PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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You know, it's funny that you said that. I remember years ago when Madmole was pushing RG and asked me why I still liked the Navezgame map.
I told him how I felt.

While he never responded to my post, I guess that it left an impact. I am glad it did. I love that map. :)
If that is the reason, I owe you a big thank you. RWG is for when you know Navezgane by heart, but there are some things that just can't be done reasonably well on a random map.

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MM already told us flat out that they're looking at a Gaia like approach to Rwg,
Could you explain "Gaia like approach"? Me a little ignorant there.

 
Or possibly a note with co-ordinates that you could find in a poi closely associated to mining, like those pits that have an entrance at the bottom to a small cave (you normally find mushrooms and nitrate in them) i dunno just trying to think of something that may make life a little simpler.
Well that's one way...

What about being able to loot a scanner, to scan, say, 10 blocks down for different metals?

You can now spawn a prefab in places where a specific ore deposit touches the surface.
I think you can do this now...

At least with Alloc + Coppis installed :)

 

And flatness of terrain for example is really up to taste. Flat means easier minibiking but creates boring scenery.


All the other items on your list (apart from elevation bugs) depend in small or large parts on taste.
That is also taste ^^ flatland in RWG right now means more POI's. More POI's means more stuff in the world that's usable or open to discovery.

I understand that they can't pump in hour after hour on the RWG mixer trying to perfectionize it. But right now we're not hearing anything, like 0 minutes, 0 sentences. The only thing we heared was about the preloaded world. I don't know about you, but my last few playthroughs have been through hill area and mountains, which were 99% empty.

And I personally "hate" Navezgane, because after the first try you know where everything is. It's simply a tutorial / test map (in my opinion) nothing more.

http://www.procedural-worlds.com/gaia/
He mentioned it in a video if I recall. No clue if they're doing it, or something like it, or even not at all, but the point is that they're still looking into Rwg...

And besides, no way kinyajuu would forget his baby. =)
It wouldn't hurt to show that they care though. Through text or video minutes. Cause right now we got nuffin.

 
Since we are discussing terrain flatness, I'd like to bring to your attention another important aspect of RWG: terrain smoothness.

I think that the terrain right now is way too smooth. Sadly there are no cliffs, no cracks, no fissures, no crevasses, no sharp mountain peaks, no caves, no ravines...

 
Since we are discussing terrain flatness, I'd like to bring to your attention another important aspect of RWG: terrain smoothness.
I think that the terrain right now is way too smooth. Sadly there are no cliffs, no cracks, no fissures, no crevasses, no sharp mountain peaks, no caves, no ravines...
I do miss the caves, far too few in my rwg. only found 3

 
Since we are discussing terrain flatness, I'd like to bring to your attention another important aspect of RWG: terrain smoothness.
I think that the terrain right now is way too smooth. Sadly there are no cliffs, no cracks, no fissures, no crevasses, no sharp mountain peaks, no caves, no ravines...
Full ack. I love to jump from cliffs with my minibike. This probably collides with easy POI placement so I can understand that that might have been dailed back, but I miss it greatly.

■■■■ you Batman for getting your wish. I'll have to scorch half of my face and throw a coin now to determine if I'll let you live after this affront :bi_polo:

 
Full ack. I love to jump from cliffs with my minibike. This probably collides with easy POI placement so I can understand that that might have been dailed back, but I miss it greatly. ■■■■ you Batman for getting your wish. I'll have to scorch half of my face and throw a coin now to determine if I'll let you live after this affront :bi_polo:
Where is my wish fullfilled ?

Don't burn your face, cause you'll have to face hue hue hue hue the consequences.

 
I'll have to scorch half of my face and throw a coin now to determine if I'll let you live after this affront :bi_polo:
not exactly the best way to turn into a batman villian, but i support the dedication!

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Where is my wish fullfilled ?
think hes talking about how they took out most of those massive peaks & cliffs, its still hilly and mountainy (its a word now).

 
I guess I'm a little confused by this discussion about RWG. As y'all have made clear, much of it depends on taste. That aside, wanting more POIs is reasonable, but I have not had a shortage in my games (or at least, what was there met my taste). My last map had three huge cities within distant sight of each other (occupying diverse biomes, no less), and when I would go out exploring, I frequently ran across POIs tucked away in the mountains. Roads were still pretty junky at times.

Maybe just really bad luck, Batman?

 
think hes talking about how they took out most of those massive peaks & cliffs, its still hilly and mountainy (its a word now).
Ahh. Large and sudden peaks and cliffs aren't my concern though. Didn't mention either of those.

The massive hill & mountain areas with 0 POI's are however.

/adds hilly and mountainy to dictionary.

 
Maybe just really bad luck, Batman?
Could be,

We always explore a lot of the entire map. At least 70%+ on our server. But we had so many mountains and hills with literally nothing in it. Just barren land. And most cities were disfunctional. Only having regular homes etc. Therefore I pointed towards the better industry placement of cities. And more POI's in off city areas. Of all POI's, not just the cabin type.

 
1) Nuclear Reactor - Do I even need to go into the extent this could be the critical piece to an amazing plot? 2) Airport (small) - A logical place for Gyro copter, Small Airship or plans of ether. DLC for a large airport and the "restricted" areas, above and below. Could be awesome.

3) Duke's Casino - The most dangerous place on the map, if you try and leave the gambling area... die well!

Interesting concepts, Do you all know if the Mission/quest system can reward items to be given/taken...?

 
Yeah, I for one would like to see more cliffs etc. in RGW.

But my biggest gripe is the wonky POI-placement, resulting in circular depressions or circular raised areas.

 
That is also taste ^^ flatland in RWG right now means more POI's. More POI's means more stuff in the world that's usable or open to discovery.
I understand that they can't pump in hour after hour on the RWG mixer trying to perfectionize it. But right now we're not hearing anything, like 0 minutes, 0 sentences. The only thing we heared was about the preloaded world. I don't know about you, but my last few playthroughs have been through hill area and mountains, which were 99% empty.

And I personally "hate" Navezgane, because after the first try you know where everything is. It's simply a tutorial / test map (in my opinion) nothing more.

It wouldn't hurt to show that they care though. Through text or video minutes. Cause right now we got nuffin.
Joel showing that they care:

 
But we had so many mountains and hills with literally nothing in it. Just barren land. And most cities were disfunctional. Only having regular homes etc. Therefore I pointed towards the better industry placement of cities. And more POI's in off city areas. Of all POI's, not just the cabin type.
If we're talking a percentage of most maps, there probably is lots of open area. I think this would go back to differing tastes. For the supposed setting of the game, open area makes sense to me. I would like different types of POIs out by themselves. That would be cool.

Yeah, I for one would like to see more cliffs etc. in RGW.
But my biggest gripe is the wonky POI-placement, resulting in circular depressions or circular raised areas.
This would be a good improvement. Most often it happened to the traders for me. I thought there was mention of an improved socket system for A17 (building off the improvements in A16). Maybe that was my own wishful thinking...

 
Then you should probably remove what you wrote in the 2nd post about random gen loading and performing like Navezgane.
As far as I get it, you are just misunderstanding him.

What Roland means in the second post is that random gen will be performing as fast as Navezgane after the map has been generated for the first time. But it still needs to be generated the first time. And since in development you mostly start over, it's faster to use the map that does not need to be generated.

 
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