Forum
Projects Stranded III Dev. Blog - CommentsInstead of opening a menu (that pulls you out of the realism) you look to the stars and then there you can choose your perks for each of your skills.
For example....
Wood-Cutting:
Perks"
Perfect Aim
Razor Edge
Double-Splitter
Survival:
Perks"
Fire-making Rank 1
Map writer
Finding North
Hunting:
Perks"
Spear Rank 1
Knife Rank 1
Bow & Arrow Rank 1
meh.. just as an example.
Also i think the game should be in stages:
Stone Age (Surviving)
Feudal Age (Boats and colones)
Industrial Age (Basic steam machines...)
And the game progresses like that..
Until you have your own working 18th century island.
And there should be lots of AI bots..
Like pirates on boats..
And colonists and native.
And things like that.
And you can survive until a ship takes you to another island... where your not as stranded...
But maybe all of the people are trap in this archipelago because of the winds and currents.
So it becomes a cut of society in the 18th centuary.
So therefor it's still Stranded 3...
Well that's just my thougs...
It would extend the game if there was more to reach than just building an island resort (boring)
But ambushing a British colonial (with your native tribe that you gain its trust in ship) as it stops to refill of supllies. Then you capture it and sail to a better island etc etc etc...
I also hope there will be some perk/skill for S3, but we dunno DC would add it. Hopefully we can scripting Lua and add them by ourselves.
If there is anything i can do to help would be very happy to, otherwise keep up the good work and i cant wait for the next update!
I donated a little something to say thanks, buy yourself a couple of drinks on me.
Seems you're doing difficult part of work now.
one thing that comes to my mind at several points though, is that you might want to keep the whole inferface elements as minimalistic as possible.
I am pointing at Mc Leaf's titanium mod which was a little overloaded with always-on interface elements.
and since the game is about being stranded and trying to survive in nature maybe having mission-highlights, enemy-lock-ons and lots of bars and numbers like you'd expect in a futuristic space-shooter isnt the best idea...
I'm thinking a bit of the options in L4D2 where you can e.g. play in realism mode and then only have an absolutely minimalistic overlay. so maybe at least make it so that certain features can be activated/deactivated in the options menu or something...
for the inventory itself I'd suggest to put it centered instead of this sidebar and have the character-clothing menu in a seperate window which is then also centered.
or it might be cool if the player was able to resize and reposition these windows himself (while he is actually playing, not with some sort of setup-mode).
currently it looks a lot like this (picture taken from game "Path of Exile"), only with the sidebars switched:
I think for a game like Stranded this would be more fitting (picture taken from game "Risen"):
the capacity system sounds good and I think craftable bags might also work nice in combination with this, as long as you cant craft an unlimited number or the crafting requires very specific ingredients like e.g. in far cry 3 (why the hell would you exactly need a leopard hide for a holster or something when you could as well use deer hide or anything else you have at hand?!).
also, maybe additional bags should have a bit of weight themselves so the player will have to make a small trade-off for using them.
in combination with a skill system that's mostly similar to the one in S2 the player could then do some activities which will increase his strength with the result that the weight will be less of a problem over time. of course, if the player then only lays back and relaxes this skill should decrease again so he will have to train his muscles again.
apart from that, sadly I dont see too much new stuff as I think we already discussed many of these "new" things previously...
DC has written
Special clothing might provide additional capacity. Like trousers with pockets.
DayZ Standalone? But carts to transport more stuff would be awesome
But it shouldn't be a big thing to make those windows freely position-able as well.
I'm indeed planning a minimalist interface and I totally agree with you in that point. There will definitely be a mode where you see nothing on the screen at all unless you open menus. This might even be the default mode. I also thinking about the possibility of different difficulty levels with additional or less interface elements.
For the bags: I already planned a way to limit those but I didn't mention it. You have to equip them on your char (not the quickbar or inventory but actual char slots). The planned slots are:
- head (hats)
- face
- left shoulder
- right shoulder
- upper body (shirt)
- belt
- lower body (trousers)
- feet (shoes)
- hands (gloves)
Where equipment items may occupy one or multiple slots at the same time.
Good slots for bags could be:
- left/right shoulder: satchel / shoulder bag
- shoulders (both at the same time): backpack
- upper body: shirts with pockets
- belt: special belts with additional bags attached
- lower body: trousers with pockets
- head: crazy hats with basket attached
etc.
I could even go further and make certain items provide additional slots. For example something like a tool belt which unlocks additional belt slots for little bags. I'm still evaluating this possibility.
@ DannyDeth: I considered that as well, but I dislike the look of vector graphics for icons. I may still use the actual 3D models for icons instead of images or make the icons in a bigger size so they can be upscaled/downscaled a bit without quality loss.
@ VADemon: This is in many games already. DayZ definitely didn't invent this (I also didn't know that DayZ has something like that but I'm sure that DayZ has many similar things as it is some kind of survival game as well). There surely will be additional ways to move stuff again. You had the transport monkey in SII and sailing rafts so there must be something similar or better in SIII as well
In short:
Player without belt - Can carry only one or two weapons/items on quickslot
If equipped a belt (different for more weapons/items) - Player can carry more weapons/tools on quickslot.
This is only my suggestion and.. I know this isn't idea thread.
Q: Will you be able to add some additional menus using Lua?
Can you show us the code? So we can have an idea on how it will be scripted.
DC has written
okay, yes, I can see the reasoning behind this.@ Hurri04: It's better to have the windows on the side than having them in the middle. I already explained the reason indirectly in the dev blog: You see what's happening even while having the windows opened.
DC has written
that's cool. does it also include resizing, like I suggested?But it shouldn't be a big thing to make those windows freely position-able as well.
DC has written
does this also include not showing the bars for health, hunger, thirst and tiredness? on the one hand they are artificial elements of course as they clearly do not belong into the natural view one would see and as such they might distract from emerging into the game. on the other hand though, the player needs to have some way of checking the values on these bars and while he could do this in a menu, having to open that menu every few minutes might distract even more...I'm indeed planning a minimalist interface and I totally agree with you in that point. There will definitely be a mode where you see nothing on the screen at all unless you open menus. This might even be the default mode.
DC has written
I'm not sure whether this should be hard-locked into difficulty levels. or maybe then at least on the levels where the interface elements are shown it should be optional for the player to turn them off separately.I also thinking about the possibility of different difficulty levels with additional or less interface elements.
DC has written
so I guess hands/gloves will be one slot as this clothing menu is different from when it actually comes to what the player is currently holding in his hands, which might be where the rucksack slots are and/or on the hotbar (like the Risen screenshot I posted)? because the slots for what he is holding in his hands could be occupied e.g. by either 1-handed weapons/tools like hammer and chisel or 2-handed weapons/tools like a large axe while some other tools might require to have one hand free like a saw, so you can hold the tree trunk or whatever.For the bags: I already planned a way to limit those but I didn't mention it. You have to equip them on your char (not the quickbar or inventory but actual char slots). The planned slots are:
- head (hats)
- face
- left shoulder
- right shoulder
- upper body (shirt)
- belt
- lower body (trousers)
- feet (shoes)
- hands (gloves)
Where equipment items may occupy one or multiple slots at the same time.
- head (hats)
- face
- left shoulder
- right shoulder
- upper body (shirt)
- belt
- lower body (trousers)
- feet (shoes)
- hands (gloves)
Where equipment items may occupy one or multiple slots at the same time.
also, will there be slots for rings and amulets? now I know this isnt some fantasy-rpg but some flower chain around the player's neck might still be nice
(however, this would probably require 3rd-person models so the player can actually see this...)
and while we're at it, you might as well add an option somewhere in the main screen options menu to switch main- and off-hand for left-handed people
DC has written
wait, would the player then be able to wear e.g. a backpack AND 1 or 2 shoulder bags?Good slots for bags could be:
- left/right shoulder: satchel / shoulder bag
- shoulders (both at the same time): backpack
- upper body: shirts with pockets
- belt: special belts with additional bags attached
- lower body: trousers with pockets
- head: crazy hats with basket attached
etc.
I could even go further and make certain items provide additional slots. For example something like a tool belt which unlocks additional belt slots for little bags. I'm still evaluating this possibility.
- left/right shoulder: satchel / shoulder bag
- shoulders (both at the same time): backpack
- upper body: shirts with pockets
- belt: special belts with additional bags attached
- lower body: trousers with pockets
- head: crazy hats with basket attached
etc.
I could even go further and make certain items provide additional slots. For example something like a tool belt which unlocks additional belt slots for little bags. I'm still evaluating this possibility.
because although it would probably be possible technically speaking (even though it might slow the player down a lot if they are really full) from what I understand this wouldnt be possible because of the slots, or would it?
and the main rucksack, bags and pockets would be upgradeable to have a larger capacity, right? or at some point you'd have to make a completely new rucksack/bag/pocket if the old one cant be upgraded any further...
also, it came to my mind that it would be really cool to have separate rucksacks/bags/pockets open with each their own window, like in WoW:
now I've never played WoW but this looks pretty neat. I'm aware that the player most likely wont get together this many bags but that's not necessarily a bad thing as it helps keeping the interface clean. I think you get the idea
I'd just suggest to add a field below the title (where the type is written, e.g. "wool bag", "leather rucksack" etc.) where the player can write and edit some text to help him keep his stuff sorted (e.g. he could write "building materials" if he stores branches and leaves in a bag or something...).
in addition to this of course each bag should have it's own capacity, not all bags adding up into one capacity.
DC has written
having the actual 3d model where the icons would be actually sounds great: no more work with tedious pixel-fine-tuning after modelling a new object and no problem swith scaling. although I doubt that this would be much of a problem anyway with the icons since they mostly will stay the same size, right? from that point of view, vector-graphics might have been a bit over-kill anyways.@user DannyDeth: I considered that as well, but I dislike the look of vector graphics for icons. I may still use the actual 3D models for icons instead of images or make the icons in a bigger size so they can be upscaled/downscaled a bit without quality loss.
also, if the models would slowly rotate, it could give a better inpression of what the item actually is - I have seen some really bad icons made from screenshots or even painted in MS paint in some mods...
DC has written
actually earlier I used to think that limiting the quickslot amount at the start was a bad thing but now that I think about it it doesnt seem as bad to me anymore.I thought exactly the same when I used the word tool belt. It's probably the first thing everyone thinks when hearing that because the quick access bar is basically something like a tool belt as well. But I don't plan to limit the quickslot amount.
the player would start with slot 1 and 2 (left and right hand) and by just grabbing a vine and using it to hold his pants up, he'd unlock maybe 3 more slots. after a while he could then proceed to making better belts which then maybe unlock 1 or 2 more slots each until everything from 1 to 0 is used.
at the start the player wont even have enough tools to make use of a fully unlocked quickslot bar.
however, it may depend a little on how accessible the rucksack menu is, as in how long it taked to switch out a tool from the rucksack onto the bar.
a nice feature for the realism would be to have the player become less flexible/acrobatic/fit for fast bodily tasks such as running, dodging, sliding, crawling etc. if he actually puts stuff onto the quickbar, as having 10 different tools dangling at your hip just wont allow to that so easily.
edited 3×, last 04.07.13 03:01:24 am