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Messages - noodle0117

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1
How many players will be able to play the game simultaneously? Will there be bots?

Testing out multiplayer at the moment. There will certainly be bots that fight back.

In the campaign/single player, do you plan on having the player have a way to upgrade their character over time?
Not in the way you're thinking of. It's a bit early to go into detail about a campaign but any "upgrades" you receive will be purely external. Better weapons, better choices between armor, possibly different engines and a few bonus add-ons (a personal mini attack drone perhaps), but in the end once you throw away your weapon and have your armor beaten off of you, you're not much different than what you started out with.

2
Speaking of satisfying, do you know what would be incredibly satisfying? Impalement and weapon-breakage!
Impalement kinda implemented but taken out for further polishing since it turned out to be incredibly frustrating to have a weapon stuck in you every time you accidentally run into one.

weapon breakage stuff
I'm considering a "softer" weapon breaking mechanic where rather than breaking and becoming completely unusable, weapons only have bits and pieces chip off, becoming "duller" and having less width+reach.

Is there a way to ditch weapons so you can pickup others?
Why yes, and there's more!

3
Bouncy objects sound fun and doable. I really want to add nunchucks but swinging a weapon in the game feels like swinging a weapon in real life with your arms completely rigid. It "works" but doesn't feel satisfying.

4
Terrain destruction only on very specific objects for now.

Time Dilation happens whenever someone takes happy damage. No plans on amplifying it via powerups yet.

edit: meant *heavy* damage but I like happy damage as it is.

5
As it is right now, only some parts of each weapon are actually solid(I see a ship going through a spear shaft in the first clip). Do you plan to fix that?
It's a feature, not a bug. To add on that, some visual tweaks have been made to the spear to better indicate what is solid and what is not.

What gameplay modes do you plan on having? Singleplayer and multiplayer to begin with, but beyond that, for multiplayer
Single player first, local co-op multiplayer second, online multiplayer possibly third if people show interest in the singleplayer game mode.

Will weapons do more damage at higher velocity?

Absolutely. Everything in the game can hurt you if you hit it (or it hits you) hard enough.

6
What plans do you have for weapon durability and ranged weapons? Deployable structures(walls, shields)?
I find it quite interesting that you and many other people I've shown this to have asked about weapon durability. I recall weapon durability being one of the more annoying aspects of some of the games I like to play (Dark Souls, Monster Hunter, Legend of Zelda Breath of the Wild) and I was originally planning to just have unbreakable weapons. Having second thoughts about this though. Possible that I'd make a prototype breakable weapon.

Ranged weapons in the making. Crossbows, blunderbusses, explosives and the like.

Nothing yet for deployable structures but they seem to have potential.
Needs more halberds and flails. Reminds me of hammerfight.

Hammerfight was a big inspiration. Flails unfortunately are somewhat cumbersome but still looking into their potential.


Don't have any spinning weapons yet. Would be another thing we'd like to try out.

7




http://i.imgur.com/Pd2ijJp.mp4 (gif/vid too large so not uploading directly)

Game still very much under development so open to ideas for weapons/levels/enemies.

8
That is over 4 years ago, so thread title should be corrected :P

Still technically +3 years so I'll leave it be :P

9
This'll be a fun new embark.

10
At a glance I see minecarts and bigger trees.
Any other major changes I should watch out for?

11
DF Dwarf Mode Discussion / Re: !!Feng Dwarfy!!
« on: December 08, 2014, 02:46:17 am »


Technically made this in a community game and it was quite a long time ago, but still posting this here for fun.

Oh and btw this is NOT supposed to be pleasant architecture.

12
This actually looks like it would work quite nicely (at least conceptually). Ty for the piece of code.

13
Lets just assume I'm using C++. As you said, bitshifting only divides values.

14
Sorry for unclear title (not really sure how to express this idea without examples).

For a personal programming project, I'm trying to find some kind of math function/formula that reduces larger numbers by a greater amount than it reduces smaller numbers.
eg.
function(small number) -> slightly smaller number
function(big number) -> small number
function(very big number) -> small number marginally larger than function(big number)

An example would be getting the square root of a number, but sqrt tends to be computationally slow.
Getting the logarithm of a number also works, but log is even slower computationally than sqrt.

Division doesn't quite reduce larger numbers as sharply as I want.

Does anyone know any functions that can achieve this goal while remaining relatively quick to compute?

15
Why is there a crushed can with a string sticking out of it stuck to the wall there?
It's the chalk holder.

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