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Assassin moder
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@user Sabowulf: Good joke

BTW, programming is slowly and monotony process which is sometimes too much boring, also DC have a life as @user Marcell: said before. Let's just wish good work to DC as much as we can wish, and get's hope he won't be bored with SII in-code! : )

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Jawohl
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Will stranded III have improved music?
S2 had 'alright' music, but Carnage Contest had music FAR better... will you have interesting short (preferably long) looping pieces like them?

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pirate of island
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one thing for the stranded 3 be a good game is a big aventure mod ,more adventure islands , more missions , and all the characters of stranded 2 must be there bacause they are immortalized in the stranded , they must be in all the stranded games

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Jawohl
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I didn't really like the forest much honestly... but what about 'the stomping land' I love that game... and everything in that game (besides the inventory system and multiplayer) reminded me of stranded 2... it would be fantastic of the game looked as awesome as that as I know Stranded 2 will be MUCH. MUCH better... all it needs to impress those graphic obsessive twats is to have graphics at a similar level.

Ps- after seeing stomping land, 3rd person perspective might actaully work with Stranded 2

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Angelin01
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I enjoy first person more, just personal opinion you know? Just makes you feel more immersed, and that's one objective of a game that's focused on survival: immersion.

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Jawohl
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I wouldn't disagree, I LOVE The Elder Scrolls games over ANY other RPG out there, and i ALWAYS play in FPP, same with FO:3 and FO:NV, my runner-up RPG is fable 2 however...

Stranded does definitely work best in FPP but i think for the majority, its best to have both, im sure Bethesda thought about this whilst they developed morrowind saying

"some people like our classic FPS take on RPG's, but some people are used to MMORPG's like WOW that has TPS so why not both?"

and this has helped Bethesda quite a bit, especially after the release of TES:Online (which, by the way isnt as good as the other games)

Now while im rambling on about Bethesda games, i feel it would also be smart to add critical injuries to different parts of the players body (im talking about Fallout BTW)

so if a broken leg, forced to walk very slowly, and if a broken arm, unable to use it for anything (so if the player is right handed, and he breaks his right hand... he cant do much...)
and if head injury, he would take much more damage from whatever caused it, and the player could get the 'drunk' state from S2 for example. (except slightly blurrier)

sorry about that semi-off-topic post... but i feel it was all somewhat relevant.

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DC
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Yes, such a damage system is planned anyway. Not sure about the 3rd person perspective. It shouldn't be very hard to add it optionally though. Personally I really prefer first person.

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Jawohl
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Yeah and thats fine, the thing that most developers should aim to do is to "aim for as many people as possible" in order to make as many people as possible happy... but of course keeping the main aim on the original audience
Spoiler >


-Sorry about this extended message, i tent to go a little far.

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Spicy Night Owl
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I understand where you're coming from, but that works better with big developers who will have tons of people playing there games. While that is nice to hope for, Unrealsoftware is still indie and most likely won't have enough players to where that will matter. It is important to make games for the players, but in the end it comes down to personal preference of the developer

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Starkkz
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@user DC: probably someone will try to make a co-operative mapping module for Stranded III, for that, it might be necessary to require your friend list and their IPs. What are you going to do about this, considering that it might be a risk to DoS attacks or anything else?

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DC
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@user Starkkz: I don't understand this question. Why should it be necessary to get IPs fo U.S.G.N. users? You normally have a server and everyone connects to it. That anyone tries to make a mapping module doesn't change that scheme and it also doesn't increase or decrease the vulnerability to DoS attacks which is always given.

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Starkkz
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@user DC: Surely I didn't explain well. You once said that we would be able to script the map editor, so we could create useful tools for mapping, what if someone wants to make a tool that would allow people to make (or edit) the same map in the same time?. The code might need to have the IP of their friends (if it's someone in the friend list whoever wants to connect). But Lua could be edited easily, and so, someone would be able to spam their UDP sockets (DoS). You could be right that it wouldn't need to get the IP of the users, if you use a interface object (a text field) that gets any IP, I didn't think of this when I made my previous post.

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Klirkz
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Hey, I've got a question about the Terrain Texture (I know, this Blog-Entry is almost 2 years old...): Will the resolution of the "colormap", be dependent on the resolution of the "hightmap"? What I mean is: Will there be an assignment for every Texture Color Pixel to exact one Height coordinate or will that be independent? Because I guess that you can't increase the details of the terrain too far without losing performance, while that's not such a big problem with the color.
I just believe that the look of S2 is often so "coarse", because one single color pixel was a really big spot and the lines in between those spots where the same as the bends of the terrain. (E.g. it's hard to draw a nice path through your map in the S2-Editor). I think the same effect is visible in the yet uploaded pictures in the Blog.
Or would that problem simply disappear with a higher resolution of the whole terrain?

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DC
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You will probably be able to define a custom colormap/texture size or to select a predefined size which depends on the terrain size and is the best compromise between performance and quality.

Of couse problems with ugly paths and other terrain details would disappear with a high texture resolution but of course you can't go up to insanely high values without loosing performance (or reaching hardware limitations).
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