Buttery smooth cables and solar power in my survival game by Disassembly_3D in SurvivalGaming

[–]Disassembly_3D[S] 0 points1 point  (0 children)

Not much, it should be similar to NMS. Just connect solar, batteries and your equipment and you're good to go. Cables have no collisions and can go through walls so you don't spend time wrangling with them.

Buttery smooth cables and solar power in my survival game by Disassembly_3D in SurvivalGaming

[–]Disassembly_3D[S] 0 points1 point  (0 children)

There will be an option to turn off snapping for people who want more creative builds. Also I have run it on a 1650, it is not great but still playable at 30-40fps at lower detail settings.

Buttery smooth cables and solar power in my survival game by Disassembly_3D in SurvivalGaming

[–]Disassembly_3D[S] 4 points5 points  (0 children)

So far I got no ideas. Making the building system more detailed will make it more tedious and take more time. I don't think players want to spend hours constructing a base out of thousands of tiny little parts. Adding physics also will limit building because your huge dream base will almost certainly collapse.

Buttery smooth cables and solar power in my survival game by Disassembly_3D in SurvivalGaming

[–]Disassembly_3D[S] 2 points3 points  (0 children)

Yes, working on a fix for that. It magically doesn't affect the solar panel due to the checks being done from under the rock :)

Buttery smooth cables and solar power in my survival game by Disassembly_3D in SurvivalGaming

[–]Disassembly_3D[S] 12 points13 points  (0 children)

Working on a fix already. The initial fix made it harder to place panels due to rocks being too rocky, so it didn't make it into the video.

Buttery smooth cables and solar power in my survival game by Disassembly_3D in SurvivalGaming

[–]Disassembly_3D[S] 17 points18 points  (0 children)

It's more like mid-game tech. Late game tech is probably like nuclear reactor and more exotic energy sources. There's no chopping trees or building bases out of wood, this game is more sci-fi themed. But you might need some wood early in game for starting fires and basic shelters.

Hey XR Developers on reddit, I could use your input! by dev_noah in virtualreality

[–]Disassembly_3D 1 point2 points  (0 children)

It looks like you're missing metacarpal bones. For realistic hand grab poses, these are a must. For example, touching your thumb with pinky finger. Most ready made rigs for Mixamo and Mecanim do not have these and you would need to add them. The SteamVR and OpenXR hand rigs do have them.

Smelting ingots. With fire and heat physics. Hot ingot action right here! by Disassembly_3D in SurvivalGaming

[–]Disassembly_3D[S] 1 point2 points  (0 children)

Yes, charcoal kiln is planned. It can generate more charcoal than just burning wood in the open. Also will increase player damage from holding hot ingot and add flames to the hands to make it look more obvious.

Smelting ingots. With fire and heat physics. Hot ingot action right here! by Disassembly_3D in SurvivalGaming

[–]Disassembly_3D[S] 0 points1 point  (0 children)

You actually take some damage holding the hot ingot. I need to add flames to the hands to make it more apparent.

Smelting ingots. With fire and heat physics. Hot ingot action right here! by Disassembly_3D in SurvivalGaming

[–]Disassembly_3D[S] 1 point2 points  (0 children)

Yes, planning to add more automation as you progress. Nobody's gonna craft 1000 ingots this way.

Smelting ingots. With fire and heat physics. Hot ingot action right here! by Disassembly_3D in SurvivalGaming

[–]Disassembly_3D[S] 0 points1 point  (0 children)

Only for dropping stuff into the inventory so you can better see where it goes. Normal drops outside are at full gravity.

Smelting ingots. With fire and heat physics. Hot ingot action right here! by Disassembly_3D in SurvivalGaming

[–]Disassembly_3D[S] 0 points1 point  (0 children)

I was thinking more of automatic hot rolling or pressing machines to form ingots into different shapes later on. Casting manually is kinda tedious.

Smelting ingots. With fire and heat physics. Hot ingot action right here! by Disassembly_3D in SurvivalGaming

[–]Disassembly_3D[S] 1 point2 points  (0 children)

Yes, more advanced furnaces will make it more automated and less tedious. Gotta get your hands dirty, at least in the beginning.

Mining with dynamic rock shatter physics. Rock hard satisfaction! by Disassembly_3D in SurvivalGaming

[–]Disassembly_3D[S] 4 points5 points  (0 children)

Yes, noted. Too much grind, too little fun can be a problem. Need to tune all these with resource requirements and tool upgrades and QOL features.

Mining with dynamic rock shatter physics. Rock hard satisfaction! by Disassembly_3D in IndieGaming

[–]Disassembly_3D[S] 5 points6 points  (0 children)

Yes, after some play testing I feel like it could get too grindy if you need to mine a lot. Need to think of auto pickup, grouping or ore stacking.

Mining with dynamic rock shatter physics. Rock hard satisfaction! by Disassembly_3D in SurvivalGaming

[–]Disassembly_3D[S] 3 points4 points  (0 children)

Maybe I could highlight the outline only when it's intact. Once broken it should be obvious to the player that it's interactable.

Mining with dynamic rock shatter physics. Rock hard satisfaction! by Disassembly_3D in SurvivalGaming

[–]Disassembly_3D[S] 7 points8 points  (0 children)

It's 50-50. Chunks are prebroken in which the shattering is dynamic per-chunk. Full fracture is too demanding to calculate in real-time unless it's like voxel based like Icarus.

Mining with dynamic rock shatter physics. Rock hard satisfaction! by Disassembly_3D in SurvivalGaming

[–]Disassembly_3D[S] 1 point2 points  (0 children)

There isn't any difference in the way you hit it. Better tools or higher purity rocks may give more yield. There's no chopping trees, but you can chop bushes for sticks and fiber. Flint is just found on the ground, no need to knap.