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1  Development / Blog / Re: Random town names... on: September 15, 2012, 09:14:58 PM
True. Cool info on the Moors. I guess you can see why I thought they were an actual people but slang has ways of messing up meaning. I'm with you on the not naming towns the same type of thing. Especially in games it makes it seem unoriginal and lame in that aspect. Nice to see that you are working out every detail.
2  Development / Blog / Re: Random town names... on: September 11, 2012, 09:43:32 PM
Okay, I don't want to make your job harder by being picky, but should you focus on the stems to make sure they have context in Mythruna.

For example, I found "elf" and "fox". We understand but I doubt you will have foxes and I don't remember if elves are on your races list.

Also, "fog" and "mist". I don't think you are planning to implement both of these, since they are each almost the same thing. I don't think you will refer to mist so specifically as the waterfall mist.

There are probably way more examples. I just found a few in a second glance. Also, trick town "southsummer" or "summersouth", can't remember. How exactly is a town southern if you can walk infinitely south?

Just a bit of aesthetic annoyance from here. I know you probably don't care right now because you are just trying to get it to work but I couldn't stop myself.

edit>> forgot the most obvious example. Moormarsh. You have to make marshes and moor is a specific group of people in northern africa/iberia. I know you said you will try to work on context later, I'm just saying you should redo the ambiguous names in mythruna's world.
3  Player's Corner / Gallery / Re: Mythruna Buildmode Youtube Series on: September 11, 2012, 09:23:29 PM
I think the framerate is painful to watch. 20 at some peaks? What are you recording with. Your computer may not have enough cpu to use a good recorder, record larger screens, and add audio. I would suggest picking a lightweight recorder and recording small (320 or 480 width). The overlay with audio later so that you can use more resources for the recording part.

You can also split up the intro. Instead of Mythruna:..., you can have a mythruna page, then credit paul, then say that you are independent and that this game is pre-alpha.
4  Player's Corner / Gallery / Re: Generated bridges... on: September 11, 2012, 09:19:01 PM
I personally won't trust a long wooden bridge over such open land. The smaller bridges look really cool, and I love how they blend with the natural trail. I would say that seeing the smaller bridges in the final version of Mythruna won't be bad at all, but keep on tweaking until you think they are more perfect Wink
5  Player's Corner / Gallery / Re: A spawn tower... on: September 11, 2012, 09:15:12 PM
Lightning isn't necessarily light blue. It depends on the energy and the gases in the air, sort of like how flames will change color with different gases and intensity. A magical tinge would look cool. You should also have the blocks of the tower glow, if it is able to identify specific blocks...
6  Player's Corner / Gallery / Re: Generated tunnels... on: September 11, 2012, 09:11:00 PM
Anyway, nice job. I think the tunnels need to be wider and darker and less carved within, but what you have now will work nicely. Tunnels are unimportant now but I think when mountains/valleys are generated, or if one needs to get underground minerals, tunnels would look amazing and be productive.
7  General Category / Tech Support / Re: Help!! on: September 11, 2012, 08:51:58 PM
I don't know how to tell for sure if you have a second graphics chip or not as I've never used one of these systems personally.  Some others on the forum have and maybe they know how to check.

Yes but it is a bit more complex (just a bit) without pretty pictures. Also for pc only.

Go to 'Device Manager'. Easiest way is right click 'My Computer' in start menu and click manage. It should be in left pane. If you can't find, just google. Should be lots of sources.

Next, go to item 'Display Adapters'. Expand it by click the arrow. It should list your graphics cards by full model name (unless your company is annoying.). If your have two cards, you should have two devices under 'Display Adapters'. Otherwise you will only have one.

Good luck. Sorry its hard to follow but should be better than nothing, especially with paul always needing graphics info.
8  Development / Blog / Re: How much? on: August 26, 2012, 01:47:52 AM
I'm sorry for intruding a little too much there. I knew it was a little sketchy to start with and that I didn't expect you to really give answers, just projections like you did. I'm just exposed to this now because I'm in college now and I came from a household where 75,000 would be an amazing salary, maybe too amazing. Anyway, I have lots of computer science friends and I was just curious what exactly one thinks on what type of leaving is to be made. The problem is that so much work goes in even before you start seeing a real salary.
9  Player's Corner / Gallery / Re: First pass trade routes... on: August 26, 2012, 01:41:48 AM
After looking at the map some more and comparing distances, I think most of the things you mentioned are already included. I remember trying to walk straight to where Vertcastle is and that is a long walk. Actually, except for that one city, I don't see any ports. More hours sitting there working down to the precise details are still planned I bet! Great job though. Terrain will definitely change lots of the small details so I guess you shouldn't worry about some of the things at all and simply get the holistic engine working perfectly.
10  Player's Corner / Gallery / Re: Wide paths... on: August 26, 2012, 01:30:53 AM
Hills are tricky with the style of terrain you are using. Since terrain is in blocks, creating a hill like this that terraces a bit would be slow for travel bumping up each step. Are you going to use slopes, or I'm guessing you like the blocks even if they are a bit inconvenient?

Of course though, still good job. I like how the road goes up a hill, and doesn't even follow a straight line, but when looked upon, one can still make out the road. It will be harder to distinguish dirt but I guess that is not so much a bad thing for a less-used road. Again, I'm enjoying myself just watching the different problems you tackle.
11  Player's Corner / Gallery / Re: First pass trade routes... on: August 26, 2012, 01:24:48 AM
I personally think the land is fine. There may be some bigger islands to cater to terrains but that shouldn't be too much of a problem. You should place bigger towns more inward from the coast (and maybe build two or three small port cities that receive the trade. Most of the adventure should be on land and you need to make it more acceptable to walk across a continent rather than taking a ship around everywhere. If you ever go about adding interactive weather, maybe storms will happen, making water travel hazardous. Instead, there should be a better balance geared toward highways with only larger cities, port towns, or resource deprived regions importing from abroad the sea.

That's just my opinion though. I know you probably have your own opinion but discussion, even if pointless, is almost always a good thing.
12  Player's Corner / Gallery / Re: Terrain analysis for town generation... on: August 26, 2012, 01:14:56 AM
 I know some of the visuals really only make sense when you understand what is going on.

I'm not concerned if I do not understand, as long as you, Paul, understand what is going on  Cheesy  Wink

Sometimes I wonder. Smiley

hehe. Really interesting stuff going on! Keep up the good work. Pictures are always great, thanks.

I think its cool how you averaged "regions" together. I usually found that the hardest when setting up a town because hills usually get in the way too much.
13  Development / Blog / Re: How much? on: August 18, 2012, 07:42:14 PM
 So how much money do you expect (or want) to make? I know it isn't really a question to be asked but isn't about 75,000 a year (hopefully they keep coming) a good salary? Of course you'll have to make more some years in order to offset the developing years. Does a programmer expect to make a good salary or an amazing (100k + a year) salary.

Of course it will always be great to make a million bucks solo, then live life easy the rest of your life!
14  Development / Concepts / Re: Races on: August 18, 2012, 07:37:01 PM
though they will sometimes require some patience because of being cold-blooded.

I didn't think of that (so many little details). So you will maybe set up a system that works with seasons/weather in order to affect the player, as in humans are slower in winter/summer and reptilians need to be aware of body heat and so on for all the races.
15  Player's Corner / Gallery / Re: Early auto-street layout... on: August 18, 2012, 07:33:48 PM
I like it, especially how you made sure the roads don't go straight. Also, maybe you should make for certain types of buildings like houses a road that is place a random number of blocks away so there is almost a road going next to the house and you must walk onto a smaller, less pronounced road to arrive at the house.

Anyway, great work so far. I'm interested to find out what new type of block you are going to use for streets (since within a town would require more taken care of blocks than intercity roads that might be half gravel, half dirt)
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