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At present I'm working on Warlocks 3 and have put Quarry and Entanglement in bug fix and tweaking mode. I'm taking all the feedback I have over the past year and using it to build a new better engine more powerful and flexible than the old one.
Some of what you are asking is already on the to-do list, The others will go onto my percolating list that I mull over and figure out how best to tackle.
Again, Thanks for the feedback.
Another couple ideas to percolate on:
* Hot key for the Armour/stat screen like you did for the map & perks screens. It seems really important to keep track of the four parameters of health. Also perhaps a task or tutorial type popup when coughing = thirsty & and other sounds the character makes = hungry. Is this specific to any of the parameters? Or any of the four.
* Use left click just like "E" to enter the various crafting stations. Hmm although it would have to be with an empty hand. So maybe not. E is easier.
* Progress percent for garden crops along with their name when looking at them.
* Change garden material from Clay to something like Soil to indicate it is a good place to plant seeds. And/or add in an early task to plant seeds in the best gardening material so you can teach players that things grow faster in different materials in the game.
"Progress percent for garden crops along with their name when looking at them." when you look at a growing plant it should have a progress bar on it. They grow at different rates depending on what they are planted in. W3 will expand more on this although the mechanism isn't decided, Some sort of compost process where you can throw garbage into and over time produces compost that you improve soil/clay blocks with.
I plan to show more of health prop bars on the screen, including the armour in the bottom right. The map is going to change to a compass bar either at the top or above / below the inventory bar.
I would say i'm over 50% of the core engine done. However there are bits on the horizon that I haven't done before, Rag doll and deferred shading being the hardest two. By my reckoning I am 4 months in so about 4 months left for a beta program, Although please don't hold me to that. Its probably going to take quite a while to think of a name, that's always a struggle for me.
* Effective damage for a weapon should include "speed" since the hammer is so much slower than the axe; and the knife is really fast. Without speed it is difficult to tell which is more effective in combat.
* And also against different types of enemies/animals?
* Also are there differences in harvesting resources using different tools for plants, animals, minerals, dead bodies, etc.?
As far as axes and hammers are concerned they are each geared to different resources, and will do more damage and gain more resources depending on Item level,Quality,Enchantments, perks and material. If you hover over a particular weapon it will popup and show what kind of damage you do to each material class.
Looting bodies is dependent on enchantments and the type of weapon, So a knife and axe are good but a hammer and shovel are not.
I think I may have over complicated things and may reign it back in W3, I am not sure about keeping weapon levels, And may just leave it as perks and enchantments to increase capability ( its undecided ).
Question: What effect does Level (Runes) have on the Cauldron? (since there are no weapons or armor produced there.)
Suggestions:
1. Add help descriptions to Enchantments to better understand their different effects.
2. Change the map orientation so that North is up, East is Right, etc. Right now the sun rises at the top of the map instead of right side.
3. Change the Steam "map edge" achievements. East achievement is currently to the Left for example.
4. Add a random start location for new games. Since the map is the same for each new game, it would add a greater element of exploration if we started in a completely new area each time we start a new game.
Thanks again!
Runes on the Cauldron, Yup, I believe the material one give you a chance of getting double back, so if you put in 10 charms you could get 20 scrolls out of it. Or if you make lots of potions, you get more. The fuel one isn't much good anymore since I stopped the cauldron resetting when it runs out of wood. W3 will probably remove the Fuel and speed of manufacturing runes as they are not really worth it. But also with the fire goblins going getting good runes will be harder.
1. ) Yes, more info is probably better.
2.) Map orientations, You know this never crossed my mind, W3's map is different as it wraps in all directions, But will also have an active compass, so Im going to get it right this time.
3.) Changing these Achievements now may upset people who are already half way through.
4.) This is where things might get a bit tricky, I'm intending to Launch W3 as free the same as quarry rather than Entanglement which is priced, To that end im planning on having DLC for some features and additional adventures. As I havent done DLC before im going to experiment on Quarry and release a DLC giving the ability to generate random worlds, Within the next month or so.