RimWorld : Update #10
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RimWorld : Update #10
Enfin des nouvelles ! Voici la newsletter des backers reçue ce jour
Project Update #10: Creative rewards system, Rhopunzel, modding Posted by Tynan Sylvester Like |
There's a bit of a news backlog to get through. Let's get to it! Creative rewards system open Hey, all you people who got the name-in-game or backstory-in-game rewards! We're finally ready to accept your wild and wacky creations! Web wizard Hypolite has created an online system that will allow you to add your character names and backstories into a database. Each time we release a new version of the game, I'll pull the data from the database and put it in the game itself. Here it is: RimWorld Creative Rewards System As a reminder, please keep the Creative Rewards Guidelines in mind while coming up with your creations. I can't wait to see all the wild ideas you put in. Also, I'm still looking for creative rewards moderators. If you're a solid, clear writer and interested in helping, please contact me. Thank you! Rhopunzel in the house I’m happy to announce that we’ve got eminent game artist Rhopunzel working on the in-game art for RimWorld! Rho has worked on several awesome indie games. The most recent was Starbound, with pieces like this scary skeltal dragon or this crunchy mech. Before that, Rho did pretty much everything for Gnomoria. Here's a shot of some of the new character art: I think someone forgot their clothes. Some people have asked how much the final art will change. Up until now, I’ve done all the art in a simple, iconic style. Rho will be working in a similar style (though at a much higher level of ability). We’re sticking with the vector look because it satisfies RimWorld’s design constraints very well. The goal with this art isn’t just to look good – it must satisfy a specific set of design goals. First, it has to convey a lot of complex gameplay information in a really intuitive way, even when compressed to a tiny space on-screen. For example, looking at a character will tell you:
Packing that all into a space as small as 32×32 pixels and making it look good is tough! Second, it has to balance abstraction with specificity. If it’s too abstract, people can’t intuitively understand what’s going on. If it’s too specific, it fills in too many gaps so players have no room to subconsciously interpret what’s happening. We need to leave room for players to interpret, because player intepretation is the real engine of game-driven story generation. Third, it has to be lightweight in content, so it runs and loads quickly, can be iterated quickly, can be modded easily, and can be expanded to a wide variety of objects and characters. We’d rather have 100 kinds of characters with 3 frames of animation each than 3 characters with a hundred frames each. Because what matters is the final experience of the game, which (in the case of RimWorld) is best served by variety, not detail. I’m happy to say Rho has been rising to the challenge. We’ve already been passing pieces back and forth and watching the style develop. What the heck else are you doing? Yeah, I know, it's been a month since the last update. But I've been working hard on the modding and sound infrastructure for RimWorld. Up until now I’ve created simple sounds myself from free source files found at freesound.org. The code would then just play the appropriate sound file directly. This filled the gap enough for my own pre-alpha purposes, but now that we’re getting serious about audio it’s clear something much more is needed. Upon starting the system for authoring real sound definitions, it became clear that it is really just a particular kind of modding. So that work has also become work on the modding system in general. When the whole mod system is done, you'll be able to mod the game, including changing and adding animals, weapons, foods, buildings, and other object and content definitions, while the game is running. This will also support adding and changing images, again, without closing the game. The sound system itself carries a lot of fun features beyond just playing sounds.
Here's a picture of it: Editing the mapping between camera height and low pass filter cutoff on the pistol shot sound. So sorry there haven't been monthly updates. There's some infrastructure and ramping-up work to do over here. I'm really hoping that as we move into next year I'll be able to get back to month-over-month content improvements. As always, I'd love to chat on my Twitter or at the Ludeon forums. Cheers, Ty |
Re: RimWorld : Update #10
bonjour, j'ai acheter rimworld fin novembre et je voulait savoir comment je peut faire pour avoir les MAJ
merci d'avance pour vos reponses
merci d'avance pour vos reponses
adinos- Petit prisonnier fébrile
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Messages : 2
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Date de naissance : 19/07/1986
Date d'inscription : 25/12/2013
Age : 37
Re: RimWorld : Update #10
Il envoie un mail avec une nouvelle release à télécharger mais pour le moment il n'y à que la v250 sortie peu de temps après la sortie de l'alpha.
Re: RimWorld : Update #10
ok merci lemmy1916
adinos- Petit prisonnier fébrile
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Messages : 2
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Date de naissance : 19/07/1986
Date d'inscription : 25/12/2013
Age : 37
Re: RimWorld : Update #10
Enfin une maj en vue ! https://twitter.com/TynanSylvester/status/426842742245703680
Re: RimWorld : Update #10
merci de l'info lemmy apparemment elle est sortie j'ai reçu un mail ^^
weron- Prisonnier risque normal
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Re: RimWorld : Update #10
Ouaip je suis en train de la Dl, et apparemment il la considère comme une véritable première Full alpha, hâte de voir ce qu'elle contient !
Re: RimWorld : Update #10
Super déçu ! A part changer le design es personnageet un peu le menu de démarrage du jeu je n'ai vu quasiment aucune différence ...
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