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You could make it that players find pieces of a torn world map that they can add to their collection to create a full world map. It can either be an inventory item map or be added a UI menu the players can load up at any time.
I do think that the player should either start off with a large chunk of them map contain the world/islands around them in their inventory or to be found on the starting island. So that it meets the players’ main need for a world map – to help leaving the starting island for a new one.
From then on players can find and reassemble the world map.
That is one way of doing it. The other is the classical reveal as you as you go. I wouldn't mind that mapping.
Otherwise you could go with it being already revealed and no fog of war but give the players the choice option to turn it on or off when creating the world from the start.
https://gearnuke.com/china-bans-fortnite-pubg/
I think it is stupid but that is law of some countries.
• Auto "swing back" option for real-time game modes
• Disassemble doesn't change positions in the contextual menu (or create a new hotkey for it)
• Auto-erase search filters on mouse click
• When using "Repair" command, highlights all applicable items (or dims the rest)
• A lategame recipe to craft glue from tree sap
• Should be able to drink from water stills without a container
• A lategame method to transport lava
• Maybe allow super zoom outs with telescope equipped?
• Doors/Gates auto-close as you pass through them (except with manual commands)
• Disassemble all on right click (Dismantle menu is prone to misclicks from spamming)
• A feeder box for hitched tamed animals
• Long-term large purified water container (no more mandatory 10x water still farms)
• Set tools as default for auto-use (currently keeps using my 10/10 durability sharp rock instead of my 80/80 knife, both non-protected and unequipped in inventory)
Bug?
• Can't repair/glue waterskins holding liquid
Other Thoughts:
...Who the heck actually uses a Macuahuitl?
Signage isn't necessary when you can rename everything in the game.
Context menu (Q) should have static bindings once it's open. This could be in addition to dynamic keys. Example: you could have q,p for plant.
Escape should close the context menu. Perhaps also the last opened window like a bag or the crafting window (so hitting escape a bunch of times would clear the hud and eventually open main menu)
Because the crafting ingredients are the first indexed, there needs to be a "Move (all) to top" option. Example: move all rotten meat to top for creating fertilizer instead of using the leaves at top of the bag
I'm still hitting new content but some things I'd like to see are:
Basic Weather / Storms and associated status effects
Island teleporters (fixed, not craftable)
Hot air balloon w/ semi-random movement and decay
Deeper dungeon level w/ harder mobs + more equipment tiers
Tidal sand/sea squares around the sea
If you do plan on adding this content in the future, my suggestion would be an item called
"Miners Cap".
I don't know what the light radius of the lantern would be, but if you plan on making the lantern have a light range a square or two larger than the torch, then miner's cap has a range slightly further than the lantern.
The drawback of the equipment would be that rather than providing light in a radius around the player, it would only provide light in a cone in the direction the player is facing.
The required materials would be similar to crafting a metal tool.
If you implement oil into the game, then oil would be the source of fuel for the item, but you would have to code a new option like "add fuel". The helmet would have a decay like torches, and possibly a slow degrading effect when lit (losing durability since the helmet has a fire burning inside of it).
I've been enjoying the game as of late, you've been doing a great job!