Grid Sage Forums

Grid Sage Forums

  • May 09, 2024, 09:49:25 AM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  

News:

LINKS: Website | Steam | Wiki

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Warmist

Pages: [1]
1
Everything REXPaint / Fail to run from googledisk
« on: August 04, 2015, 04:23:23 AM »
basically says this:
Spoiler (click to show/hide)
Note the non-ascii path (probable cause). And no, renaming the folder is way more trouble :D

2
Everything REXPaint / Few Suggestions
« on: July 20, 2015, 01:10:00 PM »
  • Add names to layers for easier tracking
  • Add a way to move selection, sometimes it would be easier to fix stuff. I know that it could be done with copy/paste but it's one of those annoying things that you notice each time.
  • Add support for rexpaint to be able to use windows "open with" dialog - could be against current images folder idea
  • Lock layer. Happened a few times that i painted into "mobs" layer when i wanted to paint walls

3
Everything REXPaint / Toy/Game/Sth idea-development
« on: June 04, 2015, 03:37:52 PM »
So in rexpaint thread i started development of "particle toy based on rexpaint drawings". This is an continuation of that. Once I started playing with it, it immediately sparked many ideas about possible toys/games. So this is a conglomeration of them:
  • Draw stuff with rexpaint, add particles = fun - simplest idea. 50% done, now it needs stuff to make particle behaviour easy
  • Particle interaction stuff = more fun and complexity... What if you particle touches wall and it heats it?
  • Reactor simulator - now this would be first game-like thing. You could ask player to construct (using rexpaint) reactor which converts particles X to other things (energy/electricity/other particles...) but then why stop with reactors...
  • ANYTHING SIMULATOR - ok it needs better name... maybe "High energy machinery simulator" or HEMS. You would be tasked to construct e.g. particle accelerator or plasma igniter or quark splitter and you would see how it works
So how would it look?
One layer would be background (particles don't interact, maybe transfers electricity etc...), one would be the particle layer, and one for foreground (like background). One idea was to supply some stuff at the edges (e.g. if you draw 30x30 machine, it would show 31x30(+gui?) sized window with "taps" at the left (or top?) other idea was to use the last layer for special stuff.
Lastly big dreams in the sky:
  • Simulate particles as 10(or 100 or 1000...) smaller than grid and show only "density" of them
  • Add fields to the play

And finally the most important thing - the goal of all of this: to create a toy/game that would encourage crazy but nice looking "functioning" machinery (because cogmind ascii looks epic!)

So ideas/thoughts?

4
Ideas / More shutdowns
« on: June 04, 2015, 01:52:41 AM »
I was pondering about how after a battle there is a lot of parts but little "corpses". What if normal weapons could leave destroyed bots, like those you find sometimes in scraprooms, the ones that game says that are too damaged to repair? The recycler bots could also dismantle them if you damage some bot like that.
One thing that might be bad is that you could switch weapons and get more parts from such damaged beyond repair bots but i think just generating what they would drop if destroyed on the event of "damaging beyond repair" would help.

So why i think this is a good idea:
  • Adds ambiance, post battle you would have more interesting battlefield
  • Explains somewhat how those bots in scrapyard come to be
  • A way to manage dropped items somewhat, maybe help with crazy recyclers taking away items too fast? They could take time to tear down such robots or maybe drag them to recycling machine?
Some cons:
  • More programming :)
  • More micromanagement after battle
  • More trouble navigating after battle/during it- disabled bots could hinder shooting (at least one shot that would act as a shield, maybe that is good?

5
Ideas / Specializations
« on: May 29, 2015, 09:10:20 AM »
Disclaimer: i am a n00b. I die a lot and progress not far in...

Okay so here goes: what if when you level up you get to pick some traits? It's can be gotten other ways but idea is that it would be non-destroyable part of your run. Currently there is only part-counts. This makes a very strange balancing (imho): all those that are quick are easier to win - you get shot less, you loose less parts that make up your "build" or strategy. If you had some way to influence that in more permanent way, maybe it would allow more gameplay choices?

Example traits:
  • More integrity for X, where X is Utility/Propulsion/Weapons/Engine
  • Heal some corruption
  • Faster attacks (by some low %)
  • Better targeting (by some low %)

So what do you all think?

Pages: [1]