English Stranded III Dev. Blog - Comments

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12.11.13 08:06:15 pm
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DC
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The editor is in-game like in all my games.
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13.11.13 07:31:14 pm
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Geez
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Separate it!
13.11.13 09:01:59 pm
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DC
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Telling me to do things without telling me why won't work. I see no reason to separate it.

Combining the editor with the game makes it much easier to maintain, update and integrate (for me) and easier to access (for users) and also makes the game download smaller. I clearly won't separate it.
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14.11.13 04:59:44 pm
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Starkkz
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I saw it uses Lua 5.2, that's great. About the sockets, I didn't mean that it would need an external socket library (If you'd make your own socket system that would be even better). I meant something that links the server and the client with socket connections, like when you retreive client data in CS2D with hooks and functions (That was a smart idea) but with a better flexibility, so the server could handle things like GUI interactions, mouse movements, keyboard and anything else that the users could do themselfes. Later we'll see wether it handles external libraries for the usage of file system, sql, etc.
lol
14.11.13 09:07:38 pm
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VADemon
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@user Starkkz:
I don't think it's a viable solution to use extra connections (-> luasocket) to extend (game/server) API functionality. It's either we have these functions in the API or we don't, else you could end with having 9000 connections for (every mod you have * players). Database connections? Yes, totally.
14.11.13 11:47:16 pm
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Starkkz
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@user VADemon: Don't misunderstand me, what I meant is that there should be a socket that connects the client and the server (or probably the server's socket as default) and could be used to send UDP packets from each one to each other (Client/Server). Equally to the clientdata hook of CS2D with the difference that you could write your own packet format in the client and the server. About the sockets API, this is a separate idea which is not quite important right now but could be useful in future.

Edit: I wasn't talking about sockets when I mentioned sql, I expressed that I wish that UniLua had package system since it's c# implementation of Lua.
edited 2×, last 15.11.13 02:42:08 am
lol
17.11.13 01:42:33 pm
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davidgumazon
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Mr Sponge Bob omg its like a rival but single player and that makes me so very laggy i choose Stranded this not much me laggy and i love this game
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17.11.13 07:42:53 pm
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Geez
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Separating the editor would allow to just edit maps without the need to run the full game. Or, release map file specifications to allow 3rd party map editors
17.11.13 08:04:54 pm
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Nova
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You need the "full game" to run, because the map editor has to show the map. Extracting anything not needed would result in only minor improvements.

Releasing the map specifications is possible without an external map editor. CS2D has an in-game map editor and you can see the specifications here.
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19.11.13 04:43:02 am
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davidgumazon
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my planned for uploads to stuffs in usgn
is not 100% but i am lots of work to do
i need stranded 3 release the version to complete and i uploads on games of Strandeds and Counters Strike 2D and other games and other games i made and sprites and much more it will comming soon! i am excited this Stranded 3 is too much cool
i will post more in other website and youtube and facebook and more! google share hmm..
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19.11.13 04:28:23 pm
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Geez
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In-hand 3D model for actually hold weapon/tool? (ekhem *FPS mod*, ekhem)
20.11.13 11:41:41 pm
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Jawohl
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Something I should've asked a while ago-
will stranded 3 be almost the same as the first, as in how the game plays, how the editor works, and how the player gathers resources (I love the way the player hits an object to get an item.)

what of this will change
21.11.13 12:15:09 am
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DC
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You will still be able to gather stuff by hitting objects and the editor will be much like the editor in Stranded II.
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21.11.13 12:30:11 am
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Jawohl
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Very good, the the random world Gen though?
would the terrain look better, if so by how much, and will the the world be infinite like starforge?
I think the ability to create a large ship and travel dozens of miles and by chance spot an island... Like IRL would be fantastic, especially when the starter island Is either boring or resource bare... That would be amazing... After the ship models, we'd need a monocular
21.11.13 12:38:38 am
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DC
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Of course I'll try to make a better random island generator which probably won't be very hard because the Stranded II random island generator is very primitive and leads to very boring and ugly terrains.

It's not planned to have "infinite" worlds. However the game supports multiple terrains instead of just one terrain. This allows multiple islands and those can be placed quite far away from each other (the multiple island thing is also mentioned in one of the dev blog entries).
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21.11.13 06:40:39 pm
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0TT0
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sounds cool(, but how to get to those islands?)
21.11.13 07:37:41 pm
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DC
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Seriously? Sailing rafts were part of each Stranded game so far...
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21.11.13 09:56:01 pm
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0TT0
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but thats like a littlebit boring.. only sit and wait.
21.11.13 10:23:20 pm
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DC
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I'm aware of this. Traveling over the sea for a long time isn't a thing I focus in development though. It would still be possible to make it more interesting by adding huge waves and thunderstorms and sea monsters etc...
(Don't get me wrong, I'm not promising anything at this point!)
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21.11.13 11:57:05 pm
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VADemon
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And this is how we can see user DC: is inspirated again / working on SIII. Detected recent activity in this topic.
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