Mythruna
October 25, 2020, 08:21:44 PM *
Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length
News: Welcome to the new forums. See "Announcements" for a note for new users.
 
   Home   Help Search Login Register  
Pages: 1 2 3 [4] 5
  Print  
Author Topic: Combat Prototype Stuff  (Read 42659 times)
Moonkey
Hero Member
*****
Posts: 1587

This is probably a picture.


View Profile
« Reply #45 on: January 28, 2012, 05:49:23 PM »

Crafting example: You need to know how to make the item before you can craft it. And you need the necessary tools to make it. and near a "crafting bench". And no not minecrafts crafting bench. Probably something to melt iron and have a hammer to make a blade with it.
Logged

Mythruna: Don't you dare read any posts I made before 2014.
pspeed
Administrator
Hero Member
*****
Posts: 5579



View Profile
« Reply #46 on: January 28, 2012, 06:27:56 PM »

For a given item there may be many "crafting benches" only they won't usually be called that.  For example, forge, anvil, jewelers bench, several vats for tanning, etc.  Depending on what you are making and its complexity (and whether you want to buy components or make them all) a particular item could take a dozen steps.
Logged
BenKenobiWan
Friendly Moderator
Donators
Hero Member
***
Posts: 673


Jesus loves you!


View Profile
« Reply #47 on: January 28, 2012, 08:37:20 PM »

Will the physics be good enough to build a centrifuge, mine uranium ore, refine it, concentrate it to military grade, ... and launch your nuke at your enemies?
Logged
pspeed
Administrator
Hero Member
*****
Posts: 5579



View Profile
« Reply #48 on: January 28, 2012, 09:57:36 PM »

Will the physics be good enough to build a centrifuge, mine uranium ore, refine it, concentrate it to military grade, ... and launch your nuke at your enemies?

Hahah... no... probably not. Smiley
Logged
BenKenobiWan
Friendly Moderator
Donators
Hero Member
***
Posts: 673


Jesus loves you!


View Profile
« Reply #49 on: January 31, 2012, 09:14:53 AM »

Suggestion for weapons: Halberd,Dagger,Sword,War-Axe,Morning Star,Broad Sword,Spear,Pike...

Weapons won't be crafted like in Minecraft or Terraria. They will be molded and shaped according to the player.

That is true, but NPC's will need weapons, unless Paul has an idea for them to be able to design their own items

Note: Of course many weapons will come from mods, but the game needs defaults.

Logged
randomprofile
Global Moderator
Sr. Member
*****
Posts: 265


View Profile WWW
« Reply #50 on: January 31, 2012, 09:38:23 AM »

Suggestion for weapons: Halberd,Dagger,Sword,War-Axe,Morning Star,Broad Sword,Spear,Pike...

Weapons won't be crafted like in Minecraft or Terraria. They will be molded and shaped according to the player.

That is true, but NPC's will need weapons, unless Paul has an idea for them to be able to design their own items

Note: Of course many weapons will come from mods, but the game needs defaults.




Elaborate please?
Logged
pspeed
Administrator
Hero Member
*****
Posts: 5579



View Profile
« Reply #51 on: January 31, 2012, 10:12:42 AM »

There will be all of the standard defaults.  That's how I'll test that crafting is working right.
Logged
BenKenobiWan
Friendly Moderator
Donators
Hero Member
***
Posts: 673


Jesus loves you!


View Profile
« Reply #52 on: January 31, 2012, 11:30:59 AM »

Suggestion for weapons: Halberd,Dagger,Sword,War-Axe,Morning Star,Broad Sword,Spear,Pike...

Weapons won't be crafted like in Minecraft or Terraria. They will be molded and shaped according to the player.

That is true, but NPC's will need weapons, unless Paul has an idea for them to be able to design their own items

Note: Of course many weapons will come from mods, but the game needs defaults.




Elaborate please?

Players can craft whatever they want and the physics engine will figure out what thos items do, hopefully. But the NPC's won't have imaginations, and so the game will need some weapons to begin with, so the NPC's can fight, etc.
Did that help? (I'm using my phone, so I try to summarize.)
Logged
randomprofile
Global Moderator
Sr. Member
*****
Posts: 265


View Profile WWW
« Reply #53 on: January 31, 2012, 08:23:55 PM »

Yes sir... So if I build something that looks like a pole... it would be used as a spear..., this sounds very hard to code... specially if you want to make bows or crossbows  Shocked
Logged
pspeed
Administrator
Hero Member
*****
Posts: 5579



View Profile
« Reply #54 on: January 31, 2012, 08:51:41 PM »

Yes sir... So if I build something that looks like a pole... it would be used as a spear..., this sounds very hard to code... specially if you want to make bows or crossbows  Shocked

I've got that part designed, actually.  Though it's a little loose where bows are concerned.

Arrows are shafts with a "string slot" specified by the creator (a special block type put in the end marked to only accept strings basically).  Bows have a handle, a "shaft slot" (special slot that only accepts round wooden shafts), and a string.  I will use the materials of the part between the ends of the string to decide how the bow behaves... though this is likely to only be a rough simulation.  (Proper material simulation is 'really hard'.)

The marking of slots happens at part assembly time.  You'd have to have all of the pieces fully carved or forged by that step.

Using the "shaft slot" and the "string slot" (possibly also with a marker on the string on where the slot should go but I don't yet know if I need it)... it is possible for me to determine how the arrow will leave the bow.  Then it's really up to the arrow balance as to how it flies... I may add some simulated drag for fletching which would make them fly more correctly with center of gravity towards the tip.

Other than the user interface that supports these, the only really tricky part is keeping the object counts from bogging the engine down... there are techniques for dealing with it but that's the actual "hard part" in this case.  The rest is pretty straight forward... even with the physics engine as it stands today.
Logged
Moonkey
Hero Member
*****
Posts: 1587

This is probably a picture.


View Profile
« Reply #55 on: February 08, 2012, 09:46:32 PM »

Paul, does this mean making a spear, or weapons will be like how blue prints are? Like you can make a double bladded sword? :O... Example:

S    S
S    S
  SS
   I
   I

Oh yea...

(S is steel. I is Handle)

S  S  S
S  S  S
  S  S
  I   I
  I   I     Cool
Logged

Mythruna: Don't you dare read any posts I made before 2014.
pspeed
Administrator
Hero Member
*****
Posts: 5579



View Profile
« Reply #56 on: February 09, 2012, 04:28:15 AM »

Yeah, something like that.
Logged
Moonkey
Hero Member
*****
Posts: 1587

This is probably a picture.


View Profile
« Reply #57 on: February 09, 2012, 10:58:44 AM »

Sweet... I can't wait. Physics + blocky weapons = Best invention in crafting games.

Edit: If you can't wait play some garry's mod and weld some planks together Cheesy
Logged

Mythruna: Don't you dare read any posts I made before 2014.
randomprofile
Global Moderator
Sr. Member
*****
Posts: 265


View Profile WWW
« Reply #58 on: February 09, 2012, 11:19:17 AM »

Ummmm
I'm not trying to hate... but blocky weapons? wouldn't that look... ghetto? can't we at least have SOMEWHAT rounded weapons like in minecraft?
BTW Paul, have any concept art for the weapons yet?
Logged
Sunjammer
Newbie
*
Posts: 16



View Profile
« Reply #59 on: February 09, 2012, 11:55:09 AM »

blocky weapons? ... can't we at least have SOMEWHAT rounded weapons
Presumably that will depend on the blocks. I believe Paul mentioned that he was making some specialised blocks for swords and has mentioned scimitars might be possible so other special blocks will presumably follow in due course. He also mention something about blanks and moulds in another thread.

EDIT: fixing typos
« Last Edit: February 10, 2012, 02:36:48 AM by Sunjammer » Logged
Pages: 1 2 3 [4] 5
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.20 | SMF © 2013, Simple Machines Valid XHTML 1.0! Valid CSS!