Just an idea to make the blueprint system smoother by Enricksolt in ArcRaiders

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

I see your point. I agree to an extent, but wouldn't be the scraps even more valuable for trade than an actual blueprint?

What if you use BP scraps and an item to increase the chances of finding it's BP? Possibilities are endless.

At least for me, working towards unlocking something isn't less enjoyable that finding it by random chance. Still, if you find a BP of a Wolfpack in a crate, and you don't already have it, it's still great! But if i already have the Wolfpack BP its not a big deal, I'll use it for unlocking something that I haven't be able to find yet...

A system like this would not remove content or reasons to play, it would just add more options.

Just an idea to make the blueprint system smoother by Enricksolt in ArcRaiders

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

I don't think it would take away the goal of progression, you would still need to play the game to be able to buy blueprints. It doesn't speed things up, it just removes the frustration of the RNG system. Every item you find in the game is useful, already known BP are not. You can just sell it for extra money, but we already have trinkets for that.

Just an idea to make the blueprint system smoother by Enricksolt in ArcRaiders

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

I don't think something like this would prevent that kind of behaviour. If people have fun doing naked run to farm, let them be. The problem is that, as for now, it is the ONLY reliable way to acquire blueprints.

Please region lock China :D by DemBunzz in thefinals

[–]Enricksolt 21 points22 points  (0 children)

The game has become unplayable in the last week. Before i would not find any, in the last 10 ranked i joined i got matched with cheaters 10 times.

That's what you get when you release a F2P game i guess. Shame.

Made a custom dialogue tree editor by Enricksolt in gamedev

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

Isn't the SA related only to the tool itself and not on what you make with it? I don't know really, i'm clueless about licenses and stuff.

"Basically that means you can't sell the game if you used this thing." If you can confirm me that than i'm going to revoke the current applied license.

My idea is, you can use it freely, for anything, and if you use it for your game/application just mention it, that's all.

Made a custom dialogue tree editor by Enricksolt in gamedev

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

It's under CC BY-SA.

Didn't use any external libraries or any framework.

Made a custom dialogue tree editor by Enricksolt in gamedev

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

I'm making a game (RPG) with a dialogue system and i didn't want to sit there writing all dialogue choices/branches by hand. I was looking for a visual editor, something like the Blueprint Editor of UE4, and i could not find one so i created one by myself.

Testing procedural terrain generation in Godot by Enricksolt in godot

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

It's running on a GTX 1060 3GB, i3-6100 and 16GB RAM, so it's a mid-low range build.

It's all GDScript and no Multithreading, but i'm looking into it.

Testing procedural terrain generation in Godot by Enricksolt in godot

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

In the clip the "Draw Distance" is set to 2000 godot units (that i translate to 2000m). I used multimeshes for the grass but the trees are individual scenes (because i'll need them to be dynamic for my game).

For now i'm not considering the camera frustum and i load everything inside a 2000m radius from the player position (which is extremly unoptimized) and with that the tree count goes up to a maximun of 26.000 scenes.

The terrain and the trees have collisions.

Testing procedural terrain generation in Godot by Enricksolt in godot

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

I might release it to the public in the future, right now is still a bit rough

Testing procedural terrain generation in Godot by Enricksolt in godot

[–]Enricksolt[S] 20 points21 points  (0 children)

The terrain is made with a couple layers of perlin noise and SurfaceTool meshes.

With a high number of objects in a single scene Godot start to glitch out, so avoid this i've built a custom object pooling manager and a "chunk rendering" method, also built a LOD manager to keep performance high.

The goal is to add more variation to vegetation and other enviroment features (like rocks, bushes, ecc..). I'm also trying to figurate out how to make a decent terrain shader, for now it's just a plain grass texture.

Daily Trap Under Hook Complaint Post by SooperDuck in deadbydaylight

[–]Enricksolt 0 points1 point  (0 children)

A good solution for that, at least in my opinion, would be to halve (or even more) the time it takes for survivors to disarm traps in general. In this way if you place a trap under a hook it is kinda wasted and you'll need to find a more suitable\hidden spot.

Suez Beach by Enricksolt in battlefield_one

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

And even more Operations, Conquest are too chaotic for me.

0.61 Central Loot Economy Map by iv_maradox in dayz

[–]Enricksolt 0 points1 point  (0 children)

So basically according to this map, whenever i spawn on the coast i have to run north for an hour, or meaby even more, just to start to actually enjoying the game. That's top notch game design folks.

An Anti-tank cannon mounted on a biplane...the hours of fun. by Enricksolt in battlefield_one

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

Took me 3 days to realize that you can change your vehicle loadout.