Quantum Leap

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  • in reply to: standalone android app? #5328
    Quantum Leap
    Member

    So, we are looking at ~350mb of combined ram for those without dedicated videoram + some ram for codes. I guess it would be okay. Modern mid-range tablets have 1+ gb of ram, so even low-end video cards without dedicated vram should be fine. Not sure about low-end tablets with 0.5gb ram, though.

    No WebGL library and cool effects in a showcase, huh. Tough guys you are. My experience with WebGL is limited by three.js and basic OpenGL knowledge, so I will hardly be useful with custom/raw WebGL codes as I never did it myself.. But, if I can get my hands on the current v2 source, I can test it with low and mid-level Android tablets just to see where it stands.

    in reply to: standalone android app? #5325
    Quantum Leap
    Member

    No need for ports, per se. Crosswalk project will wrap existing HTML5-based Wayward app, keeping WebGL functionality intact just like it is done now with NodeWebKit for offline gaming.

    Existing WW v1.9.2 could be played really well on Android (except for some hard-to-touch menu options), but it cannot auto-save itself, unfortunately. So, quick 2-hr continuous play is fine, but long-term survival project is not 🙁

    PS: I wonder which library is used to get WebGL functionality in v2? Pixi.js? Super-zoom feature is impressive, but I wonder how much RAM (both video and normal) it consumes..

    in reply to: standalone android app? #5247
    Quantum Leap
    Member

    Hmm.. Android app exit button is a browser “back” button essentially, if I understand it correctly. If so, we need to then trap location change (back button) so we can present “are you sure that you want to exit? yes/no” dialog, with game save followed by programmatic appexit upon “yes”. Not sure if this requires Cordova, or could be done by native js means though.

    WebWorkers – well, tried to grokk it, and it never worked for me. I tested webworkers on dual-core processors, and in the result both cores were 100% busy, and gui was as unresponsive as it was with single thread processing. So, webworkers were discarded, and I realized that users are happy when I display map generation percentage (%% completed) – they are okay to wait up to ~30 sec if they see what’s going on.

    in reply to: We need a "Suggestions" thread #4766
    Quantum Leap
    Member

    Interface test for “large” items idea:
    http://s27.postimg.org/6y3m5b1m9/wayward_firearms.png
    (always wanted to know if those rampaging bears can stand up a minigun burst!)

    imho, looks okay, especially when pre-sorted to avoid gaps. Also, it seems to be a good idea to craft stackable arrows and bullets. If it will be allowed to craft them in packs of 10 instead of one, than they don’t need durability attribute – just subtract/”spend” one arrow per shot from the stack, no need to look inside stack at all.

    PS: yep, Fallout theme is slowly taking over WayWard in my prototype. Now if can implement barter (er..with zombies! and ghost pirates!) and text dialogs.. 🙂

    in reply to: We need a "Suggestions" thread #4754
    Quantum Leap
    Member

    Also, I have tried indexDB for game saves. It turned out that it allows to save ~60MB per saved item(!) in Google Chrome (desktop version), and over 100MB in FF (tried 100MB – works, did not check if it allows more).

    Here is the jquery plugin link:
    http://nparashuram.com/jquery-indexeddb/demo/index.html

    Working example is in my prototype (see link I’ve sent to you). I blindly save every game object serialized to JSON manually (plugin does it very slowly, for some reason).

    So, it allows to have as many save slots as needed (very convenient!), as there seems to be no global limit on total size.

    in reply to: We need a "Suggestions" thread #4752
    Quantum Leap
    Member

    Well.. Originally, I thought that Wayward’s code is too big to do Fallout-like customizations, and I started prototyping things on my own. It grew bigger and bigger until I realized that it comes close to the original codes in size (ouch). I will send you private link to its full source via email. Meanwhile, here is my ugly chunk of pathfinding code, which could be easily modified to work within Wayward:

    GAME.GUI.SCREEN.GetPossiblePathXY = function( world, x1, y1, x2, y2, movement ) { // world map coordinates
        var tiles = GAME.MAP.mTileMap[world];
    
        var minx = x2 < x1 ? x2 : x1, maxx = x2 > x1 ? x2 : x1;
        var miny = y2 < y1 ? y2 : y1, maxy = y2 > y1 ? y2 : y1;
        var gridx = (maxx - minx) + 10, gridy = (maxy - miny) + 10;
    
        var grid = new PF.Grid(gridx, gridy);
    
        for ( var i = (minx - 5), lenx = ( maxx + 5 ); i < lenx; i++ ) {
            for ( var j = (miny - 5), leny = ( maxy + 5 ); j < leny; j++ ) {
                if ( GAME.UNITS.Get(world, i, j) != false ) {
                    grid.setWalkableAt( i - (minx - 5), j - (miny - 5), false);
                    continue;
                }
                if ( movement.inArray( tiles[i][j].move ) == false ) {
                    grid.setWalkableAt( i - (minx - 5), j - (miny - 5), false);
                    continue;
                }
            }
        }
            
        var finder = new PF.AStarFinder({allowDiagonal: false});
    
        var path = finder.findPath( x1 - (minx - 5),  y1 - (miny - 5), x2 - (minx - 5), y2 - (miny - 5), grid );
    
        if ( path.length > 0 ) {
            for ( var i = 0; i < path.length; i++ ) {
                path[i] = [ path[i][0] + (minx - 5), path[i][1] + (miny - 5) ];
            }
        }
        
        return path; // world coordinates, includes start/stop points
    };

    Again, as everything else in my protoWard, it was hacked in mere minutes just to get results fast. Don’t kick me too hard..

    PS: Yep, I noticed a lot of changes in Wayward, thank you!

    in reply to: We need a "Suggestions" thread #4745
    Quantum Leap
    Member

    Just tried it: yep, adding pathfinding to aggressive units definitely makes game more interesting.

    For a simple experiment, I added ranged attacks (fire and acid) to pathfinding-enabled bears and wolves, and it is so funny when they come directly to the house and aim me through the door which I left non-blocking for ranged attacks, but impassable for enemy movement. Now it makes sense to prepare minefields (sorry, trapfields), or install wooden doors on those popular forest trails 🙂

    in reply to: We need a "Suggestions" thread #4732
    Quantum Leap
    Member

    In addition to horseshoe crabs, it would be great to populate underground caves with scorpions, forests with ants, or even ant swarms (deadly swarms, may also eat leaves from tree tiles):

    Some possible variants:
    http://s18.postimg.org/ljwsvufon/newenemies.png
    ( grabbed it from somewhere on internet and rescaled for a prototype )

    in reply to: We need a "Suggestions" thread #4731
    Quantum Leap
    Member

    Wayward is getting better and better, thank you!

    More ideas:

    1. new enemy: aggressive plant:
    http://s27.postimg.org/lo8w80win/enemies_sporeplant.png
    ranged attack: throws thorns/spikes, melee: bites

    http://s23.postimg.org/9la8j4bl5/scr1.png
    (they inhabit river banks in my prototype, so fresh water supply is not that easy to own)

    2. For mouse / touchpad users: pathfinding with path trail and marker:
    http://s23.postimg.org/vyhz5xcix/scr2.png

    Foot image, to be rotated programmatically according to path trail direction:
    http://s23.postimg.org/gv0efkfjb/foot1.png
    (free clipart)

    For the pathfinding I have used the following library:
    http://qiao.github.io/PathFinding.js/visual/
    (It has A*, and is pretty fast. Also, it is published under MIT license, so use as you like)

    PS: I am missing horseshoe crabs – Wayward shores are a little bit empty. I can imagine many survivalist-approved recipes for a plate-sized crab 🙂

    in reply to: We need a "Suggestions" thread #4671
    Quantum Leap
    Member

    Click on a puddle, get interface menu to drink directly and/or gather water into container:
    http://s24.postimg.org/k3habq6l1/interface2.png

    Click on player, get “eat <X>” menu (scans inventory to build list) :
    http://s29.postimg.org/oglir176f/interface3.png

    in reply to: We need a "Suggestions" thread #4670
    Quantum Leap
    Member

    Some more ideas to reduce player frustration, implemented as quick prototype to test before suggesting:

    http://s30.postimg.org/rb4aey1gx/interface.png

    Major items:

    – Click on player to see context menu with most demanded options: REST UNTIL [X], EAT <something>, DRINK <something>.

    – “Rest until <morning>” makes resting meaniningful. Current rest is a russian roulette, which stops when *it* wants, not when player wants it to stop.

    – Eating/drinking directly from player menu will *greatly* reduce frustration, since I won’t have to scroll through endless inventory just to find that “special” pineapple or meat chunk or water bottle..

    – Compactify four stat bars into two lines. There is no need to cover that much screen space with existing bars. I would personally add day/night indicator, because sun is always seen by player unless wandering underground.

    – green “running man” on the left is an attempt to combine health indicator with weight (aka “you are overburdened”) indicator. When player suffers damage, green figure will eventually turn half-red (50% red, 50% green – proportionally to damage), than fully red. If player has too much items in the backpack, than running figure will turn into “man with a heavy bag” figure.

    – [M], [O], [I] = buttons to show map, options, inventory dialogs.

    – there MUST be an option to drink directly from freshwater puddles without a need for a special tool. Most humans are equipped with built-in helping instruments, which allow them to drink bare-handed. Yesterday, my character died from dehydration sitting in the middle of self-digged pool of freshwater just because I used (by mistake!) all my containers to make water stills.

    Thanks!

    in reply to: We need a "Suggestions" thread #4590
    Quantum Leap
    Member

    Same algorithm, much smaller landmass (another user-selectable option?):

    https://googledrive.com/host/0Bwdi8PZRQSF-WFhEYU5qMU1rLWs/fiddle.html

    in reply to: We need a "Suggestions" thread #4587
    Quantum Leap
    Member

    I am lacking JS skills for a serious mod-making.. Also, I know myself pretty well – I will immediately start rewriting Wayward into fallout-like post nuclear setting, powered by adnd/d20-based combats and other deviations. No good 🙂

    IMHO, perlin noise is ok performance-wise, especially when Google Chrome is used. Here is a test sample (using noisejs lib):
    (

    https://googledrive.com/host/0Bwdi8PZRQSF-czdnaGhUbUdWNkU/fiddle.html

    On my 4 yr old laptop it takes literally no time to generate map within Chrome, and ~1 sec with FF (firebug off).

    I understand your point about hard life of the survivalist, but there are casual “play game X for an hour after work to relax” players out there (like me) too.. It is frustrating to start new game 3-5 times just to see a tiny lonely mountain barely having useful minerals and no iron ore on the whole map. Hmm.. Is there a chance to get a tiny configuration option, which will allow larger island generation?

    Another idea, biome related: is it possible to take player to “winter” island after completion of the first game? An island covered with snow instead of grass, trees have either red/yellow leaves (rare) or no leaves at all (most). Of course, an extra “warmth” bar to compliment “thirst” and “hunger” would be perfect! Winter offers quite different survival experience, one has to keep an eye on campfire 🙂

    • This reply was modified 10 years, 8 months ago by Quantum Leap.
    in reply to: We need a "Suggestions" thread #4581
    Quantum Leap
    Member

    Hello All,

    First of all, thanks for the great game! Good three days spent on playing, and many ideas on how to make things better for the end-user.

    Some basic ideas to contribute:

    1. Conifer forest – must have for any survival game 🙂 Serves as source of sap (aka simple glue), does not produce leaves:

    2. Animal lairs as spawnpoint markers. Allow player to destroy them (N animals pop out if attacked), may have some treasure (rat’s nest – for sure):

    3. Perlin noise for the terrain generation – please! Currently, I have to restart game 5 times (on average) to get decent island with enough room for a luxury survival. Something like this will be much appreciated:

    4. Allow player to see global map, but hide parts of it based on mapmaking/outdoorsman skill. 100% skill means all map visible.. Here is a sample of ~30% outdoorsman skill in action:

    Thanks!

Viewing 14 posts - 1 through 14 (of 14 total)