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Not to mention you have no common sense allowing you to weigh out the obvious.
And that is that i simply was to baked to search and read and fail or not, and so this
was simply my choice, and I achieved my goal and got my answer :)
I don't consider threads like this to be a problem at all. It's not difficult to actually be helpful, and besides, it's not like this forum is large enough that I have to sift through a thousand posts a day. I want to be welcoming to new posters who haven't been around to know all the answers, not judge them by assuming they have all the time in the world to sift through old steam forums for an EA game in active development where they have no way of knowing if those answers are outdated.
There's nothing wrong with asking questions as a form of research rather than researching other people's questions, in much the same way it's acceptable to eat food someone else prepared rather than make every meal yourself. Part of the reason why I'm here is to answer stuff like this and help inform people.
but i personally see a game here 1000x better than rpg maker if only a minor amount
of things were added.
personally i dont think about it as making more money than rpg maker, but being compare to them on a global scale and winning, thats what i call braggin rights..
only 3 things i would add to this game to make it number 1 in game designe for beginners.
1. doors
2. water
3. switches :D
There is that door/gate that is stuck in a wall section that you can place as long as you don't mind that small side chunks of wall coming with it. Of course if you want it to work it has to have open space behind it. (we have some "open" buildings and placeable wall sections so you can do a little in this direction)
You'll need additional animations for swimming, HUD out-of breath element, floating properties, new under water props (fish, snails, weeds, sunken wreck, buried treasure etc.) Breakable items will need to have their physics properties adjusted and reconfigured (break a wooden box and the fragments should float on the surface). Surface properties such as waves and reflections. Particle effects such as splashes and wakes. Boats will be expected to float on the water and have their own movement properties... Water may look simple but to make it look convincing in a video game is a lot of work.
Giving control to a User endowed with the act of creation adds an even greater level of challenge to the task.
We all want to see water added to the game - it's just a single element requiring a lot of properties to be built, configured and then a UI developed so we can use it with ease. I'm sure this is a big item on the dev team's list but honestly, I think they're doing the right thing by placing it on the back burner and concentrating their valuable time an effort on other content that serves the title with much more immediacy.