Jump to content
Search In
  • More options...
Find results that contain...
Find results in...


  • Content Count

  • Joined

  • Last visited

Everything posted by Osegrim

  1. An application has been sent... ...the waiting has begun. Oh god I can't wait to play this Thursday! (Friday) Side note question: Do you guys use Discord or Teamspeak?
  2. The tree layout isn't final. As they say one video, I believe this one https://www.youtube.com/watch?v=og_DJoG08T4&ab_channel=markeedragon As you say, it wouldn't make sense. So it's not really the case, it's just all of them feed into the Mastery tree and you need a minimum amount invested in the whole tree before unlocking it, something like that.
  3. Who else here feels like the terms "resources" and "materials" are semantically and thus, confusingly swapped around? I don't know, English is not my first language. I know this is nitpicking by the way, I'll probably get used through it through usage within the context of the game.
  4. Thought about it, and it's actually technically quite feasible (and not requiring a lot of new unique models to be created), though the solution I have in my head might not be the prettiest or most optimal, just functional. It's just a matter of priorities, but seeing as how many (or how frequently) people are asking for it, I think it'll likely be in the game in some form or another, eventually. What I am wondering if corpses will explode like other resource nodes will do and if you will have pretty organs floating around on the ground.
  5. Awesome tech! Though the seams were very noticeable to me, personally (extremely picky), I really love the method used to achieve the parcel stitching. I wonder how you did it, actually (being a Unity dev myself). Did you just create a linearly interpolated blend of the heightmap information on the borders, before applying those heightmaps to the ground plane? And if so, are the heightmaps then applied in realtime, so one could possibly... edit them during play?
  6. The key thing is though, there will be SO MANY THINGS in the game that need to be crafted and all those will need disciplines, recipes and resources to function. So it would be extremely hard, if not impossible, to be both self sufficient and competitive. Because you would always be out competed by those specialists who just put more of their time and resources into getting all the stuff to make the best stuff or to kill the hardest. I don't think that'll make specialized crafters obsolete, especially if they'll make the system as complex as they promise.
  7. It's not entirely a thing of speed however, but more a thing of force or power and transition thereof. Belt and pulley can cause you to lose a lot of your efficiency and power output, when your input is already fairly low with a stream (or better yet: waterfall), you need to have as little moving parts as possible to reduce loss by friction (also wear and tear needs to be taken in account). Gears are often a lot better than belts and pulleys for that. And an up down sawmill like in my picture has gravity help a big deal in adding force to the sawing stroke. Belt and pulley works great for actual motors (steam/gasoline/electric) because they can afford to lose some of the force and instead have it go faster. Oh yeah, did I mention that water powered lumber mills used to be terribly slow? Especially compared to modern day lumber mills. And actually, how easy it is to repair also plays a huge role in its design. As rectangular saws are just easier to forge and sharpen and is also more efficient for really thick logs where you would otherwise need a huge circle saw. /carpentrygeeking
  8. On another note, since everyone seems to be talking about the animation/resource interaction, is anyone else bothered by the design of the lumber mill? As in, attaching a circular saw to a water mill is kind of a ridiculous notion that would not work at all. Just seems a bit silly to me, that's all. And the easy fix is that all you need to do is change the shape of the saw. Just a silly thing, would accept it eventually as many such technical errors often appear in games and you're kind of forced to get used to it...
  9. Oh no, no cat ladies. If they go cat, they must go all cat, not just cat ears. I see what you did there. God I loved that movie.
  10. Oh yeah good one. Good insectoid races are supremely rare. It's mostly because a lot of people don't like insects...but I don't care I love them. I'm all in for more monster races! I love variety and the way they're going about that to allow such variety, it's very exciting what the future might bring. I'm not sure we'll be getting more archetypes before launch. But it's a great way to keep the game fresh after launch. And something a bit weaker would add some nice variation, there's a lot of powerful stronk, archetypes already. Some more squishy ones like: -kobolds -crickets/ants/centipede(because, screw you animation team) -catfolk (household kind) -fairy/pixie/nymph/sprite -hobbits/pygmies/leprechauns/gnomes -goblin/gremlin -monkey All would add some different options to the mix.
  11. I've had some experience with Unity 4 and testing multiplayer functions (lag, metrics for balance) during open multiplay with other people over the net. With Unity 5 this only got better. It's kinda funny you can connect to the same servers the players are connected to with their executables, while you're still in Unity and you have access to all the things and can change variables on the fly, easily move around and spawn things. Really specific things like spells, weapons and such, things that require new code (because those aren't the kind of features an engine like Unity 3D natively has). Won't take that much more time than in other engines (apart from prototyping), it's mostly just the testing system (testing things and bugfixing usually is one of the biggest timesinks in development, sometimes I feel like all you're really doing during development is continually fixing problems). Though if they make tools/systems for themselves and good systems to create new items and spells in (if they're smart, they probably will), the development of them can be much quicker, this isn't tool dependent either though. (the easy asset workflow does help in this regard though) It's the really optimized physics engine, graphics engine, powerful exporting tools, new cloud building, analytics and report systems and since a lot of functions haven't fully developed yet that are going to make a lot of difference in the speed of the engine, it's also going to be fairly powerful to have lots of people running on the screen doing all sorts of things. Them using this engine REALLY means we'll be seeing fairly functional gameplay mechanics (in the beginning, mostly test cases) fairly quickly and relatively quick bug fixes in the coming future (not all the time though). It's going to be exciting to see them working in this tool I've been working in for almost 3 years now. I hope they'll show some more behind the scenes stuff in that regard in the future.
  12. Osegrim


    Hey nice usage of a stock image for a logo. Always good fun to see people using stock images or images from google to promote themselves with. It does look nice though, same for the website, the poster you made is fairly attractive. Wish you the best of luck! (and we'll see if you survive the launch of the game)
  13. Oh yeah she grows on you. Like an itchy fungal infection. (I'm sad that series is over) I wouldn't want to be in the Dev's shoes by the way, they've got some really tough decisions to make, and they will displease some people with those choices, no matter what. And they already accepted that fact. The telegraphs thing, these forums have been fairly vocal about though. So it shows they do listen, if our voices make sense at least. Which a lot of times, they don't. Tough job.
  14. Annoying kid from Barakamon hits the nail on the head. It's really just the same as before where they said you could turn off the telegraph textures. It's not a choice, or not a meaningful one. It's already been clear (to the devs as well) that telegraphs for all attacks isn't the way to go, why are people still discussing this?
  15. What about Forumfall? I heard you really like that game.
  • Create New...