Steamをインストール
ログイン
|
言語
简体中文(簡体字中国語)
繁體中文(繁体字中国語)
한국어 (韓国語)
ไทย (タイ語)
български (ブルガリア語)
Čeština(チェコ語)
Dansk (デンマーク語)
Deutsch (ドイツ語)
English (英語)
Español - España (スペイン語 - スペイン)
Español - Latinoamérica (スペイン語 - ラテンアメリカ)
Ελληνικά (ギリシャ語)
Français (フランス語)
Italiano (イタリア語)
Bahasa Indonesia(インドネシア語)
Magyar(ハンガリー語)
Nederlands (オランダ語)
Norsk (ノルウェー語)
Polski (ポーランド語)
Português(ポルトガル語-ポルトガル)
Português - Brasil (ポルトガル語 - ブラジル)
Română(ルーマニア語)
Русский (ロシア語)
Suomi (フィンランド語)
Svenska (スウェーデン語)
Türkçe (トルコ語)
Tiếng Việt (ベトナム語)
Українська (ウクライナ語)
翻訳の問題を報告
https://steamcommunity.com/sharedfiles/filedetails/?id=2783218934
https://steamcommunity.com/sharedfiles/filedetails/?id=2783219445
https://steamcommunity.com/sharedfiles/filedetails/?id=2783219715
https://steamcommunity.com/sharedfiles/filedetails/?id=2783219906
https://steamcommunity.com/sharedfiles/filedetails/?id=2783220513
https://steamcommunity.com/sharedfiles/filedetails/?id=2909809992
https://steamcommunity.com/sharedfiles/filedetails/?id=2909810834
Next time you decide to show up for a rally, at least show up informed. You just look silly when you make ignorant statements.
All work in progress and not implemented yet isn't on the list. That's all it means to me.
Another thought i had, would it be possible, if not already done, for a block/entity to have some sort of "Easily rammable"/"Drove through" tag, easy example would be a wooden fence, they aren't that hard to drive through, but too often i will be going max speeds, hit a little fence, be it picket, the taller not see through fences, or the ones made out of two horizontal planks with vertical posts every couple blocks. Many blocks would be fit to have this tag, and would provide no resistance to a jeep, or potentially the motorbike, going at decent speeds.
Loving the game, can't wait to see what is added. (Hopefully without more performance losses
I wonder if the 4X4 (and maybe motorcycle) could get a damage buff against wood like the shotgun or something.
Though it'd probably also need some way to make the damage only apply to horizontal collisions and NOT vertical, otherwise you'd break through bridges and floors a lot.
I wonder if there's even a way to detect speed and direction of impact/motion for this kind of thing. I feel like that would make or break its chances for the most part.
1. Improve performance and optimization, continue to focus on better resource saving techniques. If you made a mobile version, imagine how well that would optimize this game for PC. If your company/s pulled it off.
2. Focus on mechanic fluidity and animation realism.
The graphics are already epic in some areas and pretty good overall maxed out. So it's more important to aim for RDR2 level animations and mechanics, even without having access to motion cap, just have life like animations and mechanics as the ultimate goal. Be smart with the techniques that you can implement on the budget.
3. Content: The goal should be to eventually add so much content that everything made by humans can be made by your character. It is possible for one human to build anything, complex machines just require handmade machines to make better machines. So we should be able to evolve the technology in our world from stone age to future sci-fi/supreme age. More ores need to be added so we can make alloys and composites.
4. Graphics: Record as much as possible from real life and only improve the graphics without increasing resource usage, less resource usage and better graphics is obviously always the goal. Simple dev stuff. Aim for real life like you have been.
5. Base it on Sci-fi, look into the science of human mutation and zombie parasites. Don't make it safe and boring, just base it on what's possible like what Marvel do with Sci-Fi. So we can continue to evolve into a mutated superhuman that is virtually immortal when maxed. I think you should base the maxed out player on Maestro Hulk or Professor Hulk at least a little bit and maybe just at a human level.
6. Muscle, fat and weight system. Just start working on this in-depth stuff and when you get it done it's done. We should start off with a lethargic build and then maxed out players look like Eddie Hall or Illia Gollem (Biggest muscle athletes on earth). But this muscle should have to be maintained and we can gain or lose fat realistically. Basically just copy RDR2's weight system to start and then expand on that. It might take forever but amazing things take forever.
7. Add less realistic options for players who don't want a simulator, so players can adjust how realistic they want the game to be. So that you can please people who want it to be more of a game as well.
Final note: I know you guys are taking the game in a simulation direction and most of this stuff you are probably already working on lol. But I just want to make sure you have that ultimate ambition for this game. I hope you guys can make more successful games and grow your company/s to expand on this genius concept because it is the best survival game on the market. Keep up the great work.
This has been a work in progress for a couple of years.
Can't have that fancy content until the core features for the story exist. You should be hearing a lot about that in the near future.
This is a voxel game, not CyberPunk. High-end graphics are very expensive.
You haven't heard the story yet. I'm sure it'll be interesting.
Be careful what you ask for.
Too many options just muddles the interface and confuses players.