Carver413 {l Wrote}:I would try out this new version if someone would tell me how to remove the old version. I'm using linux and still quite a bit of a noob when it come's to linux.
ad_user {l Wrote}:1. You can try to add a bit of horror and mystics in gameplay.
Exactly "a bit", no more. Dragon near portal as example for this. When he suddenly stepped from the darkness, he made me jump back from monitor.
ad_user {l Wrote}:2. Usefull hotkeys (and it's rebind (in distant future) not only in config).
For example, most usefull will be combination to swap last used items in hand. (mattock <> weapon)
ad_user {l Wrote}:3. Game console. (if it's possible at all)
For easier debug and development.
ad_user {l Wrote}:4. Priority for gameplay, not graphics.
ad_user {l Wrote}:1. I propose to change camera behaviour from fixed-behind and give control of camera to player.
Why: i see strange camera behaviour, when climbing or when walking near walls, trees, etc. It looks like rapid zoom in/out, falling and watching through the floor/wall.
As i see it: camera controlled by mouse and moves around the player inside some invisible sphere with center on player. Distance to player (zoom in/out) controlled by mouse wheel or +/- on keyboard. Player movements: W/S - forward/backward and A/D - for left/right turns. Optionally - use A/D for strafe, but it's not first person shooter.
Cursor to interact with objects stays the same as now, but behaviour of model needs to be changed to sequent turn-and-then-interact, instead existing time-continuous-turn behaviour.
ad_user {l Wrote}:Geological system: more realistic. (Not so complicated as in Dwarf fortress, but still)
For example, "Granite" -> "iron ingot" transormation impossible in real world. It requires tons of work, but, if you consider it intresting, i can work on this.
I propose the following classes of rocks (as example - for dungeon theme):
* granite (mainly as simple build blocks)
* flint
* hematite (ex ferrostone)
* coal
* adamantium - (let it be, it's fantasy, finally)
also maybe:
* clay (mainly, as building blocks near "surface")
* pyrite (in addition to hematite)
All classes of rocks can be used in crafting. Of course, other themes can be expanded accordingly.
How this may works (with items from other themes):
- flint -> arrowhead
- flint + log -> arrow
- flint + log (x 2) -> spear
- granite + log -> stone club/hammer/axe
- hematite + coal -> iron ingot
- clay + coal -> pottle/grenade cover
- glass ingot + coal -> pottle/grenade cover
- pyrite + coal -> sulfur powder + iron ingot (fuzzy process)
- grenade cover + sulfur powder + coal -> grenade (+flint or some spell to explode it)
(in various proportions gives smoke/tear/flash grenade)
- grenade cover + crimson ore + coal -> explosive grenade
- coal + iron ingot -> (steel) weapon, armor, etc
- (many) coal + crimson ore + adamantium -> extra strong weapon, armor, etc
(as it considers almost indestructible in solid-state)
... and so on.
So it gives us the following row of materials (by durability): (stone < flint < [iron < steel] < ... < adamantium)
ad_user {l Wrote}:* Also, note about following: Current situation makes us replay all game from start.
So, without map regeneration, we have the following:
1st time: All normal, many monsters, npc's, loot, trees, ...
2nd and later times: we lose all items, we had collected earlier and got the same map, as in first time, but except, that all items already were collected, usefull ore/rocks were excavated, trees were cut down, and map full of monsters. (surprise!)
I see two ways how to avoid this: either save all items we have collected first time, or global map should be regenerated, if main character was changed.
In first way - items should stay in place of death previous character. (or maybe - divided between NPC's near this place).
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