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Following Seas - Math-ter and Commander 

Brendan Parlee
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Update to last weeks video, I've taken a lot of the suggestions and criticisms into consideration for the navigation system, and have made some significant changes to the process of calculating longitude.

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21 сен 2024

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Комментарии : 18   
@SimGamerTV
@SimGamerTV Месяц назад
These updated instruments are spectacular! A newbie friendly way to introduce how to read longitude from the chronometer may be a different mouse wheel control or button click to indicate local noon when the chrono is out. Perhaps, when the player takes that action, the help-text readout can give the longitude.
@pluginmeerkat
@pluginmeerkat Месяц назад
Wonderful! I like this new solution a lot more. It'll be fun doing the manual navigation, and learning how to accurately do it in the first place.
@VictoryWorks
@VictoryWorks Месяц назад
Perfect! Not much more to say 🙂 And yes, floating point is a nightmare for open world games 😬
@thl1113
@thl1113 Месяц назад
Your new navigation instruments are very good but I think for an easier access to using the tools, especially aimed at lazy newbies, a sort of in-game guide written in a note that the player can keep with him for easy reference (and immersion), which includes the methods of calculation longitude and the time difference, etc., could be implemented and if possible, be updated in the future by the player from other sources. One could argue the use of pen and paper but for a more convenient approach, the note should prove quicker at providing rudimentary information.
@2eightnine
@2eightnine Месяц назад
Thanks. I agree that some form of guide should be included. Not sure how best to implement as a wall of text may be annoying. I like the idea of having in game calculation aids, but not sure how best to implement yet.
@thl1113
@thl1113 Месяц назад
@@2eightnine Sorry about the wall of text.
@2eightnine
@2eightnine Месяц назад
@@thl1113 Not at all, I appreciate the feedback.
@thl1113
@thl1113 Месяц назад
​@@2eightnine I look forward to your coming updates and the demo. May I ask, will it be possible for the player to modify the hull of the ships? For example, I think that add and removing bulkheads could be a neat function (especially in the case of carrying passengers, if that sort of contract will be available in game in the future). A seperated area in the hold is recognized by the game as passengers' cabin as the requirement for accepting passenger missions. It is similar to retrofitting passengers cabin in Elite dangerous game.
@2eightnine
@2eightnine Месяц назад
I hesitate to give absolutes, but for the foreseeable future there won't be any customization of the ship hulls. I like the idea -- just on the back burner for now.
@82invisinle82
@82invisinle82 Месяц назад
Progress is amazing! I have two questions as a curious developer: 1. Briefly, what solution do you prefer to handle floating-point errors? 2. For sailing on ships, are you using the built-in character controller and making the player a child of it? I tried that before but experienced some jittery movement on the Y-axis when the ship floats up and down. I’ve since switched to a kinematic character controller, which is free on the Asset Store. It works great now, but I’m curious about your solution.
@2eightnine
@2eightnine Месяц назад
1. I prefer 'real' floating point where the player or vehicle is stationary and the world moves around them -- but getting such a system to function with the structure I have is a major issue -- so I approached it with the 'floating point we have at home' solution of just teleporting everything once distance exceeds threshold. 2. Character controller is fully custom. There's a lot of stuff going on there -- but in short it has both physics and kinematic components. Effectively when not receiving inputs, floating, or falling, the player is a kinematic child of the parent vehicle, but functions as a physics object otherwise -- and results are mostly good.
@SkylordNiko
@SkylordNiko Месяц назад
does anyone know if this game will have a real world/accurate star map?
@2eightnine
@2eightnine Месяц назад
It does. My star maps are based on these: svs.gsfc.nasa.gov/4851/
@SkylordNiko
@SkylordNiko Месяц назад
@@2eightnine that's awesome, I'm so glad, it's one of the things that i was dissapointed by sailwind, it will be so cool to learn constellations while playing this
@eugenek8634
@eugenek8634 27 дней назад
I think you need to change font style to more common, and remove such strange restrangle in the right bottom corner
@2eightnine
@2eightnine 27 дней назад
Restrangle?
@eugenek8634
@eugenek8634 26 дней назад
@@2eightnine sorry, I've meant sqare :)
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