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DON'T STARVE DLC #2: SHIPWRECKED ANNOUNCED


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I wonder how they'll handle world border while:

  1. keeping the world about as big as it needs to be
  2. warning the player before they get harmed or ram into the border
  3. leaving CitD a little chance of ever actually working out
  4. still emulating a feeling of free exploration
  5. staying loyal to the core elements of DS(T)
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I wonder how they'll handle world border while:

  • keeping the world about as big as it needs to be
  • warning the player before they get harmed or ram into the border
  • leaving CitD a little chance of ever actually working out
  • still emulating a feeling of free exploration
  • staying loyal to the core elements of DS(T)
I like invisible walls

So,can we go underwater?

I think that Klei is trying to balancing out DST and DS,because after they implement caves in DST,it would be a better version of DS,so they made this just for DS so people still want to go to DST to play with their friends and go to DS for exploring

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Yes, and they are on a giant turtle O__O 

 

Is that really the niveau you build your references on? No four horsemen? no stairs "that might not even be there"?

 

Anyways, I think if they can pull the "round" idea off, they should. If they can, they should make a mobius band instead though :razz:Nobody will be able to conclude why I said that or what I referenced.

 

EDIT:

I like the roundness idea, like if you go to far south you end up back north. Also TIGERSHARK

 

If you go south and south, eventually you're spinning in a circle and won't ever go north. Geography, in your face!

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Single player is also less restrictive. So I see it from a dev pov...but from a player pov I want it on DST :p

Either they are using normal DS to test out things and stuff and then they will add in to DST.Or as i said above.Klei wants DS to keep its value so people will continue to buy it

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I wonder how they'll handle world border while:

  1. keeping the world about as big as it needs to be
  2. warning the player before they get harmed or ram into the border
  3. leaving CitD a little chance of ever actually working out
  4. still emulating a feeling of free exploration
  5. staying loyal to the core elements of DS(T)

 

1) I think they'll make it so you go all the way round the world, so if you get to the west border, you'll find yourself at the east border and so on and so forth. This is actually possible, I've seen one game do this before (it's called Battle Tanks, btw, quite an awesome, simple 2D tank game), by having some maps that make you come all the way back to where you were by you just going in one direction.

2) I don't think it'll be so easy to control your boat as Left, Right, Up, Down. It'll probably have momentum, similarly like in The Flame in The Flood survival game.

3) Don't worry, they've announced they'll work on the oversea content, whilst CITD focuses on the underwater content. I think they took that in consideration when they thought of Shipwrecked, so I owe Klei a thanks... and an apology \/_\/ not going to amaterasu any of them.

4) I refer to my first answer I gave earlier.

5) Why wouldn't they?

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1) I think they'll make it so you go all the way round the world, so if you get to the west border, you'll find yourself at the east border and so on and so forth. This is actually possible, I've seen one game do this before (it's called Battle Tanks, btw, quite an awesome, simple 2D tank game), by having some maps that make you come all the way back to where you were by you just going in one direction.

 

The problem with that is like in pacman, the AI can't tell whether you're literally just 'round the border and in the worst case, things aren't visible on the other "half" of the border. You maybe know what happens when you get TPed in the game: the camera isn't even the problem here, it's that everything suddenly unloads, and other things suddenly load with the player nearby.

 

I'll see if I find that tank game.

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Maybe it loads chunks around you, like when you cross it, what's there is visible from the other side. OR make it plain sea and use that waterfall border thing, losing 15 sanity when you fall down it to the other side, in shock. I'm pretty sure that Angler-Fish Flup won't jump down.

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Maybe it loads chunks around you, like when you cross it, what's there is visible from the other side. OR make it plain sea and use that waterfall border thing, losing 15 sanity when you fall down it to the other side, in shock. I'm pretty sure that Angler-Fish Flup won't jump down.

 

I know where this is coming from, successful sandbox games like Minecraft, Terraria or StarBound use chunks that could be (or are already) used for this, and many sidescrollers are divided into rooms that feel similiar.

But the issue is that DS does not have chunks. The whole world is a big plane. All things around you get awakened when you come and tuck in when you leave. You are always on fixed coordinates in the world.

 

Now, changing that is doable, but it'd require a lot of reworking, a bit too much for a DLC I'd say. Especially considering that this is probably an attempt to stabilise the budget using the engaged community, and assuring that the game will stay interesting to potential customers (because who'd buy a game that's done and dead).

 

I'm sure Klei can and will come up with something crazy, fancy, fitting and in hinsight obvious to solve this. Even if it is just fog and bad weather.

 

...bad weather? Of course! Heurika! No sailor would go right into a storm, so everyone would go another way or see their lil boat sinking from the nearest shore.

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