ArkCraft: The Rebirth of the World

ArkCraft: The Rebirth of the World

Sixx Nov 16, 2024 @ 6:50am
Various ideas and things that I have on my mind :)
First of all: A small but very interesting and well-made game that is a lot of fun :)
time flies
I noticed a few things that could perhaps be adjusted.

1) Buildings etc.: It would be great if you could generally raise and lower parts of buildings, and maybe even tilt the X/Y axis. With foundations and fence parts, lowering is possible to a certain extent.

But if I build a structur, for example, and it is not on a flat surface, areas (corners etc.) are partially floating in the air and you look at a hole or "under" the building. If I could lower the building now, this unsightly optical error could be concealed.

Unfortunately, I notice this very negatively with the large farming plot. You build where you like and not necessarily on a flat surface. The large farming plot is then partially completely in the air in the front or side areas. If you could lower and tilt the field, you could adapt the structure to the terrain. I don't really want to put foundations there, because that sort of thing actually belongs on the ground.

2) Again: large farming plot. It is much larger, but I can't grow much more there than on the small or medium plot. Maybe it is intended for larger plants with more space, but it would still be nice if you could use the large field for smaller plants too. The division could be small field 15 slots, medium field 30 slots and large 45 or 60 slots.

You could also plant trees completely freely without needing a field.
Oak, maple etc. can also be planted as trees (reforestation) could be used as decoration for you city etc.

3) Components: Somehow railings, half stairs, half ceilings or half foundations are missing.

Small railings to build a terrace. The fence parts don't work and are also unsuitable.

Half stairs. If I build a house (as a beautiful builder with ideas) on two levels, where one level does not include a complete staircase, I cannot add a staircase because it does not snap into place, or if I want to build a lower walkway by the water, I cannot sink the entire staircase into the water. The staircase can, however, be sunk into the normal ground.

Additional components to make building even more beautiful. Also through different roof parts (corners, dormer windows, etc.)

4) A mount or a horse-drawn cart for transport?

5) Snapping. It would be nice if you could turn off snapping using a key combination to be able to build more freely

6) Animal paths etc. I have fenced off an area in which I have put chickens, sheep, cows, etc. Some of them move freely, but after a "short" while they all hang in corners and do not move out. They stop moving. That is a problem.

7) If you want to harvest fields, I as a player just have to walk across the field and I automatically collect. That makes the game a lot easier. The same thing happens when NPCs or animals just walk across the field. That shouldn't really happen.

I built right next to a village on a lake. I had to separate the area with a fence. Now the animals run around the fence and through the water into this area and run across the field, or they obviously spawn right inside the fence, because there are suddenly chickens and sheep running around there, which are actually also kept separately. It wouldn't be a problem if they didn't automatically harvest my fields.

I would like to let them run around freely in my fenced-in settlement, but not if they automatically harvest everything or hang in corners everywhere.

8) Containers. More containers or cupboards for storage would be great. It would be nice if I could put clothes in a cupboard. Or if there were shelves where I could store sticks or logs. A large basket for stones and ores.. Simply more choice for the different raw materials. Weapons/tool ​​shelves etc.

9) Miscellaneous
- Day/night cycle? And the bed as a real bed to sleep in so that you can also end the night?
- Furniture that I can sit on
- Coal as general fuel. Why can't you burn coal in the campfire or use it for torches?
Sticks for a short burning time, wood for a longer burning time and coal doubles the burning time again.
- More life in villages etc, A.e. in the harbor also traders with whom you can trade. All the stalls and houses are empty - a shame
- More decorative stuff :D
- Living water with fish in it and plants on the bottom (but that's probably too complicated)
- Somehow visually separate the coal mine, ore mine etc. Looks the same

Yeah, that should be enough for now. Those are the things that I noticed again and again.

GENERAL QUESTION: Is the game endless after the (I think) 3 sections? Does that mean that I can just keep building and playing at the end? That would be really great

Thanks and keep it up

Sixx :br_smile:
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Showing 1-15 of 36 comments
-Midas-  [developer] Nov 16, 2024 @ 7:37am 
hi, thanks for the feedback.


2) Again: large farming plot. It is much larger, but I can't grow much more there than on the small or medium plot. Maybe it is intended for larger plants with more space, but it would still be nice if you could use the large field for smaller plants too. The division could be small field 15 slots, medium field 30 slots and large 45 or 60 slots.

the large crop is designed for trees.
crop slots are currently :15,21,26


You could also plant trees completely freely without needing a field.
Oak, maple etc. can also be planted as trees (reforestation) could be used as decoration for you city etc.

this is planned for the aftermath

3) Components: Somehow railings, half stairs, half ceilings or half foundations are missing.

noted

6) Animal paths etc. I have fenced off an area in which I have put chickens, sheep, cows, etc. Some of them move freely, but after a "short" while they all hang in corners and do not move out. They stop moving. That is a problem.

They run again when they are hungry, thirsty or want to reproduce. If you don't like how they behave, just hit them :)


7) If you want to harvest fields, I as a player just have to walk across the field and I automatically collect. That makes the game a lot easier. The same thing happens when NPCs or animals just walk across the field. That shouldn't really happen.

this is a bug from last patch and its already fixed with the next update coming. see topic from one hour ago

https://steamcommunity.com/app/2869610/discussions/0/7004880943562371624/

8) Containers. More containers or cupboards for storage would be great. It would be nice if I could put clothes in a cupboard. Or if there were shelves where I could store sticks or logs. A large basket for stones and ores.. Simply more choice for the different raw materials. Weapons/tool ​​shelves etc.

look at the furniture buildingplan. there are a lot of them. but of course we can add some more.


Day/night cycle? And the bed as a real bed to sleep in so that you can also end the night?

not planned. bed is respawn point

- Furniture that I can sit on

possible after I have finished all the patches :)

- Coal as general fuel. Why can't you burn coal in the campfire or use it for torches?

why not ? thats new for me ? you should be able


- More life in villages etc, A.e. in the harbor also traders with whom you can trade. All the stalls and houses are empty - a shame

isnt there a trader ?

- More decorative stuff :D

we all love that but where is the time. :) write me some deco stuff for my list and whenever i am idle i will add some

- Living water with fish in it and plants on the bottom (but that's probably too complicated)

no it isnt. it was like that in beta but i have removed it because of performance issues

- Somehow visually separate the coal mine, ore mine etc. Looks the same

the ores are showing what they are :)

Is the game endless after the (I think) 3 sections? Does that mean that I can just keep building and playing at the end?

yes, you will have even more buildings in aftermath and i am currently adding new stuff for next weeks update..


thanks for the feedback and suggestions. I've written down almost all of them, but I don't know when I'll be able to implement some of them because the main focus at the moment is on the bugs and main problems.

ps: du kannst auch in deutsch schreiben
Last edited by -Midas-; Nov 16, 2024 @ 9:04am
Darek871 Nov 16, 2024 @ 11:31am 
I confirm that the construction of Aftermath buildings could be improved and it is complicated to make a city more or less straight and aligned (I'm talking about avoiding angles of + or - 30% approximately, no need to be perfect either ^^). And couldn't we have a function to move and turn the buildings once built to better place them, because if we destroy them once finished we don't recover the materials from the three levels of construction... This could be done with a special hammer for example in iron, it would add a bit of gameplay...

There is also a problem of rotation of the ghost of the building, after a number of certain quests/time of play the ghost turns around the character and no longer around itself, which complicates the placement beyond the field of vision. I didn't understand why the rotation point changed along the way...

Big translation error in FR for the trading post (if it is indeed the trading building, i don't have finish it), you translated into FR "Poste de traite" that is for milking cows :-D besides we already have one I think. Even DeepL gives in 3rd translation choice the building for cows lol.
The correct translation in FR is: "Comptoir d'échange".

I gave up on the idea of ​​making roads in my city, unfortunately I didn't choose the right land for that. Wouldn't there be a way to make dirt roads in a simple way and without resources, which would just change the texture of the land over a certain width ?

We would choose a starting point and an end point and by deviating to the side it would produce slight curves like splines or rivers and so on with the left click as long as we do not abandon the command with a right click for example. This function could also be obtained by unlocking something in a public building like the town hall... ?
Last edited by Darek871; Nov 16, 2024 @ 11:32am
-Midas-  [developer] Nov 16, 2024 @ 11:52am 
And couldn't we have a function to move and turn the buildings once built to better place them, because if we destroy them once finished we don't recover the materials from the three levels of construction..

i have changed that. you will get even the resources from the mines back.


There is also a problem of rotation of the ghost of the building, after a number of certain quests/time of play the ghost turns around the character and no longer around itself, which complicates the placement beyond the field of vision. I didn't understand why the rotation point changed along the way...

you dont have a short video maybe ?

I gave up on the idea of ​​making roads in my city, unfortunately I didn't choose the right land for that. Wouldn't there be a way to make dirt roads in a simple way and without resources, which would just change the texture of the land over a certain width ?


it would be the best solution for the roads


I confirm that the construction of Aftermath buildings could be improved and it is complicated to make a city more or less straight and aligned (I'm talking about avoiding angles of + or - 30% approximately, no need to be perfect either ^^).

the problem here is, that the landscape is hard surface. changing it to dynamic landscape would break all the savegames.
one solution here would be to make the buildings higher with stairs. so when you place it the holes below would be filled with the foundations of those buildings. or let the player manually place clay foundations underneath.
Finch Nov 16, 2024 @ 6:53pm 
Breaking Save games is part of progress and players expect it to happen more than once during the development cycle. They even welcome the change if it improves performance, game play and visuals.
Darek871 Nov 17, 2024 @ 1:36am 
Originally posted by -Midas-:

you dont have a short video maybe ?

Relatively simple: the center of rotation changes between the buildings before and after the flood, which is annoying because the latter are bigger and go out of the field of view when you turn them and can even pass/turn behind the character. And it is even harder to align them with the buildings already in place.

Good:
https://ibb.co/7CsHMJj
Bad:
https://ibb.co/zXmMx00
https://ibb.co/kSzc9ZH
Darek871 Nov 17, 2024 @ 1:40am 
Originally posted by -Midas-:
i have changed that. you will get even the resources from the mines back.

No it doesn't work, I just destroyed the carpenter to see and it didn't give me back all the materials of the 3 construction levels, only the materials of the last level. Or your updates don't take into account the current saves...
-Midas-  [developer] Nov 17, 2024 @ 1:43am 
Originally posted by Darek871:
Originally posted by -Midas-:
i have changed that. you will get even the resources from the mines back.

No it doesn't work, I just destroyed the carpenter to see and it didn't give me back all the materials of the 3 construction levels, only the materials of the last level. Or your updates don't take into account the current saves...

i did not uploaded it yet.. hopefully monday/tuesday..
Darek871 Nov 17, 2024 @ 1:45am 
Originally posted by -Midas-:
the problem here is, that the landscape is hard surface. changing it to dynamic landscape would break all the savegames.
one solution here would be to make the buildings higher with stairs. so when you place it the holes below would be filled with the foundations of those buildings. or let the player manually place clay foundations underneath.

Maybe I expressed myself badly, yes there are elevation problems with the terrain but we manage to manage them (except for the roads), what I wanted to say above all is that we have difficulty aligning the buildings with respect to each other given the placement of the ghosts which is done with a different center of rotation and that we no longer see the building and the others in our field of vision to match them on the same alignment, more or less...
Darek871 Nov 17, 2024 @ 1:46am 
Originally posted by -Midas-:
Originally posted by Darek871:

No it doesn't work, I just destroyed the carpenter to see and it didn't give me back all the materials of the 3 construction levels, only the materials of the last level. Or your updates don't take into account the current saves...

i did not uploaded it yet.. hopefully monday/tuesday..
ah OK..
EDIT :
NB : The clay quarry also, when it is destroyed, we recover nothing at all.
Last edited by Darek871; Nov 17, 2024 @ 1:54am
-Midas-  [developer] Nov 17, 2024 @ 2:32am 
i have changed all of them (mines, traps, aftermath buildings) except the crops..

what about this one ?

trading post = comptoir commercial
Darek871 Nov 17, 2024 @ 3:07am 
Originally posted by -Midas-:
what about this one ?
trading post = comptoir commercial

In the text, "commercial" rather means that we buy with coins, and "échange" that we barter by exchanging goods for other goods, I still don't know what this building does so it's up to you to see but in any case, "commercial" being a very generic word in everyday language I think it's fine yes... it's always better than "poste de traite"/milking cows lol
Sixx Nov 17, 2024 @ 4:44am 
Originally posted by -Midas-:
hi, thanks for the feedback.

thanks for the feedback and suggestions. I've written down almost all of them, but I don't know when I'll be able to implement some of them because the main focus at the moment is on the bugs and main problems.

ps: du kannst auch in deutsch schreiben

Vielen Dank für die schnelle und umfangreiche Antwort :steamhappy:
Dann schreib ich mal in deutsch :)

zu 2) Das alle Tiere in einer Ecke hängen. An Futter und Wasser kann das nicht liegen, denn im gesamten Bereich sind je 5 Futter- und Wasserbehälter verteilt - sei denn das ist zu wenig.. Schön wäre halt, wenn die alle umherlaufen. Häng mal ein Bild an.

https://i.gyazo.com/0aa6b19efaef35ccb948c3f7e258ffee.jpg

Das der Bug mit dem "automatischen" ernten wenn Tiere etc drüber laufen bereits behoben ist, ist klasse. Dann kann man Tiere auch freier laufen lassen (wenn sie denn dann nicht wieder in engen Ecken kuscheln :D und sie sollten nicht durchs Wasser laufen.

Thema "mehr Leben in den Dörfern etc. Ich hatte als Beispiel den Hafen genannt. Da stehen soviele Gebäude oder Marktstände, es gibt einen Questgeber aber das war es auch schon. Einen Händler hab ich nicht gesehen. Aber generell wäre mehr "Leben" in den Dörfern etc einfach schön. Es sind einfach viel zu leere Orte. Man muss ja nicht mit allen interagieren, aber das mehr Bewegung eben Leben da ist. Leute die hin und her Laufen, Ziegen, Hunde etc.. Musik mit Tänzerin (mir so in den Kopf gekommen)

Bei den ähnlichen Mienen hast Du geschrieben ,das die Erze den Unterschied zeigen, aber wäre es optisch nicht interessanter wenn sich die Gebäude von der Optik her unterschieden ? Wäre etwas mehr Vielfalt. Im Moment sind die identisch einschließlich der Arbeiter. Auch die könnten unterschiedlich gekleidet sein :) Macht es einfach lebendiger, mehr Immersion halt


1) die lücken zwischen Gebäuden und Boden. Ich weiß nicht ob ich das richtig verstanden habe. Du müsstest den Bodentyp ändern um Strukturen versenken zu können um so Lücken zu schließen ? Gibt es keine Möglichkeit Strukturen so zu versenken ?

Ich hab hier mal ein extremes Beispiel. Normal setzt man dort ja kein Feld wenn die Lücke so groß ist. Verdeutlicht halt nur die Problematik

https://i.gyazo.com/5adae8b4737a844b8c9964ba0dbf4a11.jpg

Ich hab versucht ein Lehmfundament drunter zu schieben, das funktioniert (nachträglich) nicht und leider passt es von der Optik auch garnicht.

Im Grunde müsste es so sein, das das Feld um einiges höher ist um es in den Boden versenken zu können.

Bei der Treppe funktioniert es ja auch. Wen ndas Fundament recht niedieg ist kann ich die Treppe ansnappen und der Rest verschwindet im Boden. Das müsste beim Feld etc doch auch gehen.

Kann man hier bei der Stein und bei der Holztreppe gut sehen

https://i.gyazo.com/f5da07d93caaf1a521499cd01c5eba3c.jpg

Gebäude könnten dann ein dazu gehöriges passendes Fundament drunter haben um es versenken zu können, Wobei es teilweise schöner aussieht wenn kein Fundament druter steht (bei den Mienen z.B)

Vielleicht fällt Dir ja eine gute Lösung ein, wäre toll..

Ideen für Deko ? Hätte ich jede Menge :D
zum einen ganz simpel, Stühle und Hocker (wenn man die später nutzen kann)
Kerzen als Deko für Tische und Schränke, kleine Öllampen die mit Tierfett gefüllt werden, verschiedenen Blumentöpfe die mit Samen der Blumen aus der Spielwelt gefüllt werden können, Bilder für die Wand, Vorhänge, Trophäen - wenn man Tiere jagt hier und da mal den Kopf als Loot. Zusammen mit Holz und Nägeln zu einer Trophäe verarbeiten die man an die Wand hängen kann, oder das gleiche mit vielleicht besonderen großen Fischen. Einen Bären komplett austopfen zum hinstellen, Teller, Tasse, Besteck als Set um es auf den Tisch zu stellen. Einen Ofen als Erweiterung der Feuerstelle. Regale etc um das Haus zu verschönern (weiß natürlich jetzt nicht ob bereits einiges exisitiert)

Hab ich hier im Beitrag irgendwo auch gelesen.
Gebäude verschieben oder nachträglich drehen. Die Option wird ja schon im Bauhammer-Menü angezeigt, funktioniert aber nicht.
Und bei der Blaupause, stimmt die Vorschau nicht immer mit dem Bauwerk überein, was dazu führt, das ich z.B den Schmelzofen für Kupfer zigfach abreissen musste bis er richtig platziert war. Die Blaupause (Vorschau) sieht komplett anders aus als die Schmiede die ich aufstelle.

Zwei Übersetzungsänderungen hätte ich noch
Beim Ladebildschirm - "ladet" -> "läd" oder "wird geladen"
Speichern des Spielstand - "Spiel gerettet" -> "Spiel gespeichert"

So, das muss reichen, sonst wirds noch länger.. Ist ja kein Wunschkonzert :) Toll übrigens das Du auf die User immer antwortest.

Happy Sonntag
sixx
Darek871 Nov 17, 2024 @ 7:09am 
Originally posted by Sixx:
(....)
Happy Sonntag
sixx

Good remarks for the majority,
But for the height of the constructions with the ground, you have a command to raise or lower them (shift+wheel) or else I did not understand your problem.

For the decorations, there is a plan allowing to make furniture if i remember well, for the rest we are not in Medieval Dinasty either ^^ and without spoiling you, there is no point on the 1st map to finalize the accessory things...
Darek871 Nov 17, 2024 @ 10:00am 
Originally posted by -Midas-:
the problem here is, that the landscape is hard surface. changing it to dynamic landscape would break all the savegames.
one solution here would be to make the buildings higher with stairs. so when you place it the holes below would be filled with the foundations of those buildings. or let the player manually place clay foundations underneath.

This foundation solution does not work at all because we do not know what the building will look like at the end, some buildings keep their own small foundations and others do not. I made foundations according to the size of the 1st level of construction and it is very complicated to marry everything and the building then does not necessarily want to rest in all directions on the foundations, and at the end these are much too big because the market for example is much smaller than at the 1st level, so goodbye alignment and if I destroy the foundations too much now it also destroys the market...too good...:-/
-Midas-  [developer] Nov 17, 2024 @ 10:31am 
Originally posted by Darek871:
Originally posted by -Midas-:
the problem here is, that the landscape is hard surface. changing it to dynamic landscape would break all the savegames.
one solution here would be to make the buildings higher with stairs. so when you place it the holes below would be filled with the foundations of those buildings. or let the player manually place clay foundations underneath.

This foundation solution does not work at all because we do not know what the building will look like at the end, some buildings keep their own small foundations and others do not. I made foundations according to the size of the 1st level of construction and it is very complicated to marry everything and the building then does not necessarily want to rest in all directions on the foundations, and at the end these are much too big because the market for example is much smaller than at the 1st level, so goodbye alignment and if I destroy the foundations too much now it also destroys the market...too good...:-/

at the moment you can't do it the way i wrote it earlier. you would need a snap-and-place system. what i wrote were suggestions on how it could work in such a system. for example, the way the fences work now, you could fill the holes with foundations...
Last edited by -Midas-; Nov 17, 2024 @ 10:32am
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