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Markus

Developer
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Everything posted by Markus

  1. The "rabbit" was also my idea for the directional sensor. We're still very early so these are just a glimpse in how game development works one step at a time Thanks for the good ideas!
  2. @Alpino_WILL_STEAL_ oats! Our experience shows that it's best if we don't promise a deadline when we can't be certain that we can meet it. It's in one hand to protect the players so that we don't set up date-expectations we can't meet, on the other hand it's bad for our stress-level and results in worse quality that we want to provide Therefore we won't announce a timeframe for anything specific yet. But here on the forums you are the first to get to know everything, and also in the future you're able to participate in a testing-branch if you would like to
  3. @Philo will maybe make a post about that in the future
  4. I can try to check out what parts might be responsible for that behavior. Thrusters sound like a valid bet
  5. Good ideas. Currently you have to use TNT, Heaters or physical force to destroy unwanted parts. A new part which makes this process more streamlined and "clean" might be useful. Though it's fun to explode things
  6. If you have an image saved on your system, you can drag and drop it into your post while writing. You can also post images hosted somewhere on the internet. For that you can simply copy the url from the image and then paste it into the text. In both cases the image should be automatically shown in the post.
  7. もしもし? I tried the drone you provided, @Lurkily. If I got that correct, with "twist" you mean that it slightly rotates the whole drone, not it "shakes uncontrollably"? I think there are two reasons for that. Either the position of the parts are not 100% symmetrical, but not because it's programmed wrong, but because of floating-point inaccuracies. This way, the position of a part might not be [0.000000,0.000000] but [-0.000001,0.000002]. This is easily testable (but I don't think this is the case) Another idea might be (maybe more likely) that the physics engine simply is not accurate enough. (if I remember correctly, everything in there is made with integer-calculations for speed reasons). So the small inaccuracies accumulate over time and cause these small rotations of the rigidbodies. [Edit] Micha just told me: The way we have placed the colliders and the pivot points of the rigidbodies there might be some inaccuracies (some things are placed by hand). We might have to check that again. So far we did not see it as a problem, because as soon as you hit something or you have some slightly moving parts, the effect on the movement/rotation is bigger than the pivot inaccuracies Do you have a drone which is impossible because of this or is it a theoretical discussion?
  8. What about "I like both games in the same way" so that we developers can vote as well?
  9. We had to restructure the way we make the match-making in the sumo (with the latest update), because the old way was optimized for being usable with few drones (early access version). But now that we have lots and lots of drones in the match-making, we changed it and we hope it is now more challenging than before (meaning, mindless pushers have less of a chance ). We're working on some ideas (like weight-classes, a only 10-wins tournament, ...). The sumo (and player vs player mode) are very important to us and we want to make the experience as interesting and challenging as possible. Your discussion is very appreciated and helpful ❤️
  10. Markus

    I ranked up!

    Thank you @jbox1 and @Spooky Goggles-kun for being so active And all the others of course as well, @"Star" for the help here and in the Discord, thank you all ❤️
  11. We will publish a roadmap for the Early Access (very) soon Thanks for your patience and please look forward to it
  12. Not everything we had in the demo makes still sense in the gameplay we now have in the Early Access version (Junkyards e.g.) We have to see which feature make still sense abd are beneficial to the gameplay We'll soon post a roadmap on what we want to work on in the future
  13. Ah, interesting. Yes, this way we could have some kind of pseudo-struts I'll definitely have to suggest that to the others in the team ^^ But as always, I can't make any promises. But would be an elegant solution, I think
  14. Hmm, do you mean like a "physical coupling"? In the way that train-carts are connected to each other? Maybe we could add such a part, that you have a "coupler" part. And if you activate it, all other "couper" parts which are touching it (or are near it), simply stay connected to it in a rigid way as if it would be normally linked together. And if you release the "coupler" part, the other parts detach from that spot.
  15. There was a time when magnets were strong enough to deflect incoming enemy bullets If we allow to make the magnet stronger, and have more enemies be heavily attracted by them, you could use it as a weapon, where you throw a magnet (with energy attached) inside a group of enemies and the enemies would all stick to the magnet. Paired with a timed TNT this could be a useful weapon
  16. Actually, this is something he heavily discussed shortly before launching the early access. That we could redesign our fuel/battery system in a way that we have "batteries without recharging" and "rechchargers without capacity" And we would have different types of these rechargers, some need sunlight, others might produce energy by speed, etc. But we did not implement it because we didn't have enough time to properly test it before the big launch We still have it on our mind we might implement such a system if we think it adds enough fun and variety to the game. But no fixed plans about this yet
  17. Very good discussion. Reading this makes me fearful of simply adding scripting I still think that we need a good way to allow for advanced logic, making it a bit less cumbersome. But I also see the charm in creating something complex with the rudimentary tools It's awesome to see certain things in games (like minecraft e.g.) because it's hard to to If we would add introduce more complex logic, I think it would probably be in a separate category, where we focus on that and beginners still have a interesting challenge elsewhere, where they can try and grow and then someday graduate from.
  18. I think we need a directional sensor which "points" towards a target, and maybe a "target proximity" sensor, where you can also say, let's say "container", and if you're within certain set distance (you can choose yourself), a signal is sent. If you combine direction and proximity, you would be able to fly towards the container and stay in the area until your resource tanks are depleted. @LurkilyWhat did you mean with the directional sensors needs the same thing?
  19. I also want a part which can connect to other things with force which is not metallic. This could be used for many interesting things and maybe make certain collect missions easier. The drawback probably will be, that a physical connection must be made beforehand and it doesn't have a "distance force field" like the magnets Suction cups anyone? ^^
  20. Pulling back the parts is not a problem and probably easily possible, but re-aligning them is probably tricky How would you like the disconnected part to re-attach? Even if it re-aligns in the same way, the shape might be different making it difficult to re-attach, hmm But the idea is good, maybe we can find a good solution.
  21. Not sure if I got all the details from your idea, but won't the "Logic connector" fit your need to allow for "global keys"? If you have a logic splitter and then use a logic connector further down, you can receive all global keys again.
  22. @lack_ofabettername suggested the "Reversed buffer gate" which is "A buffer gate that takes time to activate and instantely deactivates". Is this what you meant? If yes, upvoted
  23. I'm not sure if I encourage the usage of fire for pure entertainment purpose. Things can end more dramatic than just burned fingers
  24. Interesting, I haven't thought about that. I can't say for certain, but I think we update our logic in the "Update" loop, which runs depending on how fast your computer is. Maybe we have to move that logic to the "fixed Update", which is how the physics engine calculate things and should run at an even interval, regardless of your computer. Maybe that would mitigate the problem a bit. But I can't say how easily this can be done.
  25. Good suggestions. I think we need to add more tutorials and maybe re-think of how we introduce players into the game. I'm not sure how usable our system is for conveying more complex ideas. Maybe simple videos, a tutorial video series might be much better to tell you all about the game than complicated in-game tutorials We could make all these videos, make a playlist and link them inside the game. Not yet sure how we'll do it. But something is coming sooner or later
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