Hello there, the PM feature is apart of the new registered user group. You have to make 3 posts to be able to send PM's. I will look into changing this as it is set to default right now.
Regarding city building, it is our wish to be able to give the players all the tools needed to make a player city come to life.
We wont be having a system where you can place each wall or door though you will have a selection of player houses to create.
All of the module sytems I am making will also be available for players to use to build their citys.
So for example the simple bridge module system we have, it consists of around 8 parts I think, which you can move and link together to make custom bridges. These are set just for my worldbuilders right now but will be made into player made constructions eventually.
Most of the module systems I have are set like this, so walls, fenses, bridges and piers etc. There will be many more eventually.
Thread: Basic questions
-
15th July 2011, 02:07 PM #11
Re: Basic questions

Twitter - @LeePerkins77
-
15th July 2011, 02:13 PM #12
Re: Basic questions
Sorry forgot to add that although players will not directly be able to change the terrain themselves, the world terrain could change by certain world events.

As the entire game and world is an ongoing story and driven by the events and actions of the people who dwell within it.
Twitter - @LeePerkins77
-
15th July 2011, 02:23 PM #13
Re: Basic questions
Ah I think I see what you are saying. Sounds good
Originally Posted by Lee Perkins
That's still a lot more customized than the majority of games out there. Maybe you could come up with some sort of premade rooms for buildings, and perhaps the wall placement wouldn't be customized, but the placement of the rooms next to each other would be. Meaning I could make a wide building, square building, or thin building just based off of placement of the individual rooms.
One room
[]
Thin building
[][]
[][]
[][]
[]
Wide building
[][][][][][][][][]
[][][][][][][][][]
[][]
This is my third post so I should be able to send PMs now."Mentally challenge yourself today, so you won't be mentally challenged tomorrow."
"The truth will set you free, but first it's going to piss you off."
-
15th July 2011, 02:30 PM #14
Re: Basic questions
Yeah we were thinking of a system like this but then thought it would be better if we had a module system.
Now houses will be able to be upgraded. So for example if you owned a shop you could add modules such as a forge.
This will be the same for houses, when you build one it will just be a shell. Then you could add static modules such as an oven, on top of that there will be decoration items like tables and chairs.
A larger upgrade would be an extension, so if you had house type A and wanted to extend it you could build extension type A1. So instead of a square house it will now add another room.
Some houses couldnt be extended, so for example if you had a small hut, you couldn't then upgrade it into a lodge. You would need to destroy it and build from scratch.
Twitter - @LeePerkins77
-
15th July 2011, 02:50 PM #15
Re: Basic questions
Dynamic events are extremely important.
Originally Posted by Lee Perkins
Sounds like a sandbox to me
Makes sense. You could take it even further (which I think you are already) and have the modules withing the buildings be upgraded. Such as forge +++ (whatever you want to call it) and it would create items quicker or with higher chance of success, or higher chance for higher quality, or it would require less resources to make the same item.
Originally Posted by Lee Perkins
The more variety and depth with upgrades the better IMO. Like the idea of NPCs as part of our world. Perhaps an NPC could "level up" or be "upgraded" by players. Of course, this wouldn't be free, perhaps it may require the player to "train" the NPC... but it gives the player the option of leveling up more things than just their character.
Possible upgrades for an NPC +gathering speed, +gathering qualtity, +combat skills (combat would make it harder for players to take down NPC while players are offline and cannot defend them (or just aren't nearby to defend them).
I'll be sending you a PM sometime today or tomorrow. Take care
"Mentally challenge yourself today, so you won't be mentally challenged tomorrow."
"The truth will set you free, but first it's going to piss you off."
-
15th July 2011, 05:42 PM #16
Re: Basic questions
You are welcome to email me at robsteele@forsakenstudios.com if you need to speak privately about something.
-
15th July 2011, 05:43 PM #17
Re: Basic questions
Oh, 1 small question, please say there will be capes :roll:
-
15th July 2011, 05:56 PM #18
Re: Basic questions
I can't say definitively that there will or won't be anything like that at this point. However, what I can say is that we intend and hope for there to be things like capes, realistic cloth movement, furs, etc.
-
17th July 2011, 01:41 AM #19
Re: Basic questions
Originally Posted by Yoube
Ahh here this post is. Now although this isn't a video about capes I was today spending some relaxing time playing with cloth within our engine.
http://www.youtube.com/watch?v=vQLcQul-21w
It only took 20 minutes to put together for a low mesh flag and a pole as it was just for testing. The reason I was messing with this is to see how it worked and if it was viable to have such things as heraldry and capes etc.
Please note that this was just a test i put together as I was relaxing at the PC (some of us have the weekends off to spend with our families), the scene you see was made weeks ago as a quick test scene so is not in game footage. Also note that although we do wish to have cloth within our the game, it all needs testing at a later date for any perfomance issues.
Anyway hope you enjoy, its only a quick movie.
Twitter - @LeePerkins77
-
17th July 2011, 01:48 AM #20
Re: Basic questions
very nice Lee! i hope we'll get capes and cloaks in game, i guess a lot of people would play the game just for them (and i know one of those people :lol: )
Similar Threads
-
A strategy for keeping a market for some basic crafted items
By Elias in forum EconomyReplies: 1Last Post: 26th August 2012, 12:37 AM -
Various Questions
By Vorcon in forum Questions & AnswersReplies: 14Last Post: 4th June 2012, 09:56 PM -
Any Questions from the Community?
By Kristy Green in forum News and AnnouncementsReplies: 53Last Post: 27th December 2011, 05:46 AM -
Combat Questions:
By stubs in forum Questions & AnswersReplies: 22Last Post: 7th November 2011, 03:35 PM



Reply With Quote






Bookmarks