https://www.youtube.com/watch?v=jdxtZ-Yht-4
Another new video:
https://www.youtube.com/watch?v=BTKZ47JyIgo
That comment though :D
>It's quite similar to Terraria...but unplayable.
The German video is quite cool, they managed to get 12 people to join Gold Rush, not bad!
I was surprised the german dudes had 12 people ingame and almost no lag! :o
@Video: Yeah, the zoomed names really bug me as well. Apparently, this hasn't been fixed yet because the position should be zoomed, but not the text itself. This seems to be a problem and would need a small refactor which noone had the nerves to do yet.
glScale
). You'd have to "compensate" for it. Can we please agree that this is terrible design? :(
I think the problem is that if you start e.g. gold mine without knowing anything, you still can't just play the game out of the box. They just didn't know what to do. The main guy seems to have played something before (maybe the tutorial) and at least had a clue.
Even the raid mission is too hard for people who have not played the tutorials.
>and force people somehow to play them.
Or, you could force the people working on controls and carry-heavy to get it done already. *glance*
> Even the raid mission is too hard for people who have not played the tutorials.
Yes. The Raid mission is currently a bit frustrating if you get stuck for whatever reason because you have a relatively large landscape and don't know where to go next.
My plan was to put another mission before The Raid, which consists of just traveling to the village with some AI enemies, switches and doors, etc. But without going back and forth too much. So all obstacles are self-contained and small and if you die to an AI, you just respawn at the last flagpole.
>My plan was to put another mission before The Raid, which consists of just traveling to the village with some AI enemies, switches and doors, etc. But without going back and forth too much. So all obstacles are self-contained and small and if you die to an AI, you just respawn at the last flagpole.
Very much like that idea.
>(I will only start working on that again when at least the controls or the carry-heavy branch is merged into master)
For the controls-branch I suggest the following:
Get a bugfix release out asap (if necessary) and then just merge the branches.
I finished the remaining blockers of the controls branch in October before the semester started. The rest is basically scripting work, testing and obviously some fixes and lacking things I didn't think about yet.
However, it might be wise to first let all the motivated people finish the lights branch (or at least get it to a mergable state) to not split the ressources further [as I still won't have much time the next weeks] :)
>The rest is basically scripting work
Do you mean designing and creating the actual dialogs and GUI/HUD elements within the new system?
I DO have some engine things still open, though. Like a menu option for the size of the ingame menus: it seemed to me that on very huge screens the menus should be a lot smaller and centered.
Also, you still cannot zoom fonts; but I don't think I will implement that
> when at least the controls or the carry-heavy branch is merged into master
Concerning carry heavy, I don't really like it at the moment. In pretty much every youtube video I saw of beginners playing OpenClonk, the players were already mostly overwhelmed just by digging out materials and constructing a building. If core mechanics of the game become more difficult now, I fear we might lose even more potential players.
It's true that players will probably understand their folly once they sit in that cave and can't get the chunk of coal up to that foundry. But by then the landscape has been ruined and they'll just quit the game in frustration (not realizing they could easily build a foundry underground...)
But you do have a point in stating that transportation has always been an issue, adding elements helping with that matter.
Some possibilities: Balloon attachments to items making them fly up, attachment to ropes and pulling items out of a holes with some rope machine - possibilities like that would be welcome by me, it will also enhance retrieving lost vehicles.
Kind of funny I guess. Things that are obvious to clonkers are cryptic to players who have probably never tried a game like clonk.
>I've seen 2 LPs so far where the players couldn't build structures, because the ground was too uneven. It took them a considerable amount of time to realize you can actually use the shovel to create an even surface to build your stuff.
>Kind of funny I guess. Things that are obvious to clonkers are cryptic to players who have probably never tried a game like clonk.
Reminds me of my recommendation to just allow inclined buildings a while back. This 100%-quadratic building in an uneven landscape-type really has always felt unnatural to me.
>Kind of funny I guess. Things that are obvious to clonkers are cryptic to players who have probably never tried a game like clonk.
To get exactly this kind of feedback and these kinds of insights early on is one of the core principles of modern software development, by the way :)
Powered by mwForum 2.29.7 © 1999-2015 Markus Wichitill