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My Time at Portia enters Early Access on Jan 23rd 2018!

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Messages - morse

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1
I mean, there is no reason why we can't use it in creations, is there?

And how about the material balance? It was long promised during the alpha, and also seems to be forgotten. This total aluminum/diamond fest is kinda boring.

2
Gerdy is in her 40th. Maybe the character looks younger than her age.
You just shattered my world :) Well, I guess you can never trust a woman by her looks.

Oh, and by the way, apart from all my criticism, the game is quite decent. Not great (I don't use this word lightly), but decent.

3
The last time I launched the game it was 0.85ish, so I was just messing around, without any "serious" approach to the gameplay.

Now I started my first "official" playthrough, and now I'll pay attention to what I see and hear. And... Well, the very first thing I see and hear in game is Gerdy. She looks like she's in her early twenties, if not a teen, but she sounds like a woman in late 40s. It's not a big deal, but it shows how painful it is to pay attention to the details in this game. Plot shows clear marking of scissors in lots of places: some events are given in the wrong order, some are clearly missing. Some look like leftovers of abandoned plotlines, like the quests from David Aslanov, that are clearly missing a ton of background, or at the very least are given waaaay before their time.

In the end, it's everywhere - small details and inconsistencies that are constantly showing that you were too ambitious for this project. Well, you were the first to try the voxel-based RPG, so I guess nobody expected it to be perfect. I'm only sorry for Gerdy. Couldn't you find someone younger for her?

4
Planet Explorers General Discussion / Re:   as a name? (v1.0.7.1)
« on: March 19, 2017, 10:02:29 AM »
I see &nbps;

Also, why not?

5
Planet Explorers General Discussion / Re: VTOL Creation
« on: September 11, 2016, 08:29:08 PM »
I assume that the rotation is purely cosmetic. I VERY MUCH doubt that the physics engine takes into account blades rotation.

6
Planet Explorers General Discussion / Re: ISO Design Contest
« on: August 31, 2016, 12:46:47 PM »
Wooden version of the Omnicopter.

Steel doesn't work. :P

Why would you ever use anything but aluminium? It's easy to find, incredibly light, and has a per-volume durability higher than steel (which is strange, but whatever).

And on an unrelated note, my last entry: the small vehicle, the all-terrain buggy for you and your two passengers, the "Awesome Threesome" (name is subject to change). This is my best! It has so much character that I don't even want to call it a "template". Or even "it".

Just look at his face! :)

7
Planet Explorers General Discussion / Re: ISO Design Contest
« on: August 29, 2016, 09:04:46 PM »
Well, you hi-cap laser rifle seems to lag behind, so here is mine. :)

It's just the same design as the previous two, actually. Just replaced the parts and adjusted the materials a little to accommodate for the different part geometry.

BTW, it's strange to see that all the two-handed gripes has a slightly different relative hand position. I was expecting the handguard to be in the same relative position to the pistol grip, but it was always different. Did you really do the separate animation for every grip?

Anyway, here's the template. And also the proper version with the coloring and custom materials in place, in case it is acceptable to use them in small amounts.

8
Planet Explorers Bugs / Re: Creation Editor Extruding Bug
« on: August 26, 2016, 06:13:08 PM »
It changed to PgUp PgDn at some point.

9
Planet Explorers General Discussion / Re: ISO Design Contest
« on: August 26, 2016, 05:45:38 PM »
Well, whatever, no custom materials it is. Now it just looks stupid, but hey! Maybe someone will love it stupid!

These two templates are a set. You can count both as one :)

10
Planet Explorers General Discussion / Re: ISO Design Contest
« on: August 25, 2016, 10:22:48 PM »
These ISO's are templates to be used as a foundation for people to build upon. That means they should be easily understandable, and easily altered for people. The less confusion and easier it is for people to control, the better it will be.
So, just an easy template with no fancy stuff. That's actually not that much fun. I was hoping to show off my skills with advanced tricks :)
The material sticks with the ISO, but anyone loading up that ISO will not have access to that material.
Actually, they will. The only thing lost would be the name, the materials from the imported ISOs would be all called "New Material", but other than that they'll be perfectly usable.

At least, that's how it's worked for me.

11
Planet Explorers General Discussion / Re: ISO Design Contest
« on: August 25, 2016, 06:13:15 PM »
Please do not use customized materials or textures.
Why? Well, I can understand textures, but what's with the materials? The custom material is the only way to make some parts emit light.

12
Planet Explorers General Discussion / Re: ISO Design Contest
« on: August 25, 2016, 02:36:14 PM »
Could be fun.

But are you gonna improve the ISO editor any time soon? The instruments there are rudimentary. Copy-paste was talked about for years, and so was the pigment bug. The ability to import some pre-made 3d models would be ideal, of course.

13
The dungeons will start giving out player ISOs off the workshop as treasures/loot starting in the next build.
I'm afraid to ask, but what is the in-game explanation of a very special schematics being found in the dungeons of an alien planet? It's like aliens from alpha-centauri coming to our planet and finding a schematics for a flying saucer in London's subway.

14
The system is basically OK as a gameplay mechanic, but as part of the story it makes no sense. Wooden pickaxe making metal-to-stone cling every time you swing it at any surface is just wrong. Wooden pickaxe capable of digging solid rock is even more so. Also, gold pickaxe. But gold-whatever was already discussed, so let's not start again. And the whole idea of a guy, that carries around a magical matter replicator that can work on an atomic level, and still swings just ANY kind of pickaxe... Build a freaking 10-storey-high spider excavator if you don't have some fancy laser pew-pew drill.

So I would think that two thinks would make the resource system better. First - the low-tier instruments should allow only for near-surface dig. Second - introduce some resource refinery. One swing of the pickaxe and 5 cubes of the pure iron are in your pocket, nice. Ore? What ore? No such thing as ore. But then again, if I put out all the features I want to see in the resource collecting system the game will turn in some combination of space engineers and factorio.

15
Planet Explorers General Discussion / Re: Ranting time!
« on: March 17, 2016, 07:24:04 PM »
Well, the thing is, voxel games created now have examples to look at on what to do and not to do. We didn't really have that option.
Didn't you guys say that you practically rewrote everything in a0.9? :) Anyway, I do believe you, NPCs and AI behavior trees are no joke, especially in dynamically changing landscapes. But still, PE would be so much better without network desyncs :)

And while I'm in a network ranting territory, will you change the coop campaign to be different from single player? It's kinda breaks all immersion when there are three of us in co-op, but all the NPCs address us all at once like we are a single triune person. Dying Light did the same thing with it's co-op campaign, and we tried to play it, but when we understood that at some point all three of us would probably kiss this girl... at the same time... it felt so wrong :)

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