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  • RE: Fractured Content Pills - Week 45, 2018

    @grofire said in Fractured Content Pills - Week 45, 2018:

    will the plants get different stages of growth ?

    Plants (non-trees) have only two versions, harvested and not. Doing several stages for them as well would take a tad too long 🙂

    @althalus said in Fractured Content Pills - Week 45, 2018:

    do the stuff that have to be carried by hand stack? or do we have to carry one by one? or does it depend on the item (e.g. kindlings we can carry multiple, but a huge tree log we can only carry one)?

    Only large items such as logs and blocks of stone must be carried by hand, and they can usually stack up to 2 or 3 units, yes. Kindlings are a small item, you can keep them in your inventory 🙂

    @logan said in Fractured Content Pills - Week 45, 2018:

    is it safe to eat these shrooms?

    You'll have to figure that our yourself, as @Ladyrowan suggested! 😉

    @brocki said in Fractured Content Pills - Week 45, 2018:

    Does that mean, the tree grows back out of a stump?

    They do 😄

    @logain said in Fractured Content Pills - Week 45, 2018:

    But some of this is very, very small. Do they scale, or is that what we'd see in game?

    This is just a rendering at a weird resolution. I think everything we have in game right now is well visible - I'm also one who personally hates too small elements and fonts in games.

    posted in Development Updates
  • Fractured Content Pills - Week 45, 2018

    Hi everyone!

    We're just a couple weeks away from the start of the Fractured Pre-Alpha. Here's a little teaser of some of the content that can be found in the world!


    A collection of tools, weapons, crafting stations and resources. Can you guess what they are? (note: the large rocks are the only strictly decorative element in there)

    props_collection


    An oak at different stages of growth.

    props_collection


    A birch at different stages of growth.

    props_collection


    A collection of icons of items that can be stored in your inventory. Note: several resources can't be put in the inventory and must be carried by hand!

    props_collection

    posted in Development Updates
  • RE: Pre-alpha invites!

    It's confirmed for this month but it's not time yet, don't go crazy 😉 Also, participants will be asked not to disclose the fact they've been included in the pre-alpha, so it's pointless to ask around 😉

    posted in General Discussions
  • RE: Pinatas, catatonia, and Montgomery Scott (or what matters the most to me in MMOs)

    Monster behavior is very important for us all well. While Fractured has elements of an ARPG, we don't like swarms of creatures with 0 brain. We're going to give this side of the game the attention it deserves!

    @gothix said in Pinatas, catatonia, and Montgomery Scott (or what matters the most to me in MMOs):

    So if one bear notices another bear from it's "tribe" in danger (in combat), it would react even if it does not notice the player that's attacking that other bear. It would first run towards the bear who needed help, and then check whats up. At that point if bear saw a player attacking a bear he would react to the player. A bear would not instantly run to a player that has aggro, because this might look foolish, because that other bear might not notice player instantly from his original position.

    Even in the current (very basic) version of the creature AI we're running, pack animals already behave that way - they call for help to others members of the pack 🙂 Other aggressive creatures instead fight alone, while others just run. Things are going to get a lot more sophisticated than that of course, but it's going to take a while 😉

    posted in General Discussions
  • RE: Will Animation Cancelling become a combat mechanic one day?

    @therippyone said in Will Animation Cancelling become a combat mechanic one day?:

    I assume you can safely move once the projectile is in flight? ie - The projectile is a separate animation, not tied to you, so you can fire and run without cancelling the hit once it's in the air?

    Yes of course 😄

    posted in General Discussions
  • RE: Town Location Advantage

    Hi @Crowdac! Coastal towns are located in coastal biomes, which are only found on the riverside (obvious, yeah) and include a few unique resources. Of course it's possible that only with fishing and navigation they'll unlock their full potential, but there should be enough reasons to settle there already! 🙂

    posted in Questions & Answers
  • RE: Will Animation Cancelling become a combat mechanic one day?

    I know I'm quite late with this reply but let's clarify the issue a bit.

    In Fractured, most actions require some time to be completed and can (almost) always be canceled if you order another action. For instance, if you're mining a rock and issue a Move command, your character stops mining and starts moving. If you're casting a spell and issue a command to pick up a mushroom, your character stops casting the spell and starts picking up the mushroom. You get the idea 🙂 Obviously, this execution time is always coupled with an animation.

    In most cases, the action is completed only when the time required (= the animation) is fully elapsed. If you're mining a rock and cancel the action before it's over, you get nothing. This typically applies to spellcasting too - you can cancel the spell you're casting, but then you just do nothing.

    Attacks are an exception to the rule above, also for the sake of realism: if I throw a punch, the character extends the hand and pulls it back, and the damage should come when the hand is fully extended, not in the end of the animation. In this case, you can issue another command (start casting a spell or move, usually) right after the damage is done, performing what is called "animation cancelling". This is not only useful in PvP, but also in PvE for kiting and so on, and it's really not a "exploit" - it's a feature and it's fun! Of course, weapons are balanced also taking that into account 🙂

    So far, we haven't really felt like animation canceling is only doable by people with low ping. We already host our dev cluster in US East while we all play from Italy (120ms latency or so), and it can be done just as well as with 10ms latency. This is also because in Fractured we make heavy use of client prediction, as customary for action games, which means you typically don't have to wait for the reply of the server when you issue an action to see it executed, unlike what happens in RTS and MOBA games with RTS-like controls.

    Does this, among other things, mean that you have to have quick reflexes and quick fingers if you want to be a "pro" in competitive gameplay, other than being knowledgeable? Yes, it does, but that's something we've publicly stated since day one 🙂

    posted in General Discussions
  • RE: October Update – On GIP, Pre-Alpha & More

    @grofire said in October Update – On GIP, Pre-Alpha & More:

    @prometheus i fought taking the whole month off, so i do not mind if there will be some days the servers are off.
    i have more then 2 month in free days i saved for times like this

    Then again, you should keep them for the various testing phases of Alpha 1, seriously... There's not enough content in Pre-Alpha to justify such a commitment 😉

    posted in News & Announcements
  • RE: October Update – On GIP, Pre-Alpha & More

    @grofire said in October Update – On GIP, Pre-Alpha & More:

    @prometheus great thanks, i want to take some days off work for the pre alfa... how long is the pre alfa ? 1 month ?

    At least, but as I've said before, the servers will be up and down all the time, without a predictable schedule. I highly recommend you not to take days off for the pre-alpha - you can't be sure that in those days you took the server will be up or not. Keep them for the alpha if you really want 😉

    posted in News & Announcements