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Showing results for tags 'objects'.
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The artificial (skill) limitation of destructing Gravitas objects feels "broken" and wrong in my opinion. This is the first time ever that something in the game feels totally wrong for me. That these objects require a skill for destruction, looking basically like regular household items, does not make much sense to me. If the furniture had some kind of blue magic effect or super special "alien" behaviour, then I would understand that some special magician or mechatronics skill would be required to dismantle a magic chair or some "Intelligent Terminator Self Defence Alien Plant Trap Pot". But it appears to the player to be "normal" plants, chairs, lights. Please Klei, do not require a demolition skill to be able to destroy basic levels items like a light, chairs etc. Dupes or humans can walk without requiring a "walking skill", "walking certificate" or "walking permit", to make some kind of similar comparison. The player needs to train and learn how to bash up a chair Monty Python - Bowler hats Certification and skill to be able to walk "correctly"
Name: Tohsaka rin Ability: Call down a Heroic Spirit into the Don't Starve Universe and have then use their amazing abilities to help turn the tide. the actual skill that would appearing would be Caladborg II (requires red+blue gem + 50 hunger to use) Which is basicly a "arrow being shot from a distance and doing massive destruction destroying anything in its path with a huge explosion" The arrow is very similar to a giant spear and the animation of it coming down is similar to a meteor falling down to earth. The closest thing that come close to this skill is Bigfoot and the old bell. So far I just took snapshots of what the mob consist of right now. Just a custom skin and what may be added later in game.
Sometimes when objects are close together it becomes quite difficult to make your character do the right thing. I notice this especially when I have to interact with the same item multiple times. For example, when you set a trap, the trap is spawned directly behind your character, so then trying to bait it with a carrot results in trying to work the mouse around your character so you don't accidentally eat it. When trying to cook things on the fire, after the first cooking, the character comes really close to the fire, and dragging subsequent items to be cooked sometimes results in the character eating the uncooked item instead (which can often kill the character at low health). It would be really nice to create some sort of system that would avoid these ambiguous situations, and resolve commands when objects collide with multiple objects. A more 'hacky' solution would be to spawn items sufficiently far from the character when creating them (like the trap), and to not have the character come so close to them while using them (like the fire). This would lower the number of times that such a situation would arise, but not eliminate it completely.