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Projects Stranded III Dev. Blog - Comments@ lev258: Hah... stealth stuff. That's also a good idea, yeah.
@ GeoB99: I didn't write it. I'm using mailchimp. It's not sending anything when you subscribe? That's unfortunate
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edited 2×, last 20.06.16 08:13:50 pm
As for skills, they should make it easier for the player to do certain things but not automate them. What I mean is that with the hunting/hiding skill you have an indicator of how visible you are and the higher the level the more precise it is. When hunting, if you don't kill the animal instantly you should be able to see the blood path easier with higher hunting levels to track the injured animal down. Note: I'm not talking about increasing damage to make the process forgiving to player's mistakes but make other relevant things easier.
As for general things like cooking, collecting etc., I think they should be made more interactive unlike in S2 where you only had to wait after pressing a button. I wouldnt make each one a separate mini-game as they would get incredibly annoying, rather I was thinking about something simple as for example moving the mouse around bushes' leaves when looking for berries.
Making stuff more interactive is a good idea but it's really very important - and unfortunately also really difficult - to find stuff which doesn't get super annoying really quick.
Instead of sleeping on the ground, you should be able to make different qualities of "beds". For example, if you only have wool and leather, you can only make a Small Cushion. But if you had lots of materials, you could make an Adventurer's Bed. The better the bed, the longer you would sleep.
Another idea for a skill is Spirituality. When you sleep in a bed using the idea above, you have a small chance of dreaming. The better the bed, the longer the dream. With every dream, you gain experience in Spirituality. When you reach max experience, you can have lucid dreams and use default game controls to interact with them. The dream world would have items not found when awake and are more useful, but are removed from your inventory when you wake up. You would eventually find a way to bring those items out of a dream and use them when awake.
Sorry if this seems a bit far-fetched. I have a wild imagination.
What about teleport to some location/dream for some time than teleport back to the bed.
Is that hard to do?
I was developing some kind of "multiverse" feature (on löve) where you could have different universes of the same map, each universe contains different game objects/entities.
This could probably make it possible having a "dream universe" and a "real" universe. This is just a idea, a 2D engine consumes little amounts of memory to do this, I'm not really sure if it's that much harder to do it in C# or which could be the memory/CPU impact on low end systems (IIRC C# is OOP, so you could probably make a single universe class and extend it in future if you wish Stranded III to have multiple universes while playing).
As i remember everything was in '1' by default, but you can set your to '2' for example, and you will be running in a same world (map), any objects created in default, '1', dimension stayed there, but you could create stuff in '2' and do stuff with 'em.
If played from '1' teleported to you, he would 'jump' to your coordinats, but he could not see you nor interact with you.
https://www.youtube.com/watch?v=gumo_GVWido
So it gives the feeling that the gravity is relative to the rail that the guy is walking on (on the video).
If something like this existed in Stranded III, you could have a big ship, and everyone onboard wouldn't be colliding madly because of the movements it does.
What you want is a totally different game, not Stranded 3. There are already many survival games with zombies and fantasies, but this shouldn't become one (until someone mods it ).
Nice progress btw
Also pls add the banana idea everyone will love it
We never played stranded deep and we dont know how the 'coconut logic' works, but looks nice.
That totally makes sense to have in the game
Also pls add the idea everyone will love it
@ Waldin: I assume it means that coconuts there are in a shell that you crack to get "real" coconuts.
@ DC: Yes the coconut shape looks weird. I'm not sure about the coconut thing since it probably applies to many things so you would have to do them too to be consistent. Looks great nevertheless.
Maybe we can add taming animal to taming faster and also the raptor wont drop you if you have this skill.We can also add taming failed or not fail chance.If you has this skill,the chance will be 100%.
Idk if this good skill for taming animals i think..
With Stranded Deep "coconut logic" I mean that they have the same 3 coconut items for the different coconut states.
Starkkz has written
On C#, the maximum value for a float is set to float.MaxValue. Which is about.
If this is in meters as you stated, there are probably going to be maps of planetary dimensions. Which is... AMAZING!
1
2
2
3.402823E+38 340282300000000000000000000000000000000
If this is in meters as you stated, there are probably going to be maps of planetary dimensions. Which is... AMAZING!
I must have been dumb enough.
I didn't know that's how the float works.
So I guess that Unity doesn't support the double precision system as for it's physics.
Edit: But actually, how far would you actually be able to get from the center of the map before the precision loss starts to become noticeable?