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Although finding rail carriages abandoned on the track which you can hijack would be beyond amazing...
Trains were an alternative to land vehicles, something that was often requested but would cause "player replacement" problems (e.g. hopping in a vehicle "replaces" you & all your customization, something I want to avoid). Trains were then something you would ride to certain destinations, but be exposed.
Hoverboards were the ultimately solution, though. They are something you ride, have control over & don't replace "you". That is why hoverboards were implemented in place of trains & other land vehicles.
In that case, what about "hoverboard tracks" as an alternative to roads? The roads in 3089 are so populated with enemies that riding past on a hoverboard is a guaranteed way to start a battle -- kind of the opposite to what you'd want to do as a fast, lightly armed and armoured player looking to travel a long distance. I'm imagining something like a giant half-pipe track designed to be easy and fun to navigate with a hover -- smooth banking turns (well, probably angles rather than curves but that would still work fine, as long as they are easy to navigate), long straight sections to build up speed, jumps to serve as on- and off-ramps...
Also, what about non-interactive (i.e. you can't ride them) trains running along the hover lanes as a kind of hazard to watch out for (possibly contact damaage or even instant destruction if they hit you)? So it's basically skateboarding along the train tracks -- risky, but rewarding in terms of travel speed. IDK if simulating the carriage would be practical, again, I'm dreaming big like I always do hehehe... but I wonder if rather than "boarding" the train like a vehicle, it might be easier just to have the train run along the set path with the player maaaaaaybe standing on the roof/runing boards, but ultimtely not using any kind of interface. I'd assume the train is only simulated when the player calls it up (like a misison boss); or alternatively it could spawn like an enemy and simply follow the track, despawning after a certain distance like normal robots would (at least, I presume that's what they do when you're not nearby to see them...)
The hoverboard is awesome, it's just that the roads always felt (to me, at least) like one of the worst possible places to use one. Sliding off the edges was a minor annoyance, but the really annoying thing was constantly running into groups of stationary enemies which were like "speed bumps". That's why I'd love to see a change to either make roads more hover-friendly, or make them a place normal enemies don't go and that the player uses in a risk/reward scenario.
Either way, I'm sure you'll come up with a solution to make roads have more impact. It just seems wierd to me that they're more the domain of tanky fighters than fast "hit and run" players.
All of this is theoretical, I am not aware of the limitations of Java, though I am experienced in programming with C# in Unity Engine. I tried all of this once, though a little differently, I had something like a "controller script" instead of booleans, which moves objects set as the controlled entity, not through boolean.
Through referencing what the controlled object is (even at runtime, allows for character switching like the Lego star wars games, great for a ghostly possession game too!) and calling player movement update methods with the inputs set as a 3d vector within the method parameters in the "EntityObject" script of the controlled object.
Anyways, looking forward to 5089!
Many times I'll even hop into viewing a broadcast of a game I'm interested in buying just to see what the PC experience is like. I find this to be of cutting-edge-importance in reaching a new type of content-conscience audience.
It probably has something to do with Java & the Steam client not playing nice together. I've had to wrap a launcher to fix playtime & card drop problems, but I think it in turn broke the Steam overlay and perhaps Broadcasting. I will revisit this around the time 5089 comes out, hopefully things will play nice together better.
5089 does continue where 3089 left off, but 2000 years after... so which ending you experience in 3089 doesn't have much weight that far into the future.
Looking forward for 5089. Keep up the awesome work.
That out of the way, one thing that bothers me but isn't major is the shape of armor compared to the shape of the character. The chestpiece would get in the way of the eye and the headgear has nowhere to be put. Either the character should be shaped more like the other robots or the armor should fit the character.
More optional components for weapons would also be great because I really enjoy the weapon customization system but think it could be made better with more unique and mutually exclusive options. On the topic of customization, perhaps there could be another container (in addition to crates) with a slightly better chance of dropping high value parts for rewarding the player.
Maybe underground "Dungeon" areas would be interesting, but I don't know the limits of the engine.
Again, I hope my tone wasn't too abrasive. Thank you for being so involved with the community phr00t; keep up the good work!