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Realmkeeper

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Everything posted by Realmkeeper

  1. Well, to an ordinary person, it is, and it will. Indeed, I'd say without a firewall, you're asking for trouble if you're port forwarding. And, as a person with a lot of 'technologically literate' gaming friends, in my experience not many people use Hamachi besides teens (in the same 'parents won't let them use alternatives' boat as you), and those who don't know much different. Edit: On a more On Topic note, I just grabbed a 4 pack of Starbound to try out with some friends. I'm kinda wondering if I can somehow string together various networks, since the free version of Hamachi only lets you have 5 people in a network. Maybe I could just get everyone into a bunch of networks I host and it'll all string together. Maybe. Or, get a friend to host the server? If you've only got one computer on your local area network, or depending on your router, if your PC is assigned the lowest active IP address, then there's a possibility you can get things working without port forwarding, or with a few other workarounds.
  2. I was thinking the same thing. If you regularly use a garbage bag, and/or clean your rubbish bin, then the outside of the bag is probably cleaner than the inside of it. The bin then usually only gets messy when the bag has a hole in it.
  3. Well, to an ordinary person, it is, and it will. Indeed, I'd say without a firewall, you're asking for trouble if you're port forwarding. And, as a person with a lot of 'technologically literate' gaming friends, in my experience not many people use Hamachi besides teens (in the same 'parents won't let them use alternatives' boat as you), and those who don't know much different. Edit: On a more On Topic note, I just grabbed a 4 pack of Starbound to try out with some friends.
  4. Oh, never mind. I see you used Construct 2 to create it, so it kind of negates my questions. I thought you'd actually developed the game yourself from scratch (considering you'd called it a tech demo).
  5. I think you underestimate the sheer volume of changes that is likely to have happened to the underlying data structure of the map. Though I don't know for sure, even just something as 'minor' as re-implementing fire would have brought about the need to store additional information with the map such as if a tile is on fire or not. Besides, the map updates for PZ are, and almost always have been, slipped in there unannounced for players to stumble across themselves (the more minor ones at least, West Point had to be announced) - releasing a new version of the map every time some changes are added would ruin that whole 'let the players find the changes' vibe the developers seem to enjoy.
  6. Nice! I develop stuff with the HTML5 canvas and Javascript as well, but usually use webGL rather than DOM elements (then you can fully utilize the GPU and render in full 3D). Though I see you've grasped the basics, it's still very primitive looking and feeling in terms of making it 'gamey'. Not too bad for a very very early tech demo prototype though. Working in 2D with sprites is a good way to build your confidence up to working in full 3D. Just so you know, it's probably quite likely that the only restraints you'll have with the 3DS are memory-based limits - I develop for PC, and mobile devices (obviously for the browsers), and also for consoles (the XboxOne and PS4 both run nicely in full 3D at an acceptable framerate). Many of my tech demos have proven to run better on mobile devices than low-end laptops after a bit of memory optimisation. Which libraries, if any, are you using to assist with timing and the canvas rendering?
  7. What kind of volunteers are you looking for, exactly? All I see is a post about a game concept, without any mention of what is complete, what isn't, and what the volunteers are needed for assistance with.
  8. Right here in our very own forums! The devs themselves started a thread about the game a while back...
  9. Sir! Yes Sir! You got my vote. Best of luck
  10. What do I think? It looks flipping awesome! An imaginative twist on a fairly standard base concept. Well done
  11. How would you consider the 'metal plates' to be more useful in repairing an axe, than just duct tape alone? I could imagine using them as splints to hold the handle stiff in combination with the tape, but as far as the head is concerned I can't really imagine 'plates' being overly useful...
  12. Did you read the OP? The answer to your question is there...
  13. It annoys me greatly that the wrong 'peaking' is used throughout your OP. Looking through a window cautiously would be 'peeking' (having a peek through the window), as opposed to 'peaking' which would be reaching a high-point or the best point it could go to - so peaking a window would actually imply opening it (especially if it was those 'slide up' ones). Peaking a window is not really a phrase often used, however peeking through a window is a pretty common action.
  14. Are you suggesting making it easier to create tent kits?!? What blasphemy is this?
  15. Emphasis on the "should" there. Being a developer myself (Web systems by job, games by hobby), I will say right now that it is a very very slim possibility. If the developers do not intend the save files to be directly modified, or have the save data compressed in a unique (and/or optimised manner), then it's going to be damn near impossible to make changes outside the game to the save files without corrupting them. Just look at the troubles players had with saves between versions, think about the objects that were missing or modified between versions, and now think about making similar changes (well, this would be a heavily simplified analogy) but between completely different players! It's not just a simple case of 'change the active player and their inventory', it's much more likely to involve switching ownership, managing explored areas, keeping track of zombie migrations and the meta-game, and many other player-related aspects. Pretty much anything interacted with by the player will have some form of marker left upon it (think of things like foods going rotten, container inventories being populated, 'fog' and recently viewed areas, currently hostile/moving/active zombies) - and unless the 'player' has some form of similar identicate, then you're going to be corrupting things faster than a fork on a CD! (yeah, scratching forks on a CD) Personally, I'd say it's a long shot to implement multiplayer in this manner, and probably not one worth pursuing. There's several other methods I imagine are much more likely to work, and a lot less work to implement, though not as mods but by editing the base game files. I'm not going to mention them here, as I'm not entirely sure the Devs would appreciate those avenues explored, however if the methods become ideas or suggestions, I'll be most happy to jump on board and help bring them to fruition.
  16. Did it have some kind of reference to the fact that you used the wrong "your"? (hint, it should have been You're)
  17. The difference between here and the WIP forum, is exactly as the titles suggest - the WIP forum is for Indie Games that are still Work In Progress', but are still being developed further towards some goal (be it a release of the game, or a certain level of completion). most games being posted about outseide of the WIP forum are either already complete and/or released, or are just being discussed by the forum-goers. I think that you're probably not getting a lot of feedback because many of the gamers here are not so much puzzle players. That being said, I quite liked the sound of your game though the name(s) put me off bothering to read further - Sanga is not a very 'English' sounding word, and neither is it very descriptive of the game itself (to an english-speaking person). Also the term Qoob would most definitely not be pronounced 'Cube' in my local dialect, more likely something like 'Koob' - which again, doesn't describe much about the game or the board itself (since cube is a pretty long shot from koob) I recall playing a game very much like this when I was younger - but it had a 3D constructable board/grid that you played on (it was an actual board game, not a digital game). I can't remember the name of it, but if it was more apparent in your game's name or logo that this was the kind of game it was then I might be more likely to buy/play it when browsing games on my phone. As it stands, it doesn't sound overly compelling from the given description, but like I say - with a bit of clever marketing or more descriptive visuals, I'd be tempted to try it out.
  18. Gosh, Crazy ManMan, I honestly thought you'd vanished form the face of the earth! Anyway, a map of building interiors would be immensely helpful, if there were some way to then switch between floors, rather than only being able to view a single floor of multi-story buildings.
  19. Even more likely if you have one of those alarms that's hooked up to your phone line to alert whoever when it is activated. Then I am pretty sure they draw most of the required power from the phone line itself, which can/will remain active long after the power itself goes out. (I recall on the old forums there was a big long thread about the power from phone lines, and how long it takes for the lines company's residual power to run out.)
  20. I don't know how small the portion of battery-powered ones actually is. To be honest, where I live well over 95% of house alarms have a backup battery implemented when the alarm is installed (and probably a good one third of houses have an alarm). To the best of my knowledge (We have one, and earthquakes/powercuts have accentuated the annoyingness of the alarm still working when the power's out) the battery lasts at least a year if the alarm is not activated (so just for monitoring purposes), and around 4 hours of constant alarm once triggered. So taking those kinds of numbers into the game - I'd imagine house alarms remain armed for months after the power goes off, and could probably be activated half a dozen times before the backup battery was completely drained.
  21. Well, the most glaringly obvious would be 1) AI Pathfinding: Depending of course on the type of pathfinding used for the zombies (and probably a more complex equivalent for the upcoming NPCs), the navmesh would increase by rather a lot with every new 'level' up the map that you could expand. Considering it seems that player-made structures currently do not have an indoor/outdoors explicitly defined, it is highly unlikely that there's any form of optimisation or limitation on how far out from player-made stairs the pathfinding algorithm can search. Think of it as basically for every floor added, an entire new map (at least for that area/sector)is added to be potentially navigated, regardless if it is passable terrain or thin air. 2) Graphical limitations: With it already having been said in several Mondoids that the current render engine using sprites in an isometric perspective is incredibly performance intensive, and the layering/ordering of sprites is highly complex, I would extrapolate that to say that quite simply managing the layering and/or opacity of sprites for walls and other objects between the camera and the player would have a non-linear complexity. You really don't want to be trying to factor in all the walls and objects from a 10 story building while the player is walking along the far side of it. 3) Memory limitations: Considering a lot of players already struggle to play with the current memory allowances, do we really want to be adding a whole lot more (potentially another 25% of what is already used. Currently 4 floors, adding another) data that needs to be stored, managed, and loaded whenever a player ventures near the location of said extended map? Or an even worse case - if each level already exists as an empty floor on every sector of the map, waiting to be filled; Each additional possible level upwards (or downwards for cellars) would require the equivalent of an additional entire map! Those are the most obvious limitations, the severity of each all depend on how things are implemented in the game, and all of which can have possible optimisations made to reduce their effect on performance. There's also scores of other likely limitations, most of which would depend on how things currently work, and how future-proof the engine has been written looking forward to future updates.
  22. The few problems I see with this are, 1) Deer stands are usually vertical structures, with a minimalistic footprint. Basing a design off the DayZ deer stands would involve implementing ladders into the game (unless you want a sheet rope to climb up/down from your deer stand! ). 2) Often (correct me if I'm wrong here) constructing a half-decent deer stand is a task for two or more people. Erecting something like that could probably be done by a single person, but if you've then get zombies banging away at the base of it while you're up top - I don't think it would stay standing for too long. 3) Sticking with the semi-realism - Do they often use, or know of, deer stands in the Kentucky area? Similar to those camouflage duck shelter things (Sorry, I forget the proper name of them), I have a feeling deer stands are only used seasonally and in areas where they are a useful aid to hunting. 4) Lastly, I don't really see them adding a lot to the game. I mean, what specific use or advantage would they give that is not/can not already achieved in the game? An interesting thought, but with the lack of any substantial added functionality or strategy to the game, and the unlikelyhood of any weapon more powerful than a hunting rifle being commonplace within the game, it seems like it would be rather pointless. That's just my view though.
  23. For me it's just a quick fix until NPC's arrive. I think most of us are pretty doubtful if berry regrowth will be implemented any time before NPCs, so I don't think it will quite be the carryover fix you're hoping for. Also, on a side note, from a developer's perspective, I don't think berry regrowth is quite as simple to implement as you are hoping/making it out to be. Being a bit of a nerd when it comes to AI programming myself, in my opinion, it would probably be easier to implement the basic NPC farming than it would to repopulate the berries - depending of course on how easy it is to queue events into the timeline on a seasonal or set period.
  24. The developers are, yes. But this seems more like a post aimed towards the modding community itself, being in the Mod Ideas and Requests forum... The community could be working on all manner of technical mods while the Devs are busy sticking to their schedule.
  25. Funnily enough this is the exact reason I don't use a controller, and have stuck to a keyboard and mouse....
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