Interesting use of GUI rotation I just made

Why not 313?

Because 323 sounds better.

Because that’s that car from Donald Duck right?

One of my favorite games cant wait until its out.

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Here’s a picture of a customized hut I constructed using the Construct menu. The creativity that people will be able to express on 323 makes for a great deal of replay!

Time to start my bragging on my survival game. My inventory system is voxel-based, meaning that your inventory is basically realistic as far as items you can hold. No more running around with 20 walls or anything like that, you’ve got what you can carry, or in this case, it’ll be in a vehicle (You won’t be able to carry much). The below screenshot is a very very very unfinal version of what it will really be like, but it’s the last media I’m willing to publish as of now.

You can see some parts flying into position, and how it layers itself as you add new parts. :stuck_out_tongue:

Wow, I’m thinking I might want to switch to a new genre. Perhaps it’s time to startup Trade Enterprise instead of a survival game.

Ha-ha-h-a Stranded beat you all, with an all new backpack system! (designed by scarfacial)

We haven’t made a working version of this on roblox yet (but it should be done soon, since SE was completed)

But be jelly we are all new

Limiting backpack space = bad game flow = less fun

That’s why I’m no longer doing it.

[quote] Limiting backpack space = bad game flow = less fun

That’s why I’m no longer doing it. [/quote]
That is because your games have no method of reliable storing, limited backpacks are okay if chests (or any other storage container) are fairly easy to make.

Yeah I suppose. My point becomes, I guess:

Minecraft has an absurdly unrealistically large inventory.
Minecraft is fun.
Minecraft is fun because, in part, it has an absurdly unrealistically large inventory.

I want my game to have the same effect. I want people to have fun. I’m no longer fighting for any cockamamie ideals anymore.

Actually Stranded’s concept is to be a realistic, just nature survival game

Your ā€œcockamamie idealsā€ are more of Wheatlie’s Island game, as Stranded is going to be off more realism

I think you guys should stop questioning if certain features are ā€œfunā€ and start wondering if all your game mechanics put together is ā€œfun.ā€

If the backpack system doesn’t mesh well with the rest of the game I’m probably not even going to bother in the first place. Unless lugging around 3D parts is fun thanks to another game mechanic that justifies the system’s purpose, then it works.

Minecraft’s inventory system works because I’m building out of individual blocks that just pop right into my unrealistically large pockets. I ain’t carrying each block out of my mine.

TL;DR: there ain’t no right way.

Yup. That’s what I’m saying. Don;'t force your backpack to be a whole new challenge.

[quote] I think you guys should stop questioning if certain features are ā€œfunā€ and start wondering if all your game mechanics put together is ā€œfun.ā€

If the backpack system doesn’t mesh well with the rest of the game I’m probably not even going to bother in the first place. Unless lugging around 3D parts is fun thanks to another game mechanic that justifies the system’s purpose, then it works.

Minecraft’s inventory system works because I’m building out of individual blocks that just pop right into my unrealistically large pockets. I ain’t carrying each block out of my mine.

TL;DR: there ain’t no right way. [/quote]’

true

Just a fun little status update, here’s the beginning of my Backpack object.
[video]http://www.youtube.com/watch?v=FFC8PPFaqcE

Here’s a little demo of something I changed in the Construct view: instead of clicking one and having it be set for a while, instead you click on a material and then drag it onto the screen. The effect of this video is a little ruined because of the no mouse, but it’s still a pretty neat idea because ROBLOX GUI knows the difference between clicking on a GUI element and clicking on the Workspace.
[video]http://www.youtube.com/watch?v=1bWS1SnZb3g

Yeah, I’ve been questioning whether having a 3D inventory is the best thing to do, but I realized that it gives a really distinct position on gameplay, and makes you THINK. It’s also something that makes my game stand out.

Also, I think I’ve got you Fatty, since mine is 3D and is easy to manage (AKA you click on an item and it’s automatically added and sorted).

It’s basically just a way to limit inventory capacity, while making the game more about the ā€œWow, I need to balance these resources, distance is now a factorā€ sort of thing.

Then again, I think it also factors over super well to Trade Enterprise, which is way more about this sort of thing.

I really want to simulate the vast amount of energy it takes to move stuff around, and most of the game will be in improving this ability. Distance is always the limiting factor in exploration and expansion, and the ability to travel through it is significant.

Yes, this can lead to a boring game, like ROBLOX’s halloween game, but only if you utilize the mechanic effectively. ROBLOX’s halloween game had a ton of space, and none of it mattered because it was basically the same game mechanic throughout the whole map.

I’m really big on the ā€œbig world, explore!ā€ sort of idea. I think, perhaps, I will go to Trade Enterprise again. I’m not sure.

Honestly that’s the sort of thing I was hoping for when I first played Trade Enterprise. I think it would compliment the idea of ā€œbigger and better ships,ā€ and it would benefit from ways to make the process feel less tedious and instead more of a challenge I can bear and play with.

Conclusion: Balancing game mechanics between realistic, balanced and fun is extremely hard.

I would agree with that. I once tried making a survival game and gave up due to the fact that trying to balance all the features I was incorporating was hard