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Author Topic: Starbound - We have lift off.  (Read 995059 times)

Sergius

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Re: Starbound - A flat yet infinite universe.
« Reply #1035 on: March 22, 2013, 03:50:37 pm »

Yes, that's quite possible, my only points of reference are Terraria and SPAZ, they more or less follow that behavior.

But then again, that's waiting like a year to save 4-5 bucks. I prefer to do that with A-list overpriced $60 stuff (ignore for years then buy dirt-cheap).
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alexandertnt

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Re: Starbound - A flat yet infinite universe.
« Reply #1036 on: March 22, 2013, 06:39:28 pm »

And for me creation without a point is pointless.

Which is why I got bored with minecraft rather quickly. Why build these impressive but extremely useless structures?
That is, indeed, why I never liked Minecraft much.

Kerbal Space Program, on the other hand...

I concur. Creation needs a point to be interesting. That's why I never really got into the concept of megaprojects in pretty much any sandbox. Hell, I personally like Cataclysm because I'm of the sandboxy type who prefers crafting to building. I like making a sword so I can slice my enemies to death while I explore. I'm not really seeing the point of making a giant fortress shaped like a sword.

I dont think construction needs a point to be interesting. The feeling that you have actually constructed something that is genuinely yours and is a product of your mind (and not the devs) is a rewarding one. It also depends on what type of construction the game gives you (I dont think Cataclysm's crafting is comparable to minecraft blockplacing).

Most crafting systems dont allow for actual construction (you diddn't "make" that sword, you only fulfilled the requirements to aquire the sword). You are generally given no flexability and instead need to simply get the preset requirements for the preset result. It is not your sword, you did not make it.

Something like minecraft allows you to "build" stuff that can be the product of your mind, allowing players to build stuff that other people have not or in some cases the developer(s) did not even think possible. It is your construction, no one else has built something like it before.

To each his own, of course. But thats my take.

Plus what is the point in slicing enemies :P



Anyway, I wonder how much "game" is going to be in the preorder alpha/beta?
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jocan2003

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Re: Starbound - A flat yet infinite universe.
« Reply #1037 on: March 22, 2013, 07:15:20 pm »

And for me creation without a point is pointless.

Which is why I got bored with minecraft rather quickly. Why build these impressive but extremely useless structures?
That is, indeed, why I never liked Minecraft much.

Kerbal Space Program, on the other hand...

I concur. Creation needs a point to be interesting. That's why I never really got into the concept of megaprojects in pretty much any sandbox. Hell, I personally like Cataclysm because I'm of the sandboxy type who prefers crafting to building. I like making a sword so I can slice my enemies to death while I explore. I'm not really seeing the point of making a giant fortress shaped like a sword.

I dont think construction needs a point to be interesting. The feeling that you have actually constructed something that is genuinely yours and is a product of your mind (and not the devs) is a rewarding one. It also depends on what type of construction the game gives you (I dont think Cataclysm's crafting is comparable to minecraft blockplacing).

Most crafting systems dont allow for actual construction (you diddn't "make" that sword, you only fulfilled the requirements to aquire the sword). You are generally given no flexability and instead need to simply get the preset requirements for the preset result. It is not your sword, you did not make it.

Something like minecraft allows you to "build" stuff that can be the product of your mind, allowing players to build stuff that other people have not or in some cases the developer(s) did not even think possible. It is your construction, no one else has built something like it before.

To each his own, of course. But thats my take.

Plus what is the point in slicing enemies :P



Anyway, I wonder how much "game" is going to be in the preorder alpha/beta?
About the crafting you are sooo damn right!, only game where i found you can properly *craft* something is in planet-explorer where you actually can CREATE the model IN GAME and depending on multiple paramter will influence damage, bluntness, attack bonus etc. You can also design your very own humvee/car/boat what have you!.

Also while its might be relate to what you said, i dont know where star wars galaxy crafting would be considered as *having pre-requisite* since there is a lot of *optional* stuff you can include in the craft to change various statistic. But generaly speaking you are soo dead-on on crafting. This game seem to be the *requisite* crafting system but they said there is a lot of randomness, maybe inclue skill later on to influence statistic? Or sword skill that give buff whenn using that kind? would be interesting to see the game to know if they could include a skill system a-la ultima online.
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Max White

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Re: Starbound - A flat yet infinite universe.
« Reply #1038 on: March 22, 2013, 07:24:30 pm »

The complex systems bit is confirmed, at least. See Here. Specifically the last point under "Building and crafting":
Quote
"Circuitry will be a big part of the game and will double as part of the level-editor. Wiring will have logic gates."
You will notice I said something like Minecrafts Redstone system, and not Terrarias Circuit system. This is because redstone is a pretty ingenious and cumbersome system that allows you to construct computers out of logic gates, logic gates out of transistors and transistors out of torches. It is hard to use and herder to learn for somebody that doesn't know what an OR gate is, thus takes a long time to master, thus increasing play time.
Terrarias circuits are pretty easy, with simple input giving simple output. I have never seen any sort of complex machine built in terraria and I'm not sure the system lends itself to it.

Just having a circuit system is not enough, you need the kind that amounts to more than just hooking devices up to triggers.

Darkmere

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Re: Starbound - A flat yet infinite universe.
« Reply #1039 on: March 22, 2013, 08:54:05 pm »

Terrarias circuits are pretty easy, with simple input giving simple output. I have never seen any sort of complex machine built in terraria and I'm not sure the system lends itself to it.

Check these out.

The comments are typically mind-shatteringly bad though. Don't bother reading those.
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And then, they will be weaponized. Like everything in this game, from kittens to babies, everything is a potential device of murder.
So if baseless speculation is all we have, we might as well treat it like fact.

Greenbane

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Re: Starbound - A flat yet infinite universe.
« Reply #1040 on: March 22, 2013, 10:45:28 pm »

I dont think construction needs a point to be interesting. The feeling that you have actually constructed something that is genuinely yours and is a product of your mind (and not the devs) is a rewarding one. It also depends on what type of construction the game gives you (I dont think Cataclysm's crafting is comparable to minecraft blockplacing).

Most crafting systems dont allow for actual construction (you diddn't "make" that sword, you only fulfilled the requirements to aquire the sword). You are generally given no flexability and instead need to simply get the preset requirements for the preset result. It is not your sword, you did not make it.

Something like minecraft allows you to "build" stuff that can be the product of your mind, allowing players to build stuff that other people have not or in some cases the developer(s) did not even think possible. It is your construction, no one else has built something like it before.

To each his own, of course. But thats my take.

Plus what is the point in slicing enemies :P

I agree. To some extent, construction for the sake of construction is fun. I haven't built any "megaprojects", but I have invested time and effort to make my primary base complex and visually appealing, and also dotted my explored map with simple buildings like watch towers and cottages. Partly because they were good as navigational references and partly because they simply looked cool. I played with LEGOs when I was a kid, and Minecraft tickled that usually dormant part of me, whether my constructions would help me kill baddies or not, like few games ever do.

Sometimes you never know what you'll end up building. I remember once seeing the movie Legionnaire, starring Jean-Claude Van Damme, and felt inspired to get on Minecraft, travel to the nearest sizeable desert and erect a sandstone fort, French Foreign Legion style. Had the tricolour flag and all. In hindsight, you could say I was possessed by a strange mood. :D

But ultimately exploration's my goal, and experimentation with the game's mechanics. Similar to my goals in Dwarf Fortress, beyond creating a functional stronghold, in that case. SCIENCE! is as important in Minecraft as it is in DF, and usually there's not much of a "point" to it. It's all about creating some sort of contraption whose major virtue is that it works.

As a sidenote, given my main objective is exploring, I find it disappointing there isn't more variance in pre-generated structures that the player can find. There's a couple of mods that add more, but the structures they add are decidedly sub-par. I mean, I don't want to find a flying pirate ship, or eleventibillion temples/castles that all resort to the same sand collapse trick to potentially kill the player.


Anyway, this thread is about Starbound. Terraria IN SPACE and across multiple worlds with randomly generated characteristics sounds way better than Minecraft 2D, which is basically what Terraria is. I mildly dislike the slight funky anime (as in crazy teenager-aimed show) tone they've given the game. But maybe it's just the concept art, and at any rate it's a minor thing I can live with.
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Silfurdreki

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Re: Starbound - A flat yet infinite universe.
« Reply #1041 on: March 23, 2013, 09:04:30 am »

The complex systems bit is confirmed, at least. See Here. Specifically the last point under "Building and crafting":
Quote
"Circuitry will be a big part of the game and will double as part of the level-editor. Wiring will have logic gates."
You will notice I said something like Minecrafts Redstone system, and not Terrarias Circuit system. This is because redstone is a pretty ingenious and cumbersome system that allows you to construct computers out of logic gates, logic gates out of transistors and transistors out of torches. It is hard to use and herder to learn for somebody that doesn't know what an OR gate is, thus takes a long time to master, thus increasing play time.
Terrarias circuits are pretty easy, with simple input giving simple output. I have never seen any sort of complex machine built in terraria and I'm not sure the system lends itself to it.

Just having a circuit system is not enough, you need the kind that amounts to more than just hooking devices up to triggers.

Note that it says a circuit system with logic gates. Terraria's wiring is basically Minecraft's redstone without redstone torches (i.e. without logic gates). I don't see how a Terraria style circuit system with logic gates is any less potentially complex than Minecraft's redstone.
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forsaken1111

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Re: Starbound - A flat yet infinite universe.
« Reply #1042 on: March 23, 2013, 09:30:47 am »

Once this game comes out, provided you can make your own servers, I'm wondering who's gonna make the bay12 server.
I will, if servers are a thing. If not, we can always gather on the same planet or whatever
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Ultimuh

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Re: Starbound - A flat yet infinite universe.
« Reply #1043 on: March 23, 2013, 10:20:15 am »

Once this game comes out, provided you can make your own servers, I'm wondering who's gonna make the bay12 server.
I will, if servers are a thing. If not, we can always gather on the same planet or whatever
Sounds like a plan!
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rabidgam3r

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Re: Starbound - A flat yet infinite universe.
« Reply #1044 on: March 23, 2013, 12:27:25 pm »

Hard. For the love of Armok, hard!
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Devling

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Re: Starbound - A flat yet infinite universe.
« Reply #1045 on: March 23, 2013, 12:28:57 pm »

Defiantly hard!
And then we cover the entire surface is a complex metal surface, and underneath will be complex and confusing tunnels.
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Sirus

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Re: Starbound - A flat yet infinite universe.
« Reply #1046 on: March 23, 2013, 12:29:18 pm »

Gotta go for hard. Preferably with magma seas or something.
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freeformschooler

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Re: Starbound - A flat yet infinite universe.
« Reply #1047 on: March 23, 2013, 12:33:54 pm »

They DID say there were planet difficulties rated from 1 to 100 that also determined the loot quality on that planet.

We should play on 100.
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Sirus

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Re: Starbound - A flat yet infinite universe.
« Reply #1048 on: March 23, 2013, 12:37:16 pm »

Awesome loot AND challenging battles alongside Bay 12ers? All my agreements.
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joey4track

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Re: Starbound - A flat yet infinite universe.
« Reply #1049 on: March 23, 2013, 01:11:40 pm »

They DID say there were planet difficulties rated from 1 to 100 that also determined the loot quality on that planet.

We should play on 100.

I assume that means any planet you come across can have a difficulty from 1 to 100. Don't think it's like you pick a number 1 to 100 and that will be your difficulty for your game. This is just speculation of course.
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