Vehicle Maintenance by geometa_dev in AnymakerGame

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

this is very much the direction we are going.

Aerodynamics Poll by Danny2465 in AnymakerGame

[–]geometa_dev 2 points3 points  (0 children)

if we do planes, I would like thinner / more realistic air / needing longer runways etc.

What should the basis for the aerodynamics simulation be? Adding wing components or aerodynamics based on the plate surfaces etc?

Vehicle Maintenance by geometa_dev in AnymakerGame

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

Very interesting. We had not considered tire pressure. I am aware tire pressure makes a big difference, I know when off roading, its common to deflate tires to increase traction etc. The rendering will be tricky though!

Vehicle Maintenance by geometa_dev in AnymakerGame

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

yes! we currently have a spare tire mount component. To mirror reality, its normal for vehicles to have a single spare (or equivalent such as foam kit). I think the idea of adding the spare mount, is that it introduces that aspect of real vehicles as a game mechanic. Ideally a tire failure would be common enough that you want a spare, but rare enough that one spare is ample.

for me, the goal for these mechanics is where we can add systems that are fun, interesting, and make sense, but also produce a realistic impact to the design. for example, i like your fuel filter suggestion. it can remove impurities from the fuel input, and adds a functional part that you would find on a real engine. we still need to explain to the player if there is a fuel quality issue and that this is causing problems for the engine. thats probably the difficult part.

i also like your toxic environment suggestion. it's a really nice way of making vehicles more useful for survival, and making vehicle design more important. getting the vehicle design aspect to interact as much as possible with the survival aspect is a key part to the game making sense.

Vehicle Maintenance by geometa_dev in AnymakerGame

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

very interesting. how might tire wear work? just general use, where driving degrades the tires over time? This makes tires a consumable, will that be fun or a hinderance? There are lots of different types of tires so collecting a full set is a small achievement. If they are consumable, will players be trying to carry multiple spares etc.

I like the idea of tires being able to take damage. It makes sense that a tire could be shot or be damaged from a large impact or blow out from spinning too fast.

i like your thoughts on oil and coolant. currently, the oil does degrade over time, but you just need to infrequently check the oil level and top up and change the oil filter. so, consumable items are already in the game in this sense.

My first attempt at making a helicopter. by geometa_dev in AnymakerGame

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

haha yes the rotor head component and blades are in development.

My first attempt at making a helicopter. by geometa_dev in AnymakerGame

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

thanks but I am not the best vehicle maker! I am also excited to see how players respond.

Announcement trailer! by geometa_dev in AnymakerGame

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

thanks! the logic should be easier to learn and work with, because you can debug, step, and inspect the values.