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Game Chat with Tiy and Rho

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Mar 10th, 2012
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  1. <Tiy> So guys
  2. <Tiy> lets talk about combat
  3. <Tiy> give me your thoughts on the shield stuff
  4.  
  5. <Agronis> Will there be unblockable attacks and/or attacks that you won't be
  6. able to shield Tiy?
  7. <Tiy> yeah there will be Agronis
  8.  
  9. <Tiy> I kind of want to slow the game down a bit more than your usual
  10. platformer too
  11. <Tiy> I'd like the combat to be more methodical and thoughtful
  12. <Tiy> than run and gun
  13. <Tiy> what do you guys think of that
  14.  
  15. <DoctorRagnarok> Any chance that shields will be used to push an enemy
  16. backward? i like when you get that distancing mechanic
  17. <Tiy> If the shields pushed enemies back, you wouldnt be able to counter
  18. attack them though right?
  19. <Tiy> I mean, maybe we could make that an optional button you hold
  20. <Tiy> to make the shield do that
  21. <Tiy> its an interesting idea
  22.  
  23.  
  24. <WelshPixie> Tiy - does 'methodical and thoughtful' also apply to multiplayer?
  25. For example - KAG has the shield mechanic, but with so many people playing
  26. together, everyone tends to just button-mash
  27. <Tiy> WelshPixie, methodical and thoughtful will scale with multiplayer
  28. <Tiy> something im really trying to do, and part of that is slowing the game
  29. down, will be giving players a role to play in a team
  30. <Tiy> i dont want to say "classes" because there wont be classes
  31.  
  32.  
  33. <Agronis> Also another question; can your shield protect you from blows to the
  34. back, or do you have to turn around and face the correct direction Tiy?
  35. <Tiy> Agronis, you have to face the correct direction
  36.  
  37.  
  38. <Tiy> one of the choices you have to make is
  39. <Tiy> Should I be an all rounder? Or should I be one component in a team
  40. <Tiy> For example, you could equip lots of healing items, and armor that gives
  41. you healing bonuses
  42. Tiy> and play as a healer
  43. <Tiy> its not a class, but the role is there
  44.  
  45.  
  46. <bFusion> Tiy: so roles are based off gear worn instead of skills and
  47. attributes
  48. <Tiy> yeah bFusion
  49.  
  50.  
  51. <NaturallyMade> so basically, there is equipment you can have to act as a
  52. class, but no pre-defined "Classes"
  53. <Tiy> I don't like the idea of sticking a role to a player
  54. <Tiy> because i think thats just an artificial way of making the player play
  55. the game again
  56. <Tiy> NaturallyMade i dont want players to switch *rapidly* between classes
  57. <Tiy> by that I mean
  58. <Tiy> i dont want a player to have
  59. <Tiy> 5 different armor sets in their inventory
  60. <Tiy> and flick between them, so one second theyre a healer, the next they're
  61. a tank
  62. <Tiy> so my solution is
  63. <Tiy> make playing a role require a lot of items
  64. <NaturallyMade> Tiy oh yeah, i get that, just that, maybe i wanna be a healer
  65. on a certain run down to a planet, and a hunter on a different run.
  66. <Tiy> so youll need to stash your other items back at base
  67. <Tiy> exactly
  68. <Tiy> so effectively you can bring a new build to each new planet
  69.  
  70.  
  71. <Arcore_> Tiy, is there something in the game to sneak in the game? Like
  72. rogues in WoW :o
  73. <Tiy> you can also crouch in starbound
  74. <Tiy> so crouching behind cover is a tactic
  75.  
  76.  
  77. <Agronis> What about implementing cooldowns on armor equiping and slower
  78. equipment switching Tiy?
  79. <Tiy> Agronis I think cool downs are just kind of annoying, personally
  80. <Tiy> I mean it works
  81. <Tiy> but its something the player shouldnt have to consider
  82.  
  83.  
  84. <Tiy> I want prepping for a planet to be a big part of the game
  85.  
  86.  
  87. <Arcore_> Tiy .... will - there - be - cloaks - to - hide - from - enemies?
  88. <Tiy> Arcore_, it's an interesting idea
  89. <Tiy> havent planned that yet
  90.  
  91.  
  92. <XZolon> Tiy, I know you don't want to release any boss info yet, but are you
  93. thinking about making large-scale team bosses?
  94. <Tiy> i cant talk about bosses too much yet, but they will be there, and
  95. they'll be fun
  96.  
  97.  
  98. <LadyAijou> Tiy, what kind of storage capacity ARE we looking at?
  99. <Tiy> LadyAijou, player storage is small but implemented in a unique way
  100.  
  101.  
  102. <bFusion> Tiy: microtransactions! FIFTY CENTS PER SLOT!
  103. <Tiy> no microtransactions :P
  104.  
  105.  
  106. <Tiy> I'm sorry if I'm not answering everyone, its sometimes hard to keep up
  107. <Tiy> also there are some things i dont want to discuss yet, because we're
  108. still experimenting with features on some things
  109. <Tiy> and i dont want to say "hey yeah this is going to be like X" and then
  110. when we're done its like Y
  111.  
  112.  
  113. <LadyAijou> Reason I asked about storage though is just that with the sheer
  114. amount of available loot, players are going to want to collect, and if your
  115. inventory is very limited, its going to force people away from that
  116. <Tiy> LadyAijou, collecting is a bigggg part of the game
  117. <Tiy> we're putting in all sorts of things to encourage that
  118.  
  119.  
  120. <Agronis> So you mean you don't want to be like peter molyneux?
  121. <Tiy> Agronis, pretty much
  122. <Tiy> its a balance between, allowing players to collect everything they want
  123. to collect
  124. <Tiy> and not allowing them to have access to everything at once
  125.  
  126.  
  127. <Agronis> Could you perhaps make a way to beam back collected resources to
  128. your space station Tiy?
  129. <Tiy> Agronis ¬_¬
  130.  
  131.  
  132. <Hug_> Tiy, can you imagine drving in a drillcar?
  133. <Tiy> Hug_, drillcars are cool :P
  134.  
  135.  
  136. <GenC> @TIY have you guys read the thread about you Devs having your own
  137. planet and have a Precense literally in the game (like how the Ancients are to
  138. Star Gate )
  139. <Tiy> GenC I saw that yeah, fun idea :P
  140. <Tiy> I'll be like
  141. <Tiy> a level 1
  142. <Tiy> piglet
  143. <Tiy> called Tiy
  144.  
  145.  
  146. <NaturallyMade> Tiy if by tactical you mean, not just running across the
  147. planet swinging your sword killing *cough* slimes *cough* I'm in. :P
  148. <Tiy> well
  149. <Tiy> the strategy I HOPE to get in
  150. <Tiy> revolves around team synergy, good movement and placement and using the
  151. right tools at the right time
  152. <Tiy> An example might be
  153. <Tiy> lets say you have a team made up of 2 ranged soldiers and a support
  154. medic
  155. <Tiy> the support medic tosses down a force field that boosts the power of the
  156. soldiers guns if they shoot through it
  157. <Tiy> that sort of thing
  158. <Tiy> I'm basing it on the RPGs I used to play
  159. <Tiy> stuff like guildwars
  160.  
  161.  
  162. <Hug_> Tiy. What if there were a cannon that shot out eletric balls that would
  163. expand until it came in contact with a creature and it would electrocute
  164. them?!
  165. <Tiy> sounds cool Hug_
  166.  
  167.  
  168. <Arcore_> @Tiy , How is the multiplayer gonna be? Do you need to invite people
  169. to your singleplayer world or like you need to startup a server and that
  170. stuff?
  171. <Tiy> Arcore_ at the moment, multiplayer revolves around space stations. When
  172. you start a new game, you start a new space station. You can invite players to
  173. that station and visit worlds together
  174. <Tiy> a server hosts a station save
  175. <Tiy> and the server will have options for allowing character imports from
  176. local files
  177. <Tiy> or forcing players to start a new character on the server
  178.  
  179.  
  180. <Kiofspa> @Tiy what kind of things will large public servers have to protect
  181. against things like griefers?
  182. <Tiy> Kiofspa, griefing will be much less of an issue in starbound. The space
  183. station is essentially not griefable. There will be an option to disable
  184. things like explosives on homeworlds. And regular planets you won't really
  185. care so much about
  186. <Tiy> I want each planet to be a throw away experience
  187. <Tiy> not something you become attached to
  188. <Tiy> that way, I can do all sorts of hilarious things with planets
  189.  
  190.  
  191. <Arcore_> The worst thing about this is that some ppl will find a way to cheat
  192. or grief items .... This wont happen if every savefile is gonna be saved on a
  193. cloud service ...
  194. <Tiy> Arcore_, we're considering a whole login deal
  195. <Tiy> its a complex thing to set up, and it can be quite costly too
  196. <Tiy> I think the most important thing is making sure cheaters don't ruin
  197. other peoples experience
  198. <Tiy> it's not a huge deal if they want to ruin their own
  199.  
  200.  
  201. <JermEx> Tiy will shields be procedurally generated as well?
  202. <Tiy> JermEx, yeah
  203.  
  204.  
  205. <Agronis> If you make it so that cheaters can't ruin peoples servers that
  206. require their own server-side characters then I believe that will be enough
  207. protection against cheaters
  208.  
  209. <JohnDevince> Tiy, I think a height slider would be pretty boss!
  210. <Tiy> yeah a height slider wouldnt work :(
  211. <Tiy> sorry
  212.  
  213.  
  214. <Kiofspa> @Tiy can you explain why some of the screenshots have different
  215. interfaces, like some with the hotbar on the right - is it customizable?
  216. <Tiy> Kiofspa, because we updated it a few times :P
  217.  
  218.  
  219. <XZolon> Tiy: Are you looking at possibly having cast-time/charge-time based
  220. weapons? Like an energy cannon that takes two seconds to fire
  221. <Tiy> yeah
  222. <Tiy> there are going to be alllll kinds of crazy weapons and tools
  223. starbound, drives me even more exited about it >_>'
  224. <Tiy> there will be tools that are useful in combat sure
  225.  
  226.  
  227. <Agronis> Will monsters/enemies take falling damage Tiy?
  228. <Tiy> you know we havent discussed falling damage yet
  229. <Tiy> they probably will
  230. <Tiy> theres no falling damage in the game atm
  231. <Tiy> need to implement it
  232. <Tiy> i dont see why we would limit it to players
  233.  
  234.  
  235. <BrainAfk> Tiy: Some mobs have 'natural' shields right? why not natural anti-
  236. fall damage bodies?
  237. <Tiy> well sure
  238. <Tiy> some mobs can fly
  239. <Tiy> etc
  240.  
  241.  
  242. <Kiofspa> @Tiy is the currency called Pixels?
  243. <Tiy> yes Kiofspa
  244.  
  245.  
  246. <Tiy> so another question
  247. <Tiy> enemies dont hurt you on touch
  248. <Tiy> as I said elsewhere
  249. <Tiy> you can walk up to them and take no damage
  250. <Tiy> they have to hit you
  251. <Tiy> the question is
  252. <Tiy> do you think you should be able to walk through them
  253. <TheFacelessOne> No.
  254. <Agronis> No
  255. <JohnDevince> No
  256. <Rho_> good, i'm glad
  257. <Rho_> because that's what we're thinking too
  258. <Rho_> tiy means through as in, can you walk past an enemy without taking
  259. damage
  260. <Rho_> i.e. it only damages you if its "attacking"
  261. <Rho_> however, if you can walk through them, then that means we can be
  262. creative and have say, enemies that are "asleep" and you can sneak past
  263.  
  264.  
  265. <Rho_> how do you guys like this
  266. <Rho_> enemies only damaging you on touch if they're "aggressive", you know?
  267. <Rho_> so neutral/friendly enemies you can walk by just fine
  268. <Rho_> that way you can still have friends :)
  269.  
  270.  
  271. <NaturallyMade> Rho_ YES! and say like, lizard enemies, if you steal their
  272. eggs, they attack.
  273. <Rho_> yeah NaturallyMade, a creature i've recently made
  274. <Rho_> i made two, one big and one "small"
  275. <Rho_> and its going to have lots of "small" ones around it
  276. <Rho_> and if you mess with any of the small ones
  277. <Rho_> the big one will mess you up
  278.  
  279.  
  280. <Agronis> Will building around passive monsters cause them to aggro? So that
  281. you don't just build a cage around a passive mob and then shoot through a hole
  282. you make?
  283. <Rho_> Agronis i don't think so, but that's super mean and you should feel bad
  284. >:[
  285.  
  286.  
  287. <Tiy> this is the system I'm considering at the moment. Enemies have a "line
  288. of sight" (already in the game), so they can "see" you and become aggressive.
  289. When an enemy is aggressive you can't just walk by them, they push you back.
  290. But if you have the correct stealth items, you can hold shift (which makes you
  291. walk, already implemented) and go into sneak mode, in which case you can walk
  292. right by
  293. <Tiy> an enemy. If the sneak items are good enough
  294.  
  295.  
  296. <JermEx> Awesome Tiy , but will sneaking carry over into PVP combat?
  297. <Tiy> hmm sneaking in PVP
  298. <Tiy> who knows :P
  299.  
  300.  
  301. <LadyAijou> Tiy, sounds good as far as enemies, but how does that change with
  302. passive creatures, things you'd be trying to catch for example?
  303. <Tiy> LadyAijou, I think you should be able to walk past passive creatures
  304.  
  305.  
  306. <JohnDevince> Tiy. What gave you the idea of having multi platform? Because I
  307. must tell you the Mac portion will bring a 14-15 % increase!
  308. <Rho_> it's already multi platform
  309. <Rho_> it'll be released on pc/mac/linux
  310. <JohnDevince> I'm asking what gave you guys the idea?
  311. <Rho_> because people always asked for a terraria mac port
  312. <Rho_> for ages
  313. <Tiy> JohnDevince, well I think everything should be multiplatform if possible
  314. <Rho_> and that ^^^^
  315. <Agronis> How hard is it to port C++ over to mac anyways?
  316. <Rho_> not hard at all iirc
  317. <Rho_> it already runs on mac as far as i know
  318. <Tiy> its not really a port
  319. <Tiy> macs support C++ fully
  320.  
  321.  
  322. <JohnDevince> Tiy, I think astronaut food would be very nice, finding food
  323. from past Earth life would be a rarity!
  324. <Tiy> I think all food in the game should be chicken pie
  325. <Tiy> with gravey
  326. <Tiy> mmm
  327. <Tiy> there will be a vegetarian option too
  328. <Rho_> man now i want to draw a pie graphic
  329. <Tiy> throwable pies
  330. <Tiy> with procedurally generated filling
  331.  
  332.  
  333. <XZolon> Tiy: Is there going to be a mechanic for crew followers for people
  334. who want to play Single-player but still want to hit some of the harder
  335. group-type missions/quests/planets/encounters?
  336. <XZolon> Or will the group-based stuff not show up in singleplayer?
  337. <Tiy> XZolon, I think we're going to scale the difficulty based on number of
  338. players
  339.  
  340.  
  341. <LadyAijou> Tiy, can you answer the food meter question? It's been a big argument on the forums now for awhile
  342. <Tiy> food meter?
  343. <Tiy> i think food meters are attrocious
  344. <Rho_> <@Tiy> i think food meters are attrocious
  345. <Rho_> this
  346. <Rho_> food meters ridiculous
  347. <Tiy> Ive never seen a game implement a food meter that wasn't anything but irritating
  348. <Rho_> yeah
  349. <Rho_> the most food should do is maybe heal a bit of health, maybe some other buff for certain foods
  350.  
  351.  
  352. <JermEx> Tiy are Quests going to be procedurally generated as well? are there a limit to the NPC's you can find?
  353. <Tiy> JermEx yes and no
  354.  
  355.  
  356. <DevilBro> Tiy will there be cooking and alchemy ?
  357. <Tiy> DevilBro, there's no "alchemy", but haha
  358. <Tiy> there's something we havent announced yet :P
  359.  
  360.  
  361. <XZolon> Tiy: How do quests work with multiple players on the server? I'd assume there'd be some sort of status console on the space station that shows the station's current quest(s)? That way everyone can participate?
  362. <Rho_> XZolon we're looking at doing that
  363. <Rho_> some kind of central status thing on the station that tracks what/where everyone is
  364. <Tiy> i want quests to be per person though
  365. <Tiy> you know how borderlands does it?
  366. <Tiy> you just take the same quest
  367.  
  368.  
  369. <WeHateSand> hey @Tiy, please, do not put durability into this game
  370. <Tiy> durability sucks too
  371. <Rho_> i don't like durability
  372. <Rho_> because then you just spend half the game obsessively repairing everythng to 100%
  373. <Rho_> use it once, repair repair repair
  374. <Rho_> it's lame
  375. <Tiy> time sink
  376. <Tiy> grind
  377. <Tiy> blerhg
  378.  
  379.  
  380. <JohnDevince> Tiy, are you implementing mini games?
  381. <Tiy> I'm not sure if you would call them mini games JohnDevince
  382. <Tiy> but there will be arenas
  383. <Tiy> and a bunch of other stuff
  384. <Rho_> man
  385. <Rho_> now i want to add a thunderdome to the space station
  386. <Rho_> TWO MEN ENTER, ONE MAN LEAVES
  387.  
  388.  
  389. <LadyAijou> Tiy, can we quick share a quest with other players, so that they can just click to join the quest?
  390. <Tiy> LadyAijou the way its going to work at the moment (although i might change it) is quests are assigned to a party, rewards are assigned to a player
  391. <Tiy> I want NPC dialogue to be in speech bubbles
  392.  
  393.  
  394. <Agronis> Will the speech bubbles be able to be seen by every player?
  395. <Tiy> yeah Agronis
  396.  
  397.  
  398. <nuthulu> So I take it there won't be voice acting Tiy?
  399. <Tiy> I'm aiming to do a special
  400. <Tiy> made up language
  401. <Tiy> you know how it works in the sims, etc
  402. <Tiy> and the idea will be
  403. <Tiy> that you have a translator device
  404. <Tiy> and yeah
  405. <Rho_> gotta get a bunch of people for planet waz
  406. <Rho_> or maybe we can just play wazzup soundclips
  407.  
  408.  
  409. <JermEx> Tiy I hesitate to ask this, but any solid decision on Foreground tiles?
  410. <Rho_> JermEx, we're looking at it
  411. <Rho_> no solid decision yet :(
  412.  
  413.  
  414. <XZolon> Tiy: Will players have dialogue options, or are we just going to click an NPC and get chat bubbles of text initiating a quest?
  415. <Rho_> right
  416. <Rho_> like, an "outside" wall on houses that fades out when you enter
  417. <Tiy> XZolon, probably not dialogue options
  418. <Tiy> just an option to accept or decline quests
  419.  
  420.  
  421. <JohnDevince> Tiy, shouldn't the effect of how long you took to finish a quest make the quest npc give less reward?
  422. <Tiy> nah
  423. <Tiy> dont want to rush players
  424. <Rho_> thats a can of worms
  425. <Rho_> yeah
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