English Stranded III Dev. Blog - Comments

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28.10.20 09:44:34 am
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ohaz
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As far as I know, DC won't do that, because he has a full time job that earns enough money for him. Making a Patreon/Donations would "force" him to actually work on the project and that is a huuuuge motivation killer. This way, he doesn't feel obligated to work on stranded 3, which leads to a better game in the long term
https://ohaz.engineer - Software Engineering
28.10.20 05:23:19 pm
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Elfing
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You CAN donate to him: https://unrealsoftware.de/donate.php
28.10.20 08:54:49 pm
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DC
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user ohaz is totally right regarding all the donation/Patreon stuff. It's quite complicated.

Like user Elfing you can already donate via PayPal but please understand that this won't have any impact on the development of Stranded III because it's still "just" a free time hobby project.
www.UnrealSoftware.de | www.CS2D.com | www.CarnageContest.com | Use the forum & avoid PMs!
09.11.20 12:39:03 pm
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Hador
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So I read a whole bunch of blog posts again today together with their comments, lots of which asking when the game will be released, when we will get to play it etc.

Sure, I'd love to sit down and play the game some day, maybe work on some mods etc. But give it a few weeks or months, and that will probably start becoming boring (as it did to me with Stranded I and II).
But the blog just goes on. It's far from finished, is exciting to read and gets my coding mind's gears going pondering on the problems user DC faces. So in a way, the blog has, to me at least, become representative of what Stranded III is more than the game will likely ever be.

So thanks DC for providing such regular entertainment and brain food for people like me, and keep up the great work!
17.11.20 09:36:44 pm
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ModJuicer
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You should have a patreon where you upload new post-release maps and other fun things like extra 3d models, fun script add-ons, and different texture packs, like a different looking interface (buttons and stuff) and a different look overall. People could sub to for $1 (suggested) a month to get lots of extra fun. It would be better for everyone overall because then you would have a reason to be active in development after the release and there would be lots of extra fun stuff to make in your free time for everyone else to enjoy.
Go for it!
I would support you
Latest Stranded II Enhanced Update > file stranded2 Stranded II Enhanced (3) (update 8/1/20)
18.11.20 01:51:33 am
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Assassin moder
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@user ModJuicer: just, no...
everything can be easily done by community, so everything could be easily spread for "free". Game will be heavily moddable, except source code so no point of doing that.

We all need to wait for alpha version where i bet will be some simple multiplayer stuff and moddable things that will allow making a pretty big playground
22.11.20 05:08:10 pm
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AssassinLV
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You can always think about 48min day (2min = 1h )...

I feel that 24 min day is very short - and within a single day we might not be able to build even the basic shelter - as we would have only 15-18 minutes to build it until it's dark again.
23.11.20 04:20:46 pm
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Jawohl
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that seems like plenty of time to me, you're able to do that in minecraft, and its basically the same time scale, though i guess since you will be spending most of your nights asleep, there's little risk to having longer days, as you will typically be sleeping throughout the nights.

i would love to see a simple stealth system utilized here though, nothing super advanced, but using LOS, lightness, player skill, and maybe whether or not the player is in brush

i remember titanium mod had a pretty decent stealth system implemented in s2
26.11.20 06:17:46 pm
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ModJuicer
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Quote:
user ModJuicer: just, no...
everything can be easily done by community, so everything could be easily spread for "free". Game will be heavily moddable, except source code so no point of doing that.


Actually now I agree. That last post was fueled by a state of mind that lasted for less than a day. I'm still not 100% accurate at distinguishing good ideas from bad ideas (though better than when I posted that 'underrated technology' post. That was horrible, now that I look back on it)

for example:

-Should regular users be able to contribute to stranded III dev with self-made 3d models? Would DC accept them?

-Is it a good Idea to implement objects that consist of multiple models? ex. trees that have limbs you can chop off because the branches are separate models.*

-Should items be broken into subcategories?**

-What ores/minerals should be included in the game (mining)

-Should the adventure be like the the one in SII?***

-How should the first tools be made? more realistic, requiring material to bond the rock to a stick ex. hammer or stone axe, or simpler with just a stick and a stone like in SII?

-How dangerous should regular gameplay mode be?****

-Should there be a mining shaft that is buildable? or maybe a cave that you can find and enter, which then transports you underground to mine? or both? Should there be indestructible rocks?

*note, the model could be made complete, than could be copied with each copy having most of the tree deleted except for a specific part (branch, trunk, etc), so that positioning would be perfect or near-perfect. Of course on each separate model the open parts would have to be capped off with a couple extra polygons textured with a stump texture so that it looks nice after you cut down a limb and also so you can't see through the rest of the tree.


**As in, if you have 20 different axes, you can click on the ax (x20) on your inventory and view all 20 different axes, which all have different wear/tear or other properties. This would make it easier to keep control of many of the same things with different properties. If there is a specific item that can not have different properties, it would simply have the number of items of that specific type, ex. x37 , but not let you view every single one since that's pointless cause they're all the same

***improvised. It was fun in some parts due to the creativity that went into work there (also some of the dialogue was humorous), but some parts were a drag, like having to get rid of all the seaweed near the dock in one of the last maps which took too long and for some reason, there was always one more that I missed.

****very dangerous would be having tigers and other predators to move at the actual speeds they do in real life. Easy would be having predators be like the lions in SII that you could hit while running backwards.


What are your opinions?

p.s. happy thanksgiving. DC should 3d model a turkey today (unless that's one of my bad ideas)


I was thinking of having some sort of donations available for S2E. Not for money (I would barely get any and it would be hardly worth the effort) but to see how much people actually care so I would know what my mod is worth to them. Good idea or bad idea?
edited 3×, last 26.11.20 06:36:14 pm
Latest Stranded II Enhanced Update > file stranded2 Stranded II Enhanced (3) (update 8/1/20)
28.11.20 03:33:20 pm
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I absolutely agree HUDs should be visible, not invisible.

On computers we only have 2 channels of communication: visual and acoustic (+input). We do not have our other senses, we do not "feel" hunger, thirst, tiredness that we do as humans. If you hide the HUD information for this, at best you will make us guess what the current "health", "stamina" etc values are (and we humans are poor at keeping track on time).

Hiding away into menus for "immersion"? Guys, I've played hundreds of hours of Arma2, all of these are present: Health Icon, Food, Water, Temperature, Visiblity, Loudness icons. Many servers add their own information windows ("debug" window that EVERY player has turned on, money on bank, team mate markers etc).

My immersion = is a flawless playing process. The less I have to fight with the game (check menus to know what my character is missing, feeding him to make sure he has food (i.e. Minecraft Beta 1.8 onwards)) the less time I have with the gameplay itself. Depending on what you consider gameplay, of course.

Wristwatches in a VR game? That's immersion.
A separate menu to see a hidden in-game watch? That's an obstacle.

Nobody uses watches in Minecraft (yes, they do display in-game time), they look up in the sky to estimate time. Only a few use the compass, instead they press F3. You can make a point that some would like to "roleplay" with all the in-game items without GUIs like F3 to look up coordinates and direction - but this is NOT a self-goal for many. They're playing for something else.
Many players enjoy messing around with cheats (trainers), creative and similar in singleplayer. THAT'S IMMERSION AS WELL, if that type of gameplay is appealing to them, magnetising.

The actual killer is distraction from the gameplay.
It's the consoles that have to hide away elements behind 100s of menus, because their controllers suck.
On PC you have far more accurate control with mouse+keyboard, more effective screen space that allows for more informational and interactive elements on the screen at any given time.

One of such examples is GTA5. It breaks all of the supposed immersion by not being adapted for PC at all. You actually cannot fly a helicopter with keyboard+mouse. Menus are all 4-5 points tall and hidden away, I have to search for items everytime I used them. The weapon selection sucks, that selection wheel has some black magic instead of comprehensible logic, I fought it everytime I wanted to switch a weapon.

On the other hand, take Serious Sam, one of the best shooters of all time: https://youtu.be/IhDGcRbVH1Q?t=293

HP, Armor, Current Ammo, Ammo of other weapons. It's all there is to the game, everything displayed. All I do is shoot dem alien invaders all game long, without thinking about the HUDs at all. Need to switch a weapon? I don't need to press 2 buttons to first see a HUD with ammo.

You are probably as tired of reading this as I'm tired of typing. I will conclude:

Modern user interface design is getting worse. Be it for software or games. Self-learning is not helped, but it is assumed a user magically knows and has been using software for the past 20 years, and does not need explanations. We have problems memorising something that's hidden behind 10 menus and something that has no visible description or title.

The visible editor controls are great. I actually wish games had controls overlays to make it easier for newcomers. (Where are these art designers when it comes to breaking immersion through bizarre/unknown controls?)
28.11.20 05:14:29 pm
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Masea
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Admired how they did it in Stranded Deep, actually. Nevertheless, you are right about the fact that pressing a button whenever it is demanded becomes a nuisance rather quickly.

In this case, I'd urge you to have a look at The Long Dark about how they designed their UI (and many other games) since it also shares quite a few features with your game too. If there is more than a couple of statistics of the main character that the player needs to see at all times, perhaps considering to display them only when necessary is your best bet when it comes to the simplistic UI design and such, for example when it is not full, or when the character has gained some sort of buff which enhances the specific statistic.

Games like Battlefield even hide their health bar when it is full, but continually keeps the health icon and as well as the actual health points. When the player health is lower than full, the bar also shows up and lets the player quickly know their current health (graphical is perceived quicker than numeric).
Create your UI easy and fast: UI Framework | Go deeper into the darkness and test your bravery: file cs2d Outlast II Modification (28)
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