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alt Re: Stranded III Dev. Blog - Comments

inc0001
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user DC hat geschrieben
Yes, Stranded III development has just started. Keep in mind that it took 3 years to develop Stranded II. It's far away from being finished.


You do know that you can always rely on the community here to help out! We are all here for you.

Shall I create a thread about who wants to help out DC?

alt Re: Stranded III Dev. Blog - Comments

DC
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I'm aware of this. Thank you. I'm currently working on the code and I don't want to involve others there for some very good reasons. So please don't create a thread. I can really do that myself when I want to do it

alt Re: Stranded III Dev. Blog - Comments

Jim Winter
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I love your work,I love stranded series,nice adventure mode (weed grandpa :D).The best thing-it is easily mod-able,like making scripts for units.I'm not so good on programming languages,but this game is so awesome that i can make a trade script for unit XD.

well,just thanks for making this game free and so awesome
make a donation link,cause this work deserves much'o'reward!

p.s.I did want to thank you,but didn't know how lol,i'm stupid

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harlekintiger
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Now I have to say something to the suggested stuff:

The clothing/holding: I have a very cool idea which allows realistic handling of the different bags! If you have them equiped, you have them visible on your caracter. And with visible I mean visible if you look down on yourself! Then you can click the "action" button while hovering over a holding device to open the specific menue for it (maybe you open it then and look inside the thing! You could press left mouse button to put the thing in your left and in it or the right one for the right hand! So that you don't have any menue or GUI and if you want to get something you have to find it in the bag (like in a "wimmelbook" (http://en.wikipedia.org/wiki/Wimmelbilderbuch) and press the button assigned to the hand you want the item in... this would make the quickbar even better because you don't just klick 0-9 but you have to look on the tool! --- but thats just an additional idea, the important part is the "look at the bag to open it"-thing!
Also it would be awesome if you can't dodge as good as normaly if you have more bags! (For example with a chest-bag you can't crawl anymore... (because we talk about "crawl" and "dodge" right now I wanted to mention that it would neat to have more then the normal 3 body-positions!)

I also want to say something about the different bags and the caracter slots for them: Wouldn't it be grate to have the possibility for: one "Rucksack"; 2 "chest-bags" (those you put one strap over one shoulder and the other side on your (tool-)belt - you could have 2 of them even if you have a rucksack!) ; one "chest-bag" (this time I meant a thing like a rucksack but for the chest, obviously you can't have both kinds of chest-bags at the same time! But I think you can have this type while you have a rucksack too!) ; some "pant bags" ; some "shirt bags" (my idea was that you cant open them with the second kind of chest bag (because that would be over the shirt-bag) but you can open it if you are just wearing the first type of chest-bags on your chest) ; some "belt-bags" (you can put them on your belt, but then you loose quickbar slots)

The next thing I would change is to make all these bags relatively expensive! But also add holding-bags which you can also use to store stuff but you have to use one hand-slot to carry them around! Those would be a cheep alternative!

The NCPs:
What about realistic trading ncps on the island? (It's so unrealistic to have a homeless pirate which sells me stuff!) Or better: If you discovered a ship (or a boat) you can get to a island at the horizon on which some trading-natives live?! Maybe even other survivers (another kind of "Multiplayer"! Yay!)!
You also could have a better native-clans systhem where there are multiple clans and you can choose one and trade with them while you and them are having a war between them (or they have a trade agreement...).

Sorry that it was soooo much! I already cutted some ideas out and just wrote the improvement ideas!

Love your game!
~harlekintiger

alt Re: Stranded III Dev. Blog - Comments

Jawohl
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Dc, i dont wish to be rude, but iv always disliked the quality of your SII characters... even if the grapic remain mostly the same... couldyou possibily get some cheap to free character models off the asset store or elsewhere?

EDIT: ever played Titan quest? Maybe you have certain items taking shaoe apposed to total size, so that way you need to shape your items in your inventory trying to make as much room as possible.

PS: the first suggestion is relevent because of character equipment and the such... the second one is more interesting for now.

EDIT AGAIN: the previous guy has an awesome idea
2× editiert, zuletzt 18.07.13 00:02:47

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ohaz
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user Jawohl hat geschrieben
Dc, i dont wish to be rude, but iv always disliked the quality of your SII characters... even if the grapic remain mostly the same... couldyou possibily get some cheap to free character models off the asset store or elsewhere?
Well, then you are one guy against a a lot more. Many of us have just loved the simplicity and the style of the s2 characters. It just fits to the game

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Apache uwu
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Not to mention a lot of us here do not have high performing PCs. (CS2D...) Personally I love the design and feel of S2 -- currently waiting on SIII, it's gonna be awesome.

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inc0001
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What is the user is able to change the models so that the slow PCs use SII like models and better computers can use the high poly models? Both sides are happy!

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Jawohl
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Im just saying the models need to look more "human" will make multiplayer better... and make animals more. Realistic... btw couldyou add Chickens to S3 i love chickens... iv got 4 in my back yard and iv had a few dozen others in my life... add'em!

EDIT: im an amateur 3d modeler... i maybe able to make a few houses, and vehicles... I use sketchup 3d, if you need model help... id love to volenteer, when your ready for it... would i just turn in examples and see if you could use it or whatever?
1× editiert, zuletzt 19.07.13 23:42:45

alt Re: Stranded III Dev. Blog - Comments

harlekintiger
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user Jawohl hat geschrieben
EDIT AGAIN: the previous guy has an awesome idea


Thanks dude! I'd like to know your oppinion: what was the best idea of mine? If I'm not the only one who like an idea it's more likely that he'll put it into the game...

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Hurri04
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sorry, @user harlekintiger but I dont think your rucksack ideas will happen like this.

not only would it be a lot of work to implement such a bag-searching system and create the 3d models for it, but it also stands against pretty much every guideline for good usability. an interface should be as plain as possible but still carry all the needed information.

when the player has to search for each item in his bag then this might be a very strong point in keeping the interface minimalistic (as in that there wont be any at all) but at the same time the bag will become the new semi-interface and the accessibility-aspect of it pretty much goes out the window.

additionally there is the fact that different items can have different sizes, turning the inside of the bag into a single clusterfuck while moving items around would probably handle like Surgeon Simulator: like arse

the old system which shows the items in a grid simply has proven itself in hundreds of games until this day.


and even though I partly agree with you on the different rucksack types - since I use to go shopping for groceries with a backpack like this AND a shoulderpack like this - this surely isnt one of the most important matters at this stage of development.
of course it would increase the level of reality when allowing to wear these 2 kinds of bags at once but I have to say that when I have those bags full with groceries, I for sure cant run very fast/for long anymore. this might be already covered with the current sprint-exhaust-system which user DC proposed but still, as DC also said, there will be other possibilities to add more bags.

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Hurri04
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I guess this could work in a way that upon tilting the camera downwards the quick-access-bar blends in from below which might be a nice feature with a touch to realism in a way that you see your toolbelt when looking down.

of course testing would have to show, as with most gameplay elements, whether something like this fits or just gets in the way e.g. when crouching while trying to hide from dangerous animals etc. so it feels disconnected in terms that controlling and accessibility do not match, thus the player failing in meeting his intentions because it might be possible that he wants to access his toolbelt in a situation in which he crouches or he does not.

also the toolbelt would have to show up when opening the rucksack anyway because that's where you assign stuff to the toolbelt.

accessing the rucksack would then have to be bound to looking over your shoulder because you carry your rucksack on your back and not on your front but I think if the inventory screen opened every time you tried to look around yourself to see some of the environment then soon players would start throwing their monitors through their rooms.


having said that, looking down to blend in the toolbelt might or might not work but I'd still prefer having to press a button to open the inventory instead of buying new computer hardware again

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harlekintiger
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If you look over your shoulder the rucksack will get highlighted (or something like that) and you have to press "E" to confirm that you want to open the thing...
Maybe he could add a option to toggle it in the "gameplay" tab of the option menue...

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Angelin01
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May I say that those ideas are kinda... hard to implement? It could get in the way very easily and aren't practical. I do like the idea of being able to see yourself, your body, I love games that do that, but this whole bag thing? How hard should it be to open your damned inventory? Something like an animation when you press the key to open the inventory, like the guy looking inside a backpack, searching his pockets or something like that would already be cool enough for me. I don't understand a lot about programming, but I am sure that if making those things was so easy and they would work properly every time, every single game out there would do it just for the immersion. Sorry to disappoint you, but I'm pretty sure things like those have a very low chance of happening.

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DC
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@user harlekintiger: I have to agree with user Hurri04 and user Angelin01.

The main problem is that the items in Stranded III are very important. You will have many of them and you will have to access them very often. Eating, combining stuff, etc.

The conclusion is: Accessing the items must be very fast otherwise it will get annoying soon. Even a simple quick animation where someone opens a bag would get annoying after a very short while - even if it takes just a second or two.

So in Stranded III the inventory will use the classic approach. You hit a key and you see everything instantly. All bags with all their contents. It's simply the most convenient solution and most people already know this kind of inventories.

Of course this is totally unrealistic but I'm always going for the "fun is more important than realism"-approach. And everyone knows that this is the right approach. Otherwise we wouldn't play any games

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Angelin01
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Glad I got to confirm what I thought straight from user DC.

Anyway, if you ever need some inspiration for the game, consider looking at this free 2d survival game called "Unreal World RPG". Obviously it does things a lot diffrently than SIII will, but you can try to implement some of the mechanics that you find there if you ever need ideas.

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Jawohl
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user Hurri04 hat geschrieben
I guess this could work in a way that upon tilting the camera downwards the quick-access-bar blends in from below which might be a nice feature with a touch to realism in a way that you see your toolbelt when looking down.

of course testing would have to show, as with most gameplay elements, whether something like this fits or just gets in the way e.g. when crouching while trying to hide from dangerous animals etc. so it feels disconnected in terms that controlling and accessibility do not match, thus the player failing in meeting his intentions because it might be possible that he wants to access his toolbelt in a situation in which he crouches or he does not.

also the toolbelt would have to show up when opening the rucksack anyway because that's where you assign stuff to the toolbelt.

accessing the rucksack would then have to be bound to looking over your shoulder because you carry your rucksack on your back and not on your front but I think if the inventory screen opened every time you tried to look around yourself to see some of the environment then soon players would start throwing their monitors through their rooms.


having said that, looking down to blend in the toolbelt might or might not work but I'd still prefer having to press a button to open the inventory instead of buying new computer hardware again


Yeah the inv botton should stay i guess. if the inventory works MOSTLY like M&b as in you can only have 4 weapons, or shields, ammo at once (so then you cant just keep making thousands of ammo) and you cant re-equip during combat.. just those four slots... also have a health bar drain extremely fast during combat like M&B
but with an option mode with a bunch of difficult options such as enemy health (including animals), character health, allies health (including neutral NPC's)
carry weight limit, and so on...

EDIT: i disagree with the animation part, seeing your body like M&B, then pressing E on the bag then instant inventory mode would've been far better.
2× editiert, zuletzt 29.07.13 15:36:36
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