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Starkkz
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I love the graphics, especially the water reflection. You said that the fire was scripted (I assume Lua scripted), is it efficient? And how does that mechanism work, with rendering hooks/callbacks to the Lua code?

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Seekay
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@user 0a: Probably, I mean, would be stupid if not. Also, hi. I'm following you around, even on SG.

So if it's made with Lua, I assume people will be able to fully customize the menu with all sorts of stuff, and even make their own from scratch, right? That's pretty neat.

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DC
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@user 0a: The options you're seeing there are just examples and not final. Especially the the video settings. I guess a FoV slider should be possible.

@user Starkkz Every sprite can be accessed with an ID like it's done with dynamic images in CS2D. Every fire particle is actually a sprite. Same for the GUI items which are made from several sprites. There are no callbacks at the moment but it would probably be a very good idea to allow users to add them. This way they wouldn't have to keep track of sprite ID lists themselves. I'll definitely add that.

Rendering is very fast. Having a lot of static images is absolutely no problem. Updating (like moving, changing color etc) however requires Lua code execution obviously (unless I add stuff like tweening which I might do later). So Lua scripted particles are not the best/most efficient idea but the little amount used for that fire is absolutely no problem. The "real" particle system which will be used for in-game 3D scenes will be Unity's built-in particle system of course.

@user Seekay: Yes, that's the idea behind it. Users have 100% freedom and can change/replace/remove the entire menu/GUI system.

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DC
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I was a bit confused until I realized that you are actually talking about the background here at unrealsoftware.de
I currently don't have plans to change it but I might change it later when I have nice Stranded III in-game screenshots which work well as background.

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Starkkz
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@user DC:
Are there going to be functions to toggle the in game mouse? I mean, the GUI is going to be Lua scripted so the game will need to know when to toggle the mouse to use the GUI gadgets, same for mouse clicks (the player could be using a weapon to attack or could be clicking a gadget).

Have you thought about adding a protocol to let the server open those GUI gadgets in the player screen? If you're not going to make this probably more than one person will do it, and if they made their own GUI, it could be incompatible with the server's protocol. So that's my suggestion, using the UDP layer you said it's going to have, to let the server open GUI stuff in the client screen (a socket protocol that can later be expanded by the users).

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DC
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I don't know what you mean with toggle mouse. You can of course switch between first person shooter mode (mouse will be kept in the center of the screen) and "GUI mode" where the mouse position will not be changed at all. In both modes you can simply use commands to get mouse input values like clicks, speed and scrolling. Getting the position makes only sense in GUI mode of course.

And yes, you will be able to send and receive your own UDP messages with Lua. I'm still not sure how far I will go with this and how free you will be.
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