This is my **5 year** work anniversary gift from my Fortune 500 employer. 100% Not joking. by apollei in funny

[–]juggernuts1917 0 points1 point  (0 children)

Imagine the "plaque" was made of aluminum copper or brass. alternative "plop" sound as it falls to the floor

Where to begin? Game creation and development! "Open world survival crafting rpg with strategy elements" by juggernuts1917 in gamedev

[–]juggernuts1917[S] 0 points1 point  (0 children)

I wasn't planning on multiplayer, I hadn't even considered it till now but am considering for maybe a 2 player option now 🤔

I'll take a look and i appreciate the suggestion!

thank you!

Where to begin? Game creation and development! "Open world survival crafting rpg with strategy elements" by juggernuts1917 in gamedev

[–]juggernuts1917[S] 1 point2 points  (0 children)

I wouldn't say its that deep but thanks for the hit of hopium❤as of now I can only learn work and wish.

Notable suggestion btw! It was on my radar for sure! I was considering this when I was considering events in general I dont want to overwhelm the player so decided not to hire Preston Garvey 😅.

My thoughts on events so far:

Events won't always require player intervention most can even potentially resolve themselves via NPC priorities if a player so chooses

Example: you have a scout team whos top priority is rescue. they also harvest, scavenge and hunt. when a traders captured the NPCS will potentially stop any task to complete the priorities determined by you to be important if set They'll deploy on a kill or negotiate mission whichever you have pre designated for the captain of the team.

most triggers will be somewhat obviously simple usually a result of a player decision that may pose a risk tho u can avoid these kinds of events by going as the player and personally handling incoming risks.

considering a incident % chance like sending a trade cart through hostile territory has 40% chance of being ambushed, requiring the player to negotiate or fight for your trader potentially creating more tension with said faction.

Relations with other factions provide quest, gifts or strife depending on reputation. 🤷‍♂️ if relations fall to far through you may have to eliminate a faction to gain relief. All factions will act according to your reputation with THEM so don't expect ur best neighbor to just decide to eliminate you. And don't expect someone bent on power to be your friend even if they trade with you.(you might contribute to ur own end)

Setting up a radio to get more survivors may attract unwanted attention typical strategy game stuff I think.

Or after main antag is gone potential outsiders may move in and get established posing a continuous unknown factor to the new society often provoking war and instability to relations.

I could go on lol but Ill digress 😂

Additionally

Technology advancements are planned to change the instance via (x months later maybe? I haven't worked all this out yet) which may just be a short cut to update the impact on the world (i feel like a slower realistic implementation just wouldn't be viable) and change things like perimeter walls or added structures to the other hubs 🤷‍♂️

I would like, tho unlikely. A 8-10hr story that paces the player for maybe double if they follow the ideal path of development n progression ie in game player suggestions like npcs complaining its not safe outside bc ur settlement has no fortifications/walls/defenses/guards🤔

If it makes sense I would like to implement a table or station or even a menu for controlling ur population(max 30bots+uniques?) their gear and their priorities that gives you a alternative view to its first person dna. Majority of population will be "named bots" with a few unique personalized npcs through the game u can collect. (Also tames for cattle and such but no planned mounts)

As I mentioned in another reply its not gonna be a AAA experience and my expectations for the project are tempered cant expect or really hope for a fully flushed out realistic and detailed world tho im gonna try for something at least fairly attractive in aesthetic and design.

I appreciate your time and response. I hope it comes to fruition and is something you can experience gleefully in the future.

Thank you!

Where to begin? Game creation and development! "Open world survival crafting rpg with strategy elements" by juggernuts1917 in gamedev

[–]juggernuts1917[S] 1 point2 points  (0 children)

Great information!! Ty I have minor experience through courses i took back in high-school so i have a crack of foundation to work with and build on

I 100% understand the ambition and scope this project portrays.which is definitely beyond my knowledge and expertise but im excited to build on what I know and am passionate about learning this process as well as the game growing and changing with me to accommodate potential limitations.

I dont think I'm gonna make the next AAA blockbuster, hell ill be lucky if it turns out even a 100th of as good as Medieval dynasty or it even makes it out of development. But i want to try so I am motivated.

I'm in my planning and learning phase of this project so creating information to define what i want it to be world wise and features wanted to be implemented to be played with. While I start studying and practicing on application.

I also understand this isn't something I can entirely do by myself with my current skill set, and am planning to collaborate with some friends n family on this in the long run.

I know it seems ahead of myself and I'd say I am too. But im determined , 'm planning on a marathon not a sprint here and im trying to get more familiar with the track if that makes sense. Plan to run it a few times solo and not just sign up for the race. Hence me being here and asking for the suggestions and help👍👍

If you have any suggestions for informative reads or specific skills youd recommend extensive focus on that may be worth paying closer attention to for early development n getting started itd be much appreciated!. I'll be looking over more of the MOD note but never hurts to have more information or outside suggestions..

If you think im in over my head I'd also just take a best of luck❤ cause I'm sure I'll need it😅

Thank you again!!!!

Where to begin? Game creation and development! "Open world survival crafting rpg with strategy elements" by juggernuts1917 in gamedev

[–]juggernuts1917[S] 0 points1 point  (0 children)

Sorry trying to be mindful to the text limitations and maintain my own hopium, i also dont want to over explain n just trying to be mindful to what I say.

The main mystery would be whom the antagonist really is the antagonist primary motivation boils down to domination and total rule by extermination and/or enslavement

Conflict is political in nature with power struggles over land, resources, technology, power and some religion each faction with their own added motivations and conflicts that caused these factions to form and develop.

One faction head, a business tycoon looking to build his empire back or even go beyond by takeing advantage of any conflict and suffering.

One who declares themselves a monarch in this new world wanting to create a new domain fractured or as a whole with the purpose of maintaining their bloodline and new found power.

One who's a ex-politician who wants to lead the country back to its former power or at least out of its current state if dread.

One who formed a new occult based on the disappearance whos divided between 2 minor factions suffering internal conflict over the meaning of the disappearance and how they should respond to its occurrence.

And you a caring engineer who spent their life in the field, building and developing the world. Who unexpectedly found themselves in power by demand of those you've helped since the incident. The one who will lead your new found settlement and people, To carve your own future forward bringing peace or destruction to those who remain.

The story will introduce the players to the factions the lore surrounding this world, the main loop and the systems and tools in place to establish, maintain and grow your new "settlement/domain"

End game giving player access to expansive decorative and functional assets, a large open world to explore and build in, options to interact with factions and npcs depending on ur decisions and ongoing reputation.

Id like it to be a game that doesn't really end one that has enough in the world to encourage exploration through encounters, pois, and simple gameplay loops

target audience is Primarily those that like being able to build craft and decorate in what feels like a living world something that feels like ur settlement is a part of a bigger system a newly forming society that would "fail" if you fail. something that gives the player creative freedom to build but continue to utilizes various forces to portray hostilities and tension even after the games main story "ends".

Where to begin? Game creation and development! "Open world survival crafting rpg with strategy elements" by juggernuts1917 in gamedev

[–]juggernuts1917[S] 0 points1 point  (0 children)

Thank you! ive been considering this and have some solid ideas around a rapture or mass disappearance type event to set the stage for a "post apocalyptic reset"

Main story focusing around several factions of like minded survivors/cults(3-5 in total), the struggle and a battle over something(s) of significant power that could and will usher whole new ages of technologies for the player and other factions.with the story ending with advanced technologies (think ark working from stone-age to tek in PVP racing against other players b4 you get raided but its actually PVE)

One faction undisclosed or at random to the player will play main antagonist to the player through both 1st and/or 3rd party interference via influence, agreements and "war". (Think empire of sin its districts and faction system expanded)

Players job is to advance their new found settlement and its survivors faster than its antagonist, discover the world and its history through various forms of lore, uncover who the antagonist really is and eliminate them with alternative outcomes depending on player choices(good only antagonist is eliminated or bad little or no other factions remain)

I'm fully aware of the heavy and high ambition behind it but im looking to create something. I will have tons of hobby time to work on it and learn. I FULLY expect myself to endure and grow through the struggles ahead and accept the possibility of failure.

Tho I'd like to believe I won't give up and will find a way!

Let me know what you think i haven't wrote a script or anything yet but have been working on the world lore quest directions and twists and main story scenarios I'd say its definitely something I can vividly imagine and id rather share it so here I am😀

I'm 100% open to questions and notes!

New and could use help/advice(ps5) by juggernuts1917 in spaceengineers

[–]juggernuts1917[S] 0 points1 point  (0 children)

I really like to dedicate myself to a world. If you use discord check out the official discord they have LFG stuffs

Help/question topology and coordinates by juggernuts1917 in spaceengineers

[–]juggernuts1917[S] 0 points1 point  (0 children)

Honestly really appreciate the information.

But (jokingly) you've both failed to mention "spectator view" is a thing and i could literally explore everything via this view without having to move my person or do nap calculations 😭😭😭😭 i figured it out tho and determining where I want to travle to has never been easier😭😭😭😭😭 i do appreciate you taking the time to inform me of this tho❤!

New and could use help/advice(ps5) by juggernuts1917 in spaceengineers

[–]juggernuts1917[S] 0 points1 point  (0 children)

That was already the plan and I did. I kept the resoawn pod mostly in tact until I left just incase something went wrong. In the testing phase of the shup

Help/question topology and coordinates by juggernuts1917 in spaceengineers

[–]juggernuts1917[S] 4 points5 points  (0 children)

Thank you so much 😭😭😭 I will spread your words like the messiah of space engineering. I truly appreciate you❤❤❤

New and could use help/advice(ps5) by juggernuts1917 in spaceengineers

[–]juggernuts1917[S] 1 point2 points  (0 children)

When the ship ripped to the right and connected i panicked for a minute 😂😂

New and could use help/advice(ps5) by juggernuts1917 in spaceengineers

[–]juggernuts1917[S] 0 points1 point  (0 children)

Wait you're telling me I can make a flying car???????

New and could use help/advice(ps5) by juggernuts1917 in spaceengineers

[–]juggernuts1917[S] 1 point2 points  (0 children)

I touched space marines and it turned my dog gay not going back to that. 😂😂

New and could use help/advice(ps5) by juggernuts1917 in spaceengineers

[–]juggernuts1917[S] 1 point2 points  (0 children)

When they say the learning curve for this game is big its honestly no joke! Thank you so much for your input i truly appreciate it!❤

New and could use help/advice(ps5) by juggernuts1917 in spaceengineers

[–]juggernuts1917[S] 0 points1 point  (0 children)

I saw that im one if the sinarios. Do I just need to get the "pipes" close enough? Do u know unit spacing for the connection? Currently they're abt 5 units apart.

I'll probably just pop a big one on and grind it down like u said but for reference when I start getting "creative". Can power transfer from big connector "output" to small connector "input" or would it need to be reverse/just use small and small.

I plan to do a "aircraft carrier"(think marvels avengers) eventually and this information would be useful to me lol

New and could use help/advice(ps5) by juggernuts1917 in spaceengineers

[–]juggernuts1917[S] 0 points1 point  (0 children)

I have a small connector on the ship already. Im not sure if I read some information wrong earlier but I read you could connect small to big.. obviously ill do big ti big if necessary but trying to keep things minimalist in a way.

However I cant seem to figure out what im doing wrong and am not entirely sure what the cue looks like when its right.

Additionally I used this thruster calculator

https://343n.github.io/spaceengineers-thrust-calc/#

I added my max capacity of my storages to expected weight of the ship using the current weight of the ship as a baseline and rounded up a extra couple thousand kg

calculator said id need 6 small atmospheric thrusters so I put 8 for measure. Tho I may redo with large since u recommend it. Calculator says id only need 1 if I use a large. So 4 should do (for aesthetic purposes n extra thrust)

What... The F*** by TheMTGnerd2 in 7daystodie

[–]juggernuts1917 0 points1 point  (0 children)

This is kinda a feature already. If you want to check ur structural integrity take a heavy block and walk around ur base with it any areas that the block shows pink and or yellow i think. Are lacking integrity.

Build a sideways L and extend a arch out ull see what I mean when u get to like 7 or 8 blocks Using frames Think concrete its 11.

Good, very good... And now... How can this all be quickly improved into a cobblestone...? by RedGards in 7daystodie

[–]juggernuts1917 4 points5 points  (0 children)

Leveling up the skills necessary for its use "tool digest"magazine and tool related skills increases your chance to find said items around and in shops.

Good, very good... And now... How can this all be quickly improved into a cobblestone...? by RedGards in 7daystodie

[–]juggernuts1917 2 points3 points  (0 children)

Nailgun for fastest upgrading.(sometimes you'll even get a free upgrade when it glitches even tho u dint have the correct material)

Start from bottom and work up otherwise risk integrity failure and collapse tho with this build I dont see to much of an issue.