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About shingouki

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  1. Just a simple idea I had to variate the game a bit and make it more challenging: What if it took different amounts of time to craft something based on what you were making, and as you were crafting it you would see it slowly get crafted into existence.More complex things might take longer to craft, while simpler things would take less time?Like a science machine might take 7-8 seconds in game seconds, while a cooked meal might only take 3. Something like that. That would just simulate more of time's progression as you do things in the world.Alternatively, maybe keep the instant craft timing, while making crafting progress the in game time based on the complexity of what you crafted. Like a Science might take 1 in game hour, or cooking about 15 minutes. Something like that maybe?
  2. Also, I was thinking this for a while but I feel that selling Dont Starve at 11.99 for two copies is a bad business model. I think it's better to sell a single copy at 7.50 with 20% off to go down to 5.99 and more people will buy it. When it shows up on the steam page all people see is $11.99 and probably think "Over 10$ for an indie? No thanks!". Don't starve is a good game and your updates are good and frequent. I think at $5.99 per copy you'd sell more and word of mouth would do the rest. Plus, not everyone has a friend they want to give the game to. Some people might think of two forced copies as a waste since they wont give it to anyone. Think about it!
  3. I'd be surprised if no one suggested this, but is there any chance you might add seasons to the game? Summer, Winter, Fall, Spring with different vegetation/textures based on which season is active?
  4. Hey thanks so much for your reply! I wrote some other posts about the game and suggestions (I'm good at those). You guys are Klei are slowly becoming my second favorite game company :3. Thanks for all your hard work, and keep making great games =].
  5. I had a weird bug where the tree got frozen in one frame of it's walking animation after I set it on fire. It took a few steps on fire and it raised it's foot and stayed there. But it was still moving towards me. The animation just stopped as it chased me lol. I wish I had a screenshot, but I dont. But it happened. It still set fire on everything around it too, just wouldn't keep animating.
  6. Simple Idea I had, but might there be an expansion on the combat system with the addition of craftable shields for blocking? I figure that the Right Mouse button has no use in the game other than dropping held items (another idea that might work by the way! Right click to drop items in your inventory ). So maybe it can have a use such as blocking with a shield? The shield would have health, Only block in one direction and only equippable while using a one handed weapon (such as a spear). Not a pickaxe/shovel/axe since those are wielded two handed. Later versions of shields would absorb more punishment than armor does, and early versions would be equivalent to armor's defense. Shields could be offset by the fact that they can only block in one direction and would be harder to make (maybe requires flint, rope, AND wood). So if you're hit from behind or your sides then your armor will take damage instead of your shield. Blocking could also increase your hunger rate a little bit to simulate stamina drain. Also, getting hit by different things will drain your shield's health at different amounts. A spider may inflict 4 damage on your shield, while a larger enemy might inflict 15 or more. But the concept is just to have a backup option to defend yourself when in a bad situation. Maybe early shields can be something like this: And later, shields might be like this: And as they degrade start to look like this:
  7. I noticed that in Don't Starve the game engine puts priority on items you're hovering over in this manner: - Whatever object is the largest on the screen takes priority for selection, after that you can only select items by hovering over whatever pixels are visible. - This means that small objects that get caught behind large objects cant be selected until you remove the large object or turn the camera ie: Cut down a tree behind another tree, and you cant pick up the logs until you cut down the tree in the foreground. - When I first started I didn't even know that turning the camera even existed (me and a friend found out by accident about 5 hours in; might be a good idea to let players know that fact a bit more clearly) but still it's nice to be able to play in a single perspective without having to turn the camera. Plus, rotating the camera doesn't get rid of situations where an item is totally surrounded by other large objects. ---------- So I had an idea: An Action Priority Selection System Basically, the engine will pick the most "likely action desired" based on where your mouse is hovering/what's going on. This will be subject to a few rules, which I will outline below. Smaller items/Smaller actions take priority - If you have a tree hovering infront of some logs and you hover your mouse over the logs, it'll select the logs and pick them up before it examines the tree. ie: Log collection takes priority over examining/cutting a tree. The reasoning for this is that you can select any other part of the tree and cut it, but you cant select the log on any other part and pick it up. Also, sometimes you don't want to cut a tree as much as, you want to pick up items. Examining things should be really low priority - I feel like 90% of the time you won't want to examine a large object as examinations always give back the same response regardless of the number of times examined. Action selection based on criteria - If I have an axe in my hands, and a pig is in front of a tree (SPOILER AHEAD IN THIS BRACKET: and helping me cut it down) 90% of the time, even if I hover over the pig, I would rather the game cut the tree than examine the pig. But since the pig is infront of the tree, I will usually examine him instead of cutting the tree. So I have to be really strategic about mouse placement. This is mostly just annoying because some objects like pigs are pretty large, and you cant control where they are placed all the time. Plus if I have an axe, I probably want to cut the tree the most right? The exception to this should be for item collection, again, due to the smaller size of items. Ie: Even if I have an axe in my hands, if I hover over a small item for pickup, it should prioritize that. Action Selection Based on Situation - The is the last priority setting, but I feel there's two modes in the game: Chore Mode and Combat Mode. Chore mode is when you're doing survival related stuff: Foraging, cutting trees, cooking, making items, etc. Combat mode is when you're fighting with a monster in your near proximity. During Chore mode, all priority settnigs should be like how I described. In Combat mode though, I feel item collection should take less priority unless the item to be collected is combat related. For example, if you're fighting 5 spiders and one enemy drops a monster and a silk...then when you click on the spiders, it shouldn't select the Meat/Silk over attacking the spider especially if a weapon is in your hands. However, if you were going to pick up a dropped weapon/armor then that might take priority during the combat phase. Clicking monster meat/silk instead of a spider, is frustrating sometimes, and putting priority there might be ideal. But then again, some player might want to pickup the meat and this is kind of open ended. Anyway that's the main idea. Summarizing it in a list, it should be something like this: =Priority For Selection= -Chore Mode- 1) Small items For Collection: Logs, Pine-cones, Meat, Gold, Rocks, Etc 2) Actions For Harvesting: Saplings, Grass, Berries 3) Actions To Match The Item In Hand: Pickaxe -> Harvest Rock, Axe -> Harvest Tree, Shovel For Saplings, etc. 4) Examining -Combat Mode- 1) Collecting Items Related to Combat - ie: Armor/Weapons/Etc. 1a) Attacking Enemies (Slightly less priority but not same priority as #1) 2) Collecting Enemy related spoils 3) Small items for collection: Logs, pinecones, meat, gold, etc 4) Examining 5) Actions to match the item in hand Hopefully that helps!
  8. I ate some cooked monster meat at 65 Hunger...and it killed me. Is this intentional?
  9. Not sure if anyone suggested this or not, but why don't small rocks spawn alongside boulders and other things? It's nice that you can get small rocks from boulders similar to how you can get lumber from large tress, along with flint and gold. But it would be nice to have smaller rocks that dont give gold or just plain rocks you can pick up that would supplement having less boulders. Just an idea.
  10. Hey Klei! I really love this game, so far it's been extremely fun playing it. I've spent a decent amount of time on it so far and I really like what I see. There were some things that bothered me about the game though that I think can be improved in simple ways. Note: I'm playing the Steam Build. 1) Hardcore Mode Option - When I died for the first time I was saddened by my character's passing (a really stupid death too, fought 8 enemies at once with low armor lol), however when I started up again I was expecting to start with a fresh slate. I was disappointed however that I had kept all my research from before. I personally feel like every playthrough should be a completely fresh slate, ie: Nothing should be carried over through each playthrough. Some people might disagree with me, so as an alternative to this, could you include a hardcore "option"? The difference between regular and hardcore would be that you always start a fresh slate in hardcore. I feel that that sort of change is ideal because it makes death extremely "real". In games such as Dungeon Crawl - Stone Soup, when you die, you die and its very disappointing, but it also binds you emotionally to your character that much more; even though you're just playing with a 2D static sprite that barely covers a pixels on the screen. Having this sort of restriction would (in my opinion) make the game a lot stronger overall. 2) Re-randomized World on every playthrough - I'm not 100% sure but it seems like every time I play the game, the world I play in is the same as the first one I began using. Again, I might be wrong about this, but I feel it would be ideal if the world was randomized every time you start a new anything. New character, new game, new world. 3) Scaled Research rewards - This goes alongside Hardcore mode. But it would be nice if you got less experience per each item researched of the same type. For example, researching saplings starts at some value...lets say 10 exp. Then the more you use saplings, the less value in experience it gives... 10,9,7,5, until maybe 3. Then it would stay at that 3 for the rest of that playthrough . The reasoning I have is, research is setup so that you learn from what you deposit into the machine. After a while of research you will have learned pretty much all you can from the item in question, at which point it cant teach you much else. A better alternative to this would actually be..... 3A) Randomized Research rewards - I think it would be better if the game would pick a random number that was set within a range of two numbers as a maximum and minimum value, with a small chance of giving a critical amount of research experience equal to 10 times the minimum value but no larger than two times the maximum value. For example, a berry bush might give 20 - 5 exp on researching it, with a chance of a critical research experience boost(A Research Breakthrough! Eureka! Etc.). The boost would be 5exp * 10 = 50. However, since 50 is more than 2*20 = 40, it would get lowered down to 40. This would be great because it would give usefulness for items you normally wouldn't put in for research, that are worth maybe a 1 exp point. Like If you give a flower an exp range of 1exp - 5exp, then they would go anywhere from 1 - 5, with a possibility of 10 exp. This is balanced by the fact that you lose the flowers by throwing them in the machine, so you cant use them for anything else. But it leaves the "gambling" option open for the player. 3) Hotkeys! - Not sure if this exists, but it would be nice to be able to set hotkeys to shortcut your items. 4) Toggleable HUD - This builds on 3. It would be nice to toggle the HUD/specific HUD elements if you want to. Your game does a good job of letting the player know whats going on without having to constantly monitor the HUD. When you get hungry the game tells you, when night time approaches you get notified, when you can make new items there's a noise to notify you, etc. It'd be nice to add onto this by adding visual cues for when your health is low (character limps/winces/drips blood when health is low), and then the game would be ideal with no HUD. Playing a game without having to check a HUD is the ultimate in immersion. Plus there's a lot to see in this game at any point in time, so having the ability to have less HUD is better. An alternative for no HUD would be... 5) HUD When You Want It - If toggling the HUD off completely won't work, it would be nice to take a more free hand approach. For example, if I'm out hunting/foraging I don't necessarily need my crafting menu. Nor do I necessarily need to see my item slots. For those menus, it might be nice if they would appear if you hover over them with the mouse. Similar to how Mac OSX's GUI works. It would hide in the side of the screen when you're not using it, and when you are hovering over it, it would display. This could be broadened for use by adding the ability to toggle on locking it or not. That way you'd get the best of both worlds. 6) Caves/Mines - I'm still early in the game so this might exist already, but it would be nice to have some cave exploration or mining options along with the world exploration itself. 7) Sailing - Again, I'm still early so this might exist. But those waves look cool, it would be fun to sail across them to get to other lands. 8) Towns with other inhabitants - Another place to meet people and perhaps do quests...or trade? Trade saplings for gold nuggets for example? Though I'm not sure if the game's theme is "You against the world", if it is this might interfere with that. But I don't think it's a terrible concept. Maybe make some sort of alternative inhabitant that could work in its stead? An educated pig for example? 9) Digging Competition/Mining Competition/Chopping competition - Random little competitions to pit you against AI's. Who can finish cutting down some tree field the fastest, mine all the rocks, dig up treasure...Speaking of treasure. 10) Random X marks the spot for treasure chests? - Might be a cool exploration aspect. Random treasure chests littered around the map to be discovered, Filled with randomized goodies. That's about all I can think of at the moment. If I come up with more ideas I'll put them in here. Thanks so much for this great game!