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World bombardments and Solipsism


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There is basically one thing that annoys .. me.

 

Technically,  the events in the game are mostly happening when the player is in vicinity.

 

Like, the lightning strikes only around the current player location. The dogs emerge only about the player location.

 

If you run from a forest fire, it ceases when a player leaves a particular location.  ( there was a bug : some forest affected by a fire ended up with a forest looking exact like normal, but the trees were choppable with only 1 hit, still providing the full resource of wood etc)

 

Do you see the pattern here?

 

Whatever happens, happens only because the player is there, in a specific location. Leave the location, and .. its not affected by the most nasty things.

 

Now we have the ultimate end of it: the Volcano bombardment.

 

Yeah, I know it was "nerfed" down recently.

 

Still it does not make any sense. Those "volcano" bombs are targeting specifically the player, not just falling randomly, like mother nature suggests.

 

Now. Whatever happens if those bombs keep hitting the world regardless of whether the player is in? Its easy to guess from the Earth history ...  the Moon-like landscape gonna be a result. No life, no seas, no land, no life, eventually.

 

Don't you guys think there is something wrong with that, logically ?

 

As one guy had said in here, it only seems that a game world does specifically hate a PLAYER. Not like its a "living world" which goes on its own (which is actually cool for a survival kind of game)

 

How can we fix it? I don't know, but I do still think that combining the "biome" logic with the "arcade" game logic is not really that we want to have ...

 

 

 

 

Just one basic idea though about how to fix this issue properly.

 

Make the species reproduce.

 

By that I mean that any living species in the game, including trees, grass, etc should have a way to reproduce, semi-randomly, but based on the way the real species do.

 

That way the bombardments and other troubles alike can happen, and properly annoy the player, but those should not do an unbearable damage  to the world.

 

Something like that /

To be honest, DS isn't the best game to which logic would cater. Yes, there are events that should take place regardless of player vicinity - like whale bloating, spider nest growth(I could swear it was included before, maybe it is still and I just came at the wrong time for the nest to grow back to stage 1) etc.

 

Flooding in SW does occur regardless of player location.

 

But let's assume lightnings and meteors could fall anywhere. That would piss everyone off - uncontrolled fire forests, base destruction (and you can't protect it from volcano meteors currently), burning of spider nests etc. You get the idea.

 

And let's assume that nests would be formed in a new place after being burnt, then they will have to regrow back from stage 1, and it doesn't matter that you've waited this long for it to reach stage 3 so you can move it near you.

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Technically "Them" hate you.

Well, more of enjoy seeing everyone suffer.

Since even Maxwell really didn't do much, as he was bound to that chair.

Technically, "They*" in this case...

And, well, Maxwell did some experiences and created some of the monsters we see in the Don't Starve world, as we can notice from his quotes.

This has mostly nothing to do with world logic but has a far less exciting explanation:

 

Render distance!

 

In order to keep the performance requirements low most of the world simply isn't calculated when the player is not nearby. There are already some systems going that give the illusion of a "natural" world (bee boxes, flooding etc.) but in fact the render distance has become a big  issue for DS.

 

The easiest way to experience some poor render distance design is packim baggins. As soon as he is left so far behind that he is outside the render distance he will simply stay stuck there forever until you "render" him again.

 

This wasn't such a big issue for RoG because the world is more dense but SW is wide and the render distance is clearly noticeable.

Hello ! i dont like the idea of an random fall of meteor on the entire map , especialy if you make more than 2 or 3 base camp ( like me ). Meteor will destroy some unique things wich are unrebuildable , like sloth machine  ( and more stuff which come soon ) , or falling on your base and destroy forest by starting wild fire etc etc ...

 

 

  • Developer

Hello ! i dont like the idea of an random fall of meteor on the entire map , especialy if you make more than 2 or 3 base camp ( like me ). Meteor will destroy some unique things wich are unrebuildable , like sloth machine ( and more stuff which come soon ) , or falling on your base and destroy forest by starting wild fire etc etc ...

Good thing this will very likely never happen, right? :D

Good thing this will very likely never happen, right? :grin:

 

Ho yes man , you know , i am so unlucky , i espect many disaster if a modification like that will be added :ambivalence: ( when i said unlucky , i said very unlucky XD ). Thats why i am not a fan of this random punishment that can hit me rigth in the face :grin:

 

But i like the idea of the reproduction of the wildlife ^^

I don't think a lot of games make sense logically but that's what they are... games. I agree that things being destroyed near you can do some irreversible damage but isn't that half the challenge?

Where you are when a meteor storm hits, what you value and how you go about avoiding said damage?

If you're out at sea it reduces a lot of damage done to your islands.

If you choose to be on an island/ have no choice then trees and such are easy to replant on your own. Avoid being too close to important structures (pig houses, etc.)/ food sources (limpet rocks?).

I noticed that my dodging includes a lot of standing still instead of panicked running back and forth. It reduces the damage done and honestly it's way easier to dodge the rocks now. A lot of them don't actually hit close enough to hurt you, all you have to do is be prepared to run if one happens to spawn on top of you.

Yeah, as previously stated, maxwell (Or WOLLY as speculated by some at this point) is the puppetmaster of the whole world, and both wolly and maxwell seem to hate you, although one of them is a bit more direct about it, coughcough "YOU STINK, CHUMP" coughcough

  • Developer

Yeah, as previously stated, maxwell (Or WOLLY as speculated by some at this point) is the puppetmaster of the whole world, and both wolly and maxwell seem to hate you, although one of them is a bit more direct about it, coughcough "YOU STINK, CHUMP" coughcough

And to think I once considered giving Wolly some crackers...

The whale carcass thing could probably be fixed by adding an OnLongUpdate function to the whale_carcass prefab since it doesn't have one.  As for the meteors, perhaps the illusion could be maintained by adding ashfall as a seasonal terrain effect like snow?  It wouldn't cause widespread destruction, works within memory and rendering limitations, mostly requires work from the artists rather than the programmers, and removes the impression that unvisited islands haven't been touched by the volcanic eruptions.

but that's the whole premise of don't starve

in most survival games its "the world is yours"

in don't starve the world is not yours

the world is a living crawling being that hates you and wants you to die

nature specifically gives YOU the ugliest part

 

and that's the beauty of it

 

 

I don't see why it's an issue. The shadow creatures that rule the DS world want to make you try and escape and become the next 'ruler' for them to manipulate. They have no need to damage the rest of the world when you are their target.

On 10.01.2016 at 2:59 AM, Glhrmzz said:

Maxwell hates You. He wants you to Die. So yes the World hates you!

you see, Maxwell was a guy from the original "world" or "worlds" of Don't Starve.

Not sure how the Shipwrecked and the "Maxwell's Game of Portals" is connected, but it seems like the Shipwrecked world has nothing to do with Maxwell.

Unless Maxwell is reincarnated into that parrot in a pirate hat .. which is not likely.

The "World of Islands" just does not seem to be as artificially arranged (which is good). Which means, its not really Maxwell's world. 

  • Developer
14 minutes ago, Russian said:

you see, Maxwell was a guy from the original "world" or "worlds" of Don't Starve.

Wasn't he... just a normal magician from London, though? Before being sucked into the DS world by They, together with Charlie?

On 11.01.2016 at 5:20 PM, Cyde042 said:

 

But let's assume lightnings and meteors could fall anywhere. That would piss everyone off - uncontrolled fire forests, base destruction (and you can't protect it from volcano meteors currently), burning of spider nests etc. You get the idea.

That's my point.

The world, in general, lives on its own. It can be dangerous and unfriendly, but only generally unfriendly. 

When the Big Crap is only happening when the player is in .. it kinda breaks the magic and turns it all into an arcade walk-through of sorts

 

 

On 11.01.2016 at 2:35 AM, Urfable said:

I don't think a lot of games make sense logically but that's what they are... games. I agree that things being destroyed near you can do some irreversible damage but isn't that half the challenge?

Every game is actually a MODEL of something. If you model a meteor shower which happens every "year", the land is gonna be devastated.

Right?

It has nothing to do with challenge, it's the logic

  • Developer
1 minute ago, Russian said:

Have you seen any London back there, in Don't Starve?

The Don't Starve lore doesn't involve only Their island, y'know?

Maxwell used to live in London and then traveled to "I forgot where : P" on "I also forgot when -.-", working as a magician and a stage performer.

Maxwell was just a "normal" guy before starting to mess with things beyong his knowledge, and then being pulled into the DS world, together with his assistant Charlie.

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