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Author Topic: Wiki Planning  (Read 67987 times)
Rayblon
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« Reply #75 on: September 07, 2015, 06:09:55 PM »

(2) I'm not sure what to say.  The only real post processing effect is the Bloom.  There is a depth blur that engages when you are underwater.

What about the fake ones? I'm concerned about anything that can be turned off with F9, in this case. Tongue


Also I transplanted the tree answer into the wiki with some minor revisions because I'm lazy.
« Last Edit: September 07, 2015, 06:13:54 PM by Rayblon » Logged

Rayblon
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« Reply #76 on: September 07, 2015, 08:24:19 PM »

Added a page on scripts and mods here.

... It's also one of those "I'm lazy" pages.
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pspeed
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« Reply #77 on: September 07, 2015, 11:21:30 PM »

(2) I'm not sure what to say.  The only real post processing effect is the Bloom.  There is a depth blur that engages when you are underwater.

What about the fake ones? I'm concerned about anything that can be turned off with F9, in this case. Tongue

Yeah, that's what F9 turns on/off.  There may be others in the future... but I've already separated out the effects into their own checkboxes in the new engine.
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Rayblon
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« Reply #78 on: September 08, 2015, 01:38:50 AM »

(2) I'm not sure what to say.  The only real post processing effect is the Bloom.  There is a depth blur that engages when you are underwater.

What about the fake ones? I'm concerned about anything that can be turned off with F9, in this case. Tongue

Yeah, that's what F9 turns on/off.  There may be others in the future... but I've already separated out the effects into their own checkboxes in the new engine.

What about the corona around the sun?
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pspeed
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« Reply #79 on: September 08, 2015, 02:00:00 AM »

(2) I'm not sure what to say.  The only real post processing effect is the Bloom.  There is a depth blur that engages when you are underwater.

What about the fake ones? I'm concerned about anything that can be turned off with F9, in this case. Tongue

Yeah, that's what F9 turns on/off.  There may be others in the future... but I've already separated out the effects into their own checkboxes in the new engine.

What about the corona around the sun?

The sun's corona is a textured quad... it's always there.  It just looks more like a corona when bloom is on.  If you turn bloom off, you can still see the fading gray halo around it, though.
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pspeed
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« Reply #80 on: September 08, 2015, 11:57:13 PM »

Somewhere I think I have pictures of all of these but I don't remember where.  Or maybe I'm just thinking of the ones I took for the donations icons.

Found one:
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Rayblon
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« Reply #81 on: September 09, 2015, 04:55:30 AM »

I'll UL that to the wiki. I need to remember a word so ill write it here...

Vocational.
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Michael
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« Reply #82 on: September 11, 2015, 05:45:11 PM »

Added a page on scripts and mods here.

... It's also one of those "I'm lazy" pages.
Lol.
http://mythruna.com/mediawiki/index.php?title=Category:Mods
http://mythruna.com/mediawiki/index.php?title=Category:Scripting
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Rayblon
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« Reply #83 on: September 11, 2015, 08:24:44 PM »


You're dead to me.
« Last Edit: September 29, 2015, 11:56:39 AM by Rayblon » Logged

Rayblon
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« Reply #84 on: December 17, 2016, 01:52:15 PM »

Since I'm dredging through the forum history, I'll be digging up some roadmap and planning stuff. I figure I may as well kill two birds with one stone so I'll drop some annotated links here as well, if anyone wants to flesh out some of that stuff.
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Rayblon
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« Reply #85 on: December 19, 2016, 03:59:45 AM »

Here's a list of links to info on confirmed/planned features and some info on existing features as they relate to Paul's motivations; ideally we'll use these to make some wiki pages. Nothing that we've outlined in the wiki or handbook already will be here... I think. The idea index shares a few things with this list. This is a pretty good compilation of roadmap items too. These links mostly span general discussion as of now.

MISC
Things that are more relevant to Paul personally. This might include workflow strategies or simply paul's motivation

"inspiration"     caves.txt Paul's approach to feature planning.
Paul on mind mapping and some history.
FEATURES

Ropes
Physics engine
Lighting
Blueprints

Physics grief
Crafting
Localization (Probably relevant to menus
AI
Bulletin boards+Trading
Magic [2]     [3]
Some block weight and 'inventory units' tidbits
Height limit & leafs
Dragons    Paul talks dragon design
Admin Tools/DM tools
Combat     [2]     Combat and some survival tidbits
Armor crafting, skills, ecosystem stuff.
Dismemberment is gonna be a thing apparently
General stuff(not direct from pspeed)
"Exit to menu" button
Spirit Plane     [2]
Some tidbits on world saving
A pantheon was considered
Seasons
Wavy tree woes
Reptilian design
Possible reptilian eye inspiration
Paul's monster/mob plans
Paul on astrology, the calander, and aging.
Water won't be blocky in the future ideally
Paul on war(short)
"Defining features"
Music     "Music Goofing"
Paul on Graphics/art design
Biomes (short)
Player POV
Paul on currency
Modes of NPC interaction
Ores, general crafting, magic circuits
Crafting depth
Spawn town will always be human
Paul finds question hell
Paul finds NPC question hell
Tidbit on vertical look slowing
Server list talk
Storage UI
Racial attacks with a focus on reptilian offense
Paul talks players and NPC society
Paul discusses combat some more
Paul discusses constitution, health points, and life force
Some race talk
Server Monetization
Rayblon quizzes Paul
Armor fitting
Life energy talk
Smooth block transitions
Accoustics
Blueprint Scaling
Concepts board
« Last Edit: December 20, 2016, 03:42:55 PM by Rayblon » Logged

Rayblon
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« Reply #86 on: January 26, 2017, 03:58:56 AM »

Did some work on the player character wiki page. It's far, far from complete, but it's a start in the right direction for documenting the planned features.
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