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I won't implement the urge to go to toilet periodically in Stranded III because I think it isn't a fun mechanic. There will be related mechanics though. Even Stranded II already had the mechanic that poo spawned some time after you ate a plum.
edited 1×, last 15.05.23 10:02:58 pm
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However, some system of animal manure for plant fertilizer may be handy. We mainly use that irl, and for practical reasons: animals make much more of it than humans.
Also,
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It will probably be possible to script AI with Lua though. I'm not sure but it might be possible to create a machine learning interface that way if you really want to.
For that reason, I drew a concept menu to provide an example of what could be implemented with the states/effects in S3.
The concept menu allows effects of any size, any color, any place relative to the entity that carries the state, any audio file, and the ability to adjust volume. This example allows the sprite itself to be changed so much that, if it was implemented, there may as well also be the ability to create new, custom states/effects from scratch.
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Now, it looks fairly cluttered (because of my wonderful artistic ability
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Does this idea seem viable and/or preferable to you?
EDIT2: I had an idea of a feature that could be indispensable to unexperienced coders on Stranded III: If you made so, in a given setting or menu in editor, it would auto-generate code that would have the same exact effect as a the setting being set.
For example, if you were setting a color, there would also be a button you could press that would spit out the code equivalent of setting the specified color, so it can be integrated into any code in the future. You could implement this capability into basically any given setting or menu, so that the desired code equivalent would be just a copy-paste away.
It would help people learn the scripting language with ease, without having to even go through a tutorial or anything of the sort (and I do recommend including a scripting tutorial within the game, especially if you are planning on adding new code features or additions which don't already exist in LUA). It would also just be convenient, and could serve to assuage the worries and fears of perfectionists.
Also, some things just cannot easily be coded manually, and are virtually impossible to get right. Being able to get it right the first time for those types of things would be vital to automating tasks. It would also open up opportunities to integrate more things into the code itself, and thus improve the functionality and of it, since complexity or difficulty would be less of a barrier in the way of integrating such auto-generated code.
Alongside this, features can be added which more intuitively augment specific tasks being performed by code, which output the resulting code. This could be useful for camera sequences, custom entity behavior, and well-integrated mapmaking.
The end result would be a script that can do more, is easier to use, and is far more accessible to people. People would be far more likely to start scripting to begin with in such a game environment.
I can personally assess to that. At five years old, around the time I had first played Stranded II, I had tried for hours to get the code to do something (I did not actually know how it worked. I just typed in things like "give me unlimited health" and "make the parrots slower", which, looking back with my full knowledge of s2script, was pretty cute), and never really got anywhere (I finally learned how s2script works at ~12 years old). However, given the same circumstances, but with auto-generated code and intuitive features to auto-generate code, I most certainly would have learned how to script at five years old. I hope Stranded III will be able to be what I lacked back then.
edited 14×, last 21.03.24 02:37:08 am
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Good luck and I am looking for future updates! Cheers!
Once you said multiplayer is pointless in Stranded-like game but then Rust appeared and became total banger.
I still remember times you accidentally send Untiy build to Simon and he kinda mocked you on that, but these was almost 10 years ago.
I also totally get the stripping of the multiplayer, it's such a pain in the ass to make. But I also get that people may feel disappointed, as it was probably the most anticipated addition to S3. I'm just glad to hear you're still enjoying working on the game after all this time.
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But your development style is kinda outdated. C`mon, drop us some alpha build.
To be honest not sure what that's supposed to mean. Every artist works their own way at their own pace, let him cook.
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Godot? Seriously?
The last 10% of a project will take up more time than the past 90%. You know this. You've been in development so long that this should be on a fliese on your wall.
Cut it out.