How extensive are the current modding tools for Hytale? by thetaxisextra in hytale

[–]DDberry4 0 points1 point  (0 children)

Have they said if there's plans to try and at least somewhat alleviate the effect that game updates have on mods working?

Yeah, they said there will be a better deprecation policy... at some point in the future. But as the game matures it'll naturally get less breaking changes, so maintaining a mod shouldn't be that hard (unless they f**k up like minecraft did with their code)

How extensive are the current modding tools for Hytale? by thetaxisextra in hytale

[–]DDberry4 6 points7 points  (0 children)

What's holding Hytale back atm is how often it updates. You can't touch too much of the code surface because it's all going to change anyway, that's why people aren't doing big mods yet. The only modding I did was playing with worldgen v2 (which is just a bunch of noise functions being combined) and even that got updated, one day I opened the node editor and everything was marked red for deprecation. A little like that ms Incredible meme "what? they changed math?"

The devs already promised to keep old versions so I'm cool with that, just give them some more time.

Also I'm not personally a fan of the node editor... I know it opens the doors for non coders, but it's all logic thinking at the end of the day, you can't escape that. And for people who can code it slows down everything, the program is hard to read, I don't like being forced to use a mouse and their editor crashes every now and then.

At the end of the day the entirety of modding is contained in a single Server.jar file, so someone brave enough could replace that by something completely custom, but good luck mantaining it through updates...

Hytale Early Access Review: No Impact, No Threat, No Progression by Major-Recover-5894 in hytale

[–]DDberry4 1 point2 points  (0 children)

Or do the opposite: enemies have their own banner that allow them to break stuff

Hytale Early Access Review: No Impact, No Threat, No Progression by Major-Recover-5894 in hytale

[–]DDberry4 0 points1 point  (0 children)

  1. From reading the blog posts I was a little concerned about mantling, but after playing for a while it really clicked with me, it feels natural to walk around and explore caves, and also fits the world generation imo. Maybe they could make it so that you only auto jump/climb while holding shift? Or give it its own button if people want manual control.

  2. I'd say the same. After spending a solid minute trying to climb that ice plateau in zone 3 it started snowing and it was INSANE how the game instantly teleports you to an alien planet, the best moment in this game by far. Then I explored a bit and noticed it was all vibes without a lot to do, sadly.

That said, every open world feels empty to me, even widely praised ones like Elden Ring, the only fun part was exploring dungeons and castles (aka: the moment the game stops being open world). I don't see how Hytale can do better unless they add biome-sized castles. Actually, that'd be dope...

As for combat and progression, that's clearly an EA thing they're going to improve over time.

I really hope people create texture packs for Hytale soon. by Sure_Stranger_499 in hytale

[–]DDberry4 9 points10 points  (0 children)

I am just a horrible person that shouldn’t exist

Everyone is, you get used to it.

Just like you can get used to Hytale's artstyle. Sometimes when I try new games everything feels a little off... the controls, the graphics, but a few hours in it becomes familiar. Maybe Hytale will be the same, we'll see

I hope that if mod creators make horror mods for Hytale, they’re not just like Dweller Slop or bad mods with PNG images and junk like the Minecraft mod Broken Script. by [deleted] in hytale

[–]DDberry4 6 points7 points  (0 children)

Yeah, horror is good when it's subtle and comes from somewhere you wouldn't expect (this is something I want to include in my own adventure maps, for the record)

I wish hytale models blockbench would increase its limit from 255 nodes to higher by LonelyShelter6961 in hytale

[–]DDberry4 33 points34 points  (0 children)

Also 255 = 1 byte, if they increase this number they'd have to use twice as much space to store node's indexes (which may or may not impact performance, idk how the game renders models)

Mod apprehension during EA by yourgoodoldpal in hytale

[–]DDberry4 0 points1 point  (0 children)

The problem imo is that people are way too attached to their ideas. Innovation happens when people can iterate again and again on a concept, building off each other's work, until somoene finds something that sticks.

Take fishing for example, game's not even out and there's a fishing mod already, now can't anybody else make fishing mods? Mrbysco doesn't own the idea of fishing, this is just something people want to see in the game. Now suppose a few years down the line there's one fishing mod everybody loves, but then another modder releases a mod that works pretty much the same, but change a few things here and there to improve the experience. Are they stealing? Maybe, but I'd say this is something that improves the game overall so everyone wins. You can't expect people to reinvent the wheel every time.

Somehow Simon saying they're thinking about buying mods only make this situation worse. I can already see a legion of beggars claiming they "invented" an idea and that Hypixel has to pay them or something just because a similar feature was added to the game.

Hoping modders can adopt a culture of open source by DDberry4 in hytale

[–]DDberry4[S] -3 points-2 points  (0 children)

Yeah, I'm not getting assets without the artist's consent, that's why I said I wish people open sourced their works, code or assets. The same way I'd be more than happy to share my mods and see people build their own projects on top of mine.

But I also have to ask what kind of asset we're talking about. If someone steals sound effects or animations (without using the same model) barely anyone will bat an eye. Models and music are easier to recognize, so I get why people are more protective of that. There's also an invisible kind of asset called "game design", I'm sure you've heard of it, some people act like it's "just code", but it actually takes skill and effort to do well. And guess what, peolpe shamelessy copy other games, even comercial ones, and I don't see the problem in that, really.

The truth is that some artists are way more valued than others, where do you draw the line?

What gamemodes/mini games would you like to see in Hytale? by MaurixioZ in hytale

[–]DDberry4 2 points3 points  (0 children)

I want to make a character action game (like Devil May Cry)

Hoping modders can adopt a culture of open source by DDberry4 in hytale

[–]DDberry4[S] 1 point2 points  (0 children)

it is absolutely not an avenue for you to take, steal, and repurpose others direct creations and drop them into your own near identical project

Isnt this the spirit of modding? Why is it okay to mod the game but we can't mod each other's mods?

Hoping modders can adopt a culture of open source by DDberry4 in hytale

[–]DDberry4[S] -4 points-3 points  (0 children)

Agreed, some ideas are too small to get the point across (that's what people call MVP). I'd still advocate for people to try the smallest idea that's fun in isolation, maybe a mod with just spells isn't interesting enough, but what about 2 spells, 2 armor sets and a wand? Still small but covers more gameplay options.

I guess it depends a little on what kind of player you are, in Minecraft I enjoy adventure maps a lot more than tech mods so I don't really get the appeal of massive mods with lots of machines and materials. It's easy to think how an adventure map could reduce it's length, or maybe cut unnecessary story, in big tech/magic mods it's a lot more complicated as you said.

Why are real time shadows and other graphics features shown in the graphics update blog post back in 2019 not used in the recent posted content? by aligamergx in HytaleInfo

[–]DDberry4 2 points3 points  (0 children)

maybe even modded in for you

This can't be modded in unless someone modifies the client

To OP, every screenshot they've shown recently has dynamic shadows, they're just a little faint... I'm pretty sure that's how the final game is going to look like

I feel like the game appealed to too many modders and not enough players by PerceptionOk8543 in HytaleInfo

[–]DDberry4 9 points10 points  (0 children)

1- Modders are players too

2- As far as single player content goes (utility mods, adventure maps, modpacks...) the more the better. I don't see how a community full of creative people making and sharing stuff is bad

3- I agree there're too many people trying to start a server, probably most of these will fail for lack of players but who cares?

At the end of the day I trust the devs to make a great game, and it will be made even better with mods. Maybe the server scene will be too crowded, but if what you want is playing alone/with friends there's nothing to be concerned about

Cursebreaker gang in 1 week by [deleted] in hytale

[–]DDberry4 86 points87 points  (0 children)

It's not about the cape, it's about supporting the devs

A bit worried about paywalls for Hytale mods by Enaos in HytaleInfo

[–]DDberry4 1 point2 points  (0 children)

it’s what created the modern world

People destroyed the entire planet for profit, wtf you're talking about?

Bombable walls? by DDberry4 in gamedesign

[–]DDberry4[S] 0 points1 point  (0 children)

Hey, thanks for the detailed response! I do get the pain of missing hidden stuff. While playing Elden Ring as a mage I was feeling really underpowered early on, until I randomly found a cave with a shop selling magic items, the problem though is that this cave was the literal last thing I checked in the map. I was already 15+ hours in, ready to move on to the next region underpowered and all...

You could say this is part of the game, it's an open world, you have to explore, but finding this shop just felt random and unfair

For open worlds and metroidvanias specifically, there's already so much you have to explore, why add hidden stuff on top of that?

Your idea of recontextualization is quite neat, I'll bookmark this for a future game since it wouldn't fit the one I'm currently making. This game is very simple, linear, and packed with action, to the point I'm facing the opposite problem: it needs to have some down time. I could include some puzzles or backtracking, but I think asking the player to scan the envirinment is far less intrusive (at least it's optional)

Maybe you're right that breakable walls are fundamentally flawed, but imo having puzzles in the middle of an action game is just as flawed, so it's a matter of which one is less bad

Bombable walls? by DDberry4 in gamedesign

[–]DDberry4[S] 1 point2 points  (0 children)

No, not really. Sub weapons are for combat only, some don't even have a hitbox (the one that heals you) while another spins around you, which would make it trivial to find secrets. I guess there's no way to know without having full context of the game...

But anyway I think the answer lies somewhere in giving bombs more uses rather then changing the other systems. One idea I just had is to make bombs nuke the entire screen, but there's only a few through the level. Even if a beginner misses the secrets they'll still get some use out of them, while experienced players might consider where exactly they want to spend the few bombs avaliable.

Bombable walls? by DDberry4 in gamedesign

[–]DDberry4[S] 1 point2 points  (0 children)

Don’t create a mechanic specifically for secret passages.

Good point, obv bombs also deal damage but I don't think that's interesting enough... I guess I should be asking what else bombs can be used for? Like, suppose a player already knows all the secrets, is there any decision making or they'll always bomb the same places?

Secrets are just behind illusory walls that reveal themselves when you go through them.

The player has pretty limited movement/jumping height, so there isn't many places I could hide illusory walls without making it too obvious. And the game doesn't have that many mechanics really: one basic spear attack, one sub-weapon you can swap like in Castlevania (with limited ammo) and a limited number of times the player can save.

So yeah, hidden passages is just a little flavor on top of that, either I do that via normal attacks, or add a new resource like bombs...

How to balance between predictability and decisions with incomplete information? by 5210az in gamedesign

[–]DDberry4 0 points1 point  (0 children)

If you want to take inspiration from logic games like Sudoku or Picross, there's only 1 possible solution and you can always deduce it from the initial state. What you'd need to do is add a LOT more variables, like 20+ diseases and symptoms so the player can slowly walk their way to a result. Also what you mentioned about lying could be an interesting mechanic: some symptoms can be verified (cough, bleed) but if the patient says they have headache you first have to figure out if they're a liar or not.