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Topics - Gary

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1
Ideas / Allow momentum to be maintained when exiting fly mode
« on: February 24, 2017, 05:44:37 PM »
My suggestion is to allow momentum to be maintained when exiting fly mode.

Currently, when you exit fly mode via pressing the fly key (in my case, F), then you lose all forward and/or vertical momentum and simply begin falling downwards.

If you were to allow this to be maintained, then players would have the ability to switch between flying quickly and cycling to flying slowly without sacrificing several seconds of travel time.

Additionally, this would allow for some interesting "parkour" style challenges on worlds, where a player must launch themselves using the fly feature into a no fly zone, such that they land on a platform.

And on top of all that, it would make for some sweet cinematic shots.

Now, the disadvantages of this feature are as follows;

1. Players would have to "fly proof" their worlds to prevent from players who are in fly zones to launching to areas they are not supposed to be, in no fly zones.

2. The way that players accelerate under fly will have to be changed. Rather than just maintaining a set speed, utilizing "slow fly" will instead have to be set to either decelerate or accelerate to that specified speed depending on the current speed of the player. And fast fly will have to be set up the same way.

2
Ideas / Integrated Party System
« on: January 05, 2017, 07:26:55 PM »
Introduction :

The ability to requisition fellow players on a server into a party would be an awesome feature that would have many facets, and would allow for more dynamic, custom gameplay experiences.

How it Would Work :

There would be different presets for world hosts, so that the mechanic could be used to act like teams for deathmatches, parties for RPGs, etc.

Here are some presets I came up with;

Custom by Player. (Players can invite fellow players to their party, kick players from their party (party creator), assign different prefixes to party members, and manage party-based activities (scripts could check if a player is a party leader, or is a member of a specific party name.)

Custom by Host. (Hosts assign players to parties. There could be a party leader set, or no party leader set, so that only the host can kick/add players to parties.)

Custom by script. (Scripts are the party leader, so they are the only ones that can add players to parties.)

Automatic by world. (The world is set to automatically balance party members based on whatever the host decides. For this option, there could be a slider for what percentage of people should be in each party at any given time and the world would automatically adjust every time a player joins or leaves, or it could be set up so that every Nth player is assigned to a specific party.)

Features of the Party System :

1. Party healthbars/locations/equipped items/names/prefixes could be set to display in the game's UI, so it would be easy to keep track of people in your party.

2. Party based chat, so you could send messages to everyone in your party via the in game text chat.

3. Hosts set whether friendly fire is an enabled feature of parties.

4. A Party tab in the pause menu, to display stats on players in a party and maybe even show things like history values. Could be designed by hosts.

Advantages of the Party System :

For RPGs, it is obvious why this feature would be useful. Players will be able to form alliances among themselves, with hosts unchecking most restrictions, so that players are given free roam to kick and add players.

For deathmatches and other combat based gametypes, tight restrictions on how parties are formed could make gamemodes more easily enjoyed.  The improvements to UI and chat would allow these people to more easily keep track of their teammates.

For softcore gametypes like world building and map creation, players could have access to other player's locations, and see part or all of their party members inventories to take a look at templates or components used.


Example Image of What Party Members Would Look Like w/ UI


The circle would have the player's NPC pictured, or maybe their steam icon.

The hexagons would be equipped items.

Green/red bar is for HP.

Then below that their name with a prefix is listed, and coords.

3
Video / [Tutorial] Creating Videos on PC
« on: November 26, 2016, 07:33:03 PM »
With the PC version of the game coming up, I'm sure there will be an influx of people that would like to become content creators for Total Miner, whether it be on youtube, twitch, or some other media platform. Today I came across a great post on reddit that outlined a couple of websites that are extremely useful when it comes to video creation, and I'd like to share them, along with my process and some important points that I'd like to bring up. Feel free to share your own experiences making youtube videos, or ask any questions that you have (whether you're a creator yourself or someone interested in becoming one).

Your Niche

What is a niche? A niche is "a place or position suitable or appropriate for a person or thing". In terms of content creation, your niche is the kind of audience you are hoping to attract, based on a factor or set of factors that make you or your content suitable for that audience.

Everyone has a unique personality, set of experiences, and viewpoint that they are able to share with others. This is the first aspect of what your niche is. If you are naturally funny, your niche might be for those that are looking for entertainment. If you are naturally book smart, your niche might be for those looking to have someone explain the intricacies of complex features or concepts.

In my case, I'd consider myself well-spoken and passionate, so I like to present informative topics that target people who are looking for help, or looking for someone else's opinion. TM Dude is naturally engaging, so he primarily presents on the entertainment side of the scale, with a lot of commentary-based videos. Craig I would consider more of an analytical type, detailing the ins and outs of new features.

Of course, you aren't necessarily bound by whatever niche you determine for yourself. There are plenty of videos that TM Dude has made that are more informative than entertaining, but as you gain viewership, understand that people will come to your channel initially expecting whatever you brand your niche as. You may happily surprise them with an unexpected video, but in general it is best to keep content generally related.

Software

As a PC content creator, you have access to all sorts of software resources, which covers everything you could ever want. The primary ones you'll need are as follows; Recording, Video Editing, Audio, and Thumbnail Editing.

Software that I use, that I would personally recommend to others are as follows;

Recording Software: OBS (Free, download required)
Video Editing Software: Movie Maker (Free, download required)
Audio: Audacity (Free, download required)
Thumbnail Editing: https://pixlr.com/ (Free, no download required) ... OR http://imgur.com/ + ms paint (Free, no download required)

OBS is easily customize-able, with the capacity to record on low or high end PCs. If you have a high end PC and would like to record on higher setting than the default, then follow these instructions (and heed the warnings): https://obsproject.com/forum/resources/obs-classic-how-to-make-high-quality-local-recordings.16/
Also, make sure to differentiate between local recordings and twitch streams, depending on what you're doing, and check out the video/audio tab to make sure that you're recording on whichever settings you prefer.


Movie maker is a free program that has simple video trim tools, can include audio separate from the video, and has a small collection of transitions which can be useful. Video in video is not supported, so if that's something you'd like to have, you'll be SOL, but it can do all the basics.

Audacity supports a range of audio editing tools, can be used to easily trim mistakes in the recording process, and is really user-friendly.

https://pixlr.com/ is basically a free version of photoshop (without all the complex tools). I haven't done much with it yet (just discovered it today) but it is extremely powerful when compared to ms paint or other default software.

http://imgur.com/ is leagues below pixlr.com, but when used in conjunction with ms paint can be very useful. It's easy to apply filters, crop pictures, and add text, but you can't combine/blend images (which is why you would use paint).


There are plenty of other software available that others use. If anyone would like to share those, I would be happy to list them here.

Analytics

Your youtube channel is your business. Sometimes businesses make money, and sometimes they don't. Sometimes businesses are well liked, and sometimes they aren't. Throughout the rest of this section I will be drawing comparisons between how a business is run and how a youtube channel is run.

...

Every business utilizes analytics (aka the analysis of data) to make informed decisions on what their strategy will be to maximize effectiveness. It is relatively easy to make a couple of small changes in the way that you do things so that you can maximize the number of viewers you receive, which, in this case, is the primary goal of your channel.

Two ways in which you can do this is through SEO and timing.

SEO stands for search engine optimization. As Common Craft says in his video, SEO is a way for search engines to find content to best suit what viewers are looking for. The best ways to make sure that this happens is by including relevant titles, descriptions, and linking to your videos on related websites (such as the total miner forums).

Total Miner should always be somewhere in the title and the description of all videos talking about or including gameplay of Total Miner. It'll bring in the intended audience of people that play or are interested in the game. Additionally, you should use phrasing that provokes interest in your video, but not phrasing that's "clickbaity" or intentionally vague. Casey Neistat is a popular youtuber whose titles, for the most part, represents this ideal. A good example of his view on the subject can be found here.

Timing video releases is another way in which you can maximize viewers. It kind of goes without saying, but people usually end up browsing the internet at certain points during the day, because they end up getting home from school, work, etc.. If you post your videos around this time, then you will usually end up topping people's subscription feeds so that they can see your posts above everyone else's.

All times listed below are in EST. These are the best times to post, typically, according to Youtube Channel conglomerate Frederator Networks.

Mon/Tues/Wed 2-4pm
Thurs/Fri 12-3pm
Sat/Sun 9-11am

Typically, posting on Thursdays would be ideal. It is just before the weekend, which means that everyone who gets some spare time to browse youtube would have ample time to stumble across your videos.

Another factor related to timing video releases is in consistency. Once you get a system down, people will typically expect you to post on the days that you have historically posted on in the past, typically at the times that you have historically posted them. Doing this makes viewers more likely to subscribe, since they will find that they have something to look forward to.   

...

Description of each item on the youtube analytics page incoming...

My Process

Here I will outline my process on how I make my content in detail.




4
Site Suggestions and Bugs / Tab Titles Incorrect
« on: September 19, 2016, 10:39:53 AM »


As shown here, if there are one of those img labels for the creative features section, then the tab's name is of the link to the image, and not the title of the thread.

5
General Discussion / Video Game Attorney - Game Publishers
« on: May 24, 2016, 05:03:09 AM »
http://morrisonlee.com/2016/05/23/game-publishers-in-2016-how-to-throw-your-lifes-work-away-in-seconds/

^There's an interesting article I found regarding predatory "publishers" on steam, that do just about nothing and end up asking for thousands of dollars in commission.

6
Adult Discussion / Fine Bros and Copyright claim on all REACTION videos
« on: January 30, 2016, 09:56:20 PM »


Basically the Fine Bros have branded themselves to be the leading "reaction video" youtubers. They get a lot of views and have a lot of subs, but apparently it's gone to their heads. They're going to try and copyright all "reaction videos", which is complete and utter bullavocado, considering that what that is, is a video that's literally just showcasing a person reacting to something, and is by no means something unique that the Fine Bros have come up with on their own that should entitle them to copyright.

7
Video / YouTube - Conmaan
« on: January 12, 2016, 06:33:26 PM »
Conmaan's Youtube - Description/Updates

Hey everyone. So, I recently cleaned out my youtube channel of all its existing content (with the exception of my backpack tutorial). Today (9/20) I just released a new informational vid talking about the PC update and the advantages of Steam over the indie marketplace. Until PC release, most of my Total Miner videos are going to be consisting of informational videos on update notes (all public info), and possibly some more opinion-based video essays (a la kaptainkristian, minus the incredible music and incredible videography). Hope everyone enjoys, and if you have any feedback, criticism, or inquiries, inbox me or comment!

The Good Stuff:

9/20 - Total Miner PC Release Info

8
Gaming / Creativerse [Sandbox] [Steam Early Access]
« on: December 16, 2015, 09:35:48 PM »
"Stranded in a vast, mysterious world. Surrounded by ferocious beasts and remnants of ancient technology. Awash in treasure, treacherous catacombs and breathtaking vistas...

Creativerse is a delightful next-generation sandbox game about adventure, exploration and creativity with your friends. And it is now FREE TO PLAY!!!

Adventure awaits — From the highest peaks to the furthest depths, through jungles, deserts, and swamps, over pools of acid and lakes of lava, there’s something to discover around every corner, whether it’s rare materials, curious terrain or a pack of vicious cave dwellers hellbent on your destruction.
Colossal creativity — Construct powerful tools, discover secret recipes and unlock a vast trove of building materials. Add creature taming, farming and gadgets like teleporters to the mix and you’ve got tremendous world-shaping power at your fingertips.
Your dream team — Invite your friends along for the ride thanks to built in, easy-to-use multiplayer. Together, you can take on the night creatures, hunt down lost recipes and build your own utopia."







-Taken from Steam Page

If Minecraft and an MMO had a baby, it'd be Creativerse.

Gameplay is simple, but fun.

Exploration is exciting, and rewarding.

The game is a little grindy, so its great if you have a group of people to play with, but exploring biomes gives you plenty to do.

9
Gaming / Star Crusade: War for the Expanse [Card Game] [Steam Early Access]
« on: December 16, 2015, 09:22:03 PM »
"The last unclaimed stargate has opened, plunging the galaxy into war. Will you choose the Shan'Ti, who shape genetics into living weapons, the insidious Consortium, focusing on subterfuge and mercenary armies, the rigid, cold order of the cybernetically augmented Hierarchy, the psychically powerful Annunaki and their zealous followers, the battle-hardened Terrans with their massive weapons of war or the brutal, adaptive Hajir-Gog, whose endless tide represents a scourge to the galactic civilization?

Star Crusade: War for the Expanse is a free-to-play, online, digital collectible card game (CCG) based in a richly styled sci-fi universe, where each player takes command of one of the six factions vying for supremacy in an unclaimed exotic sector of space. With 350 beautiful and unique cards available upon release, and many more to come in the form of expansions, Star Crusade will offer deep strategic options for CCG/TCG veterans, while still remaining accessible for newcomers to the genre.

The game focuses on fast paced, accessible strategic combat with countless card and deck combinations as well as unique faction specific tactics. We thought hard about the card game we want to play but most importantly, we want to build a community-centered and powered, ever-evolving game focused around interesting player choices.

War is coming. Build your deck, forge your destiny and shape the fate of the galaxy. Join the Star Crusade."







-Taken from Steam Store Page

The game is very similar to Hearthstone in how it plays.

You generate 1 additional resource (or scrap) every turn and use it to summon creatures and cast spells.

The unique feature that sets it apart, however, is that for each card in your deck you have an additional life point, with a minimum of 25  and a max of 40 (?).

Cards and classes are pretty much copy/pasted from Hearthstone, with just a few different abilities and unique cards.

I enjoy it, and it's worth the download time. Hopefully some of you guys will check it out!

10
Ideas / Menu Interface (Option Under "Game")
« on: November 16, 2015, 04:09:30 AM »
So, here we have the selection "Game" under the pause screen.



My proposition is to have a new interface under "Scripts", titled Menus".

In this new interface you'd be able to do a couple of things.

1. Name and Create Menus
        A. Name and Create Options for those Menus
                a. Set scripts to activate after an option is selected
                b. Set "Display Option" settings, so that you could define when you want an option to be displayed. The Display Options I
                can think of right now are; time of day, ifplayerhashistoryX, and any other conditionals.
2. Delete Pre-existing Menus

This idea would also involve the removal of the current menu script command, and replace it with OpenMenu [Name]




Benefits;
Less cluttered scripts.
Menus made easy.
More powerful menus (more options to do more things with them, such as the examples I will provide).


Applications;
I was discussing the possibility of a text based adventure in total miner possible through menu scripts with Zoidberg. Then I realized that for an inventory to be created within those menus (view Exhibit A), you'd have to create thousands of possible combinations depending on what "items" the player has. The same thing for abilities in text based combat. Having the DisplayOption setting would solve this issue.

Exhibit A:


Shoutout to Zoidberg for brainstorming with me on this.

Feel free to leave some more suggestions for what the interface could include, or leave feedback.

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