None of those worked properly, yet I must thank August 2017 version of Joni for recommending Kdenlive. Currently testing it out to see if I can go back to making videos again without issue, yet I've noticed other weird errors popping up on the side that it's concerning. My explorer window to my external froze up and Steam client won't boot up.


    Making a new video to get back into the grove of things while also aiming for those 10 min video sweet spots. :D

    We can have space, but as Red51 said that anything that's not on the list shall be considered when the main stuff Red51 wants is crossed off the list. Modding may get to it first, than vanilla after such. It all depends on how everything shapes itself that we'll have to see how it all flows.

    Joni, we need to make you an ingame Rising World shirt with a Rising World logo behind the word "YEP!" in proper 'classy' font.


    Also, I forgot to mention that 'Lego Worlds' (at one point) had a preview of the spawning area that you could pick out a world with the the "best" spawn point. It wasn't that large, yet it was somewhere with where you could start off with as the world randomly generated around it. When Red51 is ready to tackle this proposal I wonder if we can gain a preview window of how biomes shall appear within your selection of choice.


    https://vignette4.wikia.nocook…/latest?cb=20150603210523


    You would see a rotating snapshot of the spawn area in Lego Worlds.

    Took me awhile to understand what Mino tried to propose, yet I finally understand it (That drama we had on Steam). I love the idea where you can pick and choose what biomes are nearby, also because it simplifies processes before hand. Just pick what's nearby and have fun. Even decorate the spawning a bit with a makeshift lake, or a nice desert biome so we can make glass.


    The other thought to this is that we should eventually see biomes becoming progressively different where there's a 'hot zone' & a 'cold zone', similar to how Minecraft does it with biome dividers, rivers, oceans, and all those sorts. Granted, that's going to be much harder & longer, yet needed to be mentioned.


    Mino, I finally understand what you proposed that I +1 it. Instead of having to go 5,000+ away you can have biomes at your fingertip. It makes checking out updates all that much easier.

    Yeah, when it comes to vehicle building I really want Red51 to allow us to build every component out in the world. The moment I see him add it into a crafting bench, and keeping it there (Note: Keeping), is the moment I"ll curse at him because vehicles then lose their worth & value right there. They should be special entities. The frame, the body of it should all be built outside so you can then build a workshop around it to keep it safe from the elements. It was very fun & immersive building the boat tips on either end, as well as the frame, the seatings, and etc. You would need to build the shell first, then the components, then piece them together to then place them together. You had a successs rate which would dictate if your boat was seaworthy or not that you even had to strengthen the boat afterwords if it failed to reach a specific percentage in seaworthyness. What Rising World could do without would be the success rate. We should simply get the resources, slam it together, and be proud of how our vehicles come out.


    The simple stuff at first, such as carts, wagons, rafts, boats, and etc should be built in phases and parts. We would then go up into cars where we would have to build the chasis, the engine, the seats, and then the 'extra' stuff such as the radio and all that. Somewhat detailed to 'Euro Truck Simulator 2', yet not as detailed to 'My summer Car' game, both of which you can examine on Youtube.


    Red51 should see, after these big updates, about giving us the ability to move structures around in a 'Movecraft' manner. by classifying them as certain vehicles. Just give us one activation block/item type (a set of steering wheels) to then probably connect it with the API side of things so we can then smoothly glide around the world, or to even sail on the water. Even underwater, or on tracks. Just build your thing on dirt or stone, add a steering device, then off we go roaming about that we would have our own airships, our trams, boats, and etc in a more complex manner as it probably would lag the game the more complex we go with the vehicle builds.


    As a sidenote to Rising World's take on Movecraft we should have some 'fantasy' items for museum purposes to attach to the API side of things with big air balloons, and such. There's so much we can do that I'll stop it there.

    {Snippet from the ATS & ETS2 Thread I felt needed its own topic for a more 'Rising World' focused response.}



    Yeah, I just love it when developers go the extra mile to make content that seems 'random' to people with that 'passione project' vibe to it. Just having fun for the sake of having fun that we can all have fun on the side. I'm quite curious to recall or to even see the side things of how Red51 had fun with developing the game. What digital content did he make which seemed 'random', yet full of love for the game? Maybe it's still "too soon".


    It might be the dungeons, or what's in them with the torture device. Maybe it's the preview images for the updates, or something. Something that is 'random', yet shows Red51 is proud of his game. Please let this not be 'rambly' or 'confusing' or I will strangle whoever claims it is. :D

    - American Truck SImulator: [Musical Road]:
    http://blog.scssoft.com/2017/08/new-mexico-musical-road.html


    Sleeper lines are being added into American Truck Sim in a way they hum out specific melodies. This specific one, in New Mexico, hums out 'America The Beautiful' that I find it charming.


    - Euro Truck Simulator 2:


    http://blog.scssoft.com/2017/0…-2-open-beta-ver-128.html


    Euro Truck Simulator 2 is gaining Doubles, yet they're only available in Scandanavian nations right now. Only available if you have the DLC, and it's worthwhile having the DLCs.


    http://blog.scssoft.com/2017/08/unknown-video-footage.html


    Itally is also coming to ETS2 in the near future. I have to applaud SCS Software for having fun with the video because you know they genuinely love their titles.


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    - Side-note: (Important note) - 'Having Fun':


    It's these little things that the developers keep doing that I can view it in parallel with Rising World, and such. Every game is all the same in development processes, yet they all reach different stage and styles in the end. Easy comparisons when you see small and big updates that you see how content is inserted into games. How content is made, how it's hyped, then added into the game that it follows a process. Then there's the part about 'easereggs' (hidden & in the open) where you see small eastereggs that you know they love their game. Something small, yet it's still big enough for you to make notice of in a nice fun way. It's there for 'fun''. I love seeing SCS Software having fun with their game via the Italy teaser video, as well as adding musical roads. Even that roadblock in California. You know they love their game.


    If a developer has these sort of attachment to their game then you know the game is worthwhile because the developers are having fun. This is something you failed to see with EA games, Ubisoft games, and such because of how they're forced out. Whenever they managed to they'd sneak in something, yet those were rare. Indie games are different that they can do things more on a whim, and it's awesome. Japanese games though, those are a work of passion because they tend to dig deeper because they have 'gallery modes' for unlocks. You'll find a lot of eastereggs there. Even so, it's fun seeing game developers have fun with their own games by going off the beaten path.


    Out of curiousity, have we seen Red51 have fun with his own game? It must have been shown via the preview images where he just decorates things in a nice complex manner for us to enjoy. If we see Red51 having fun by giving us some 'random' feature then we know he's having fun with his own game. Just look at the 'musical road' portion to see how much fun SCS Software is having. It's their passion project that they love what they're doing.


    Once the 'Player Foundation' releases for Rising World we'll see how much of a passion project the game is for Red51. :D


    (If anybody claims I'm rambling i'll be upset with you. I tried making this a 'clean' post.)

    From the sounds of it that person may simply have stumbled across others & myself brainstorming if having Minecraft's Galacticraft would be possible for Rising World. There seems to be interest, yet seems to be a far off thing in Red51's book.


    We're not gaining any space related stuff as of yet...... Red51 may change his mind as priorities change.


    Who knows if Red51 shall also play around with the idea of making the map a globe shape, or the size of our earth 1:1 in world generation where we can go up into space, or something. Empyrion style, or similar. As Mino said, we're also going to have the ability to connect servers and maps to jump from one map to another.

    Yeah, that's true. It's because we're more aware and our senses tend to speed things up, and etc. There's times where passage of time tends to slow down when you're in danger that everything is slow motion for you, yet normal for everybody else. It's all in the body with chemicals.


    @Zork: Yeah, I have that appreciation for Red51 and every developer, yet my excitement probably off-sets that. I respect Red51 and every game developer, yet people simply call developers lazy through ignorance that we need classes for those people. Education needs to be a big thing, yet you always have kids trying to fit in with people in that 'tribal mentality' manner because of how biology works that you end up with what's on the Steam forums. People using meme's and being brainless.


    Also, I try to make my suggestions fit in with the game that I try to word things in short & long term. That 'cargo tram' I'm expecting when trains shall be introduced, not sooner. Anything I suggest I try to theme it to RW's style it has at that time. The Androids I mentioned, that's a future thing. Dragons? Future. NPCs to deal with stuff being something sooner, yet Red51 is struggling so I'm trying to be patient.


    Yeah, can't wait to see when & where Red51 shall start dividing up the ages to Medieval era & modern era. Maybe during the recipe changes, or maybe further ahead that we'll eventually be able to build Medieval furnitures and such. Actually be able to sit, sleep, and etc in them. See NPCs even doing the same. We'll get there when we do, and well aware of the fact that "It's ready when it's ready". Rising World seems to be the only game currently filling in void that nobody else really wants to.

    Times a tickin'


    I see we also have silly kids seeking attention on the Steam forums ruining everything they touch. Kids wanting AK-47's, rocket launchers, and such that it's making me facepalm. Rising World is fine as it is as a serious survival & building game. That colonial era canon used on pirate ships & forts is however nice.


    Saw a +3 games updated on steam, yet no Rising World. No banner..... Curious if it'll be a September release at that rate. I'm amazed it's even August with how fast time is flying.