Everything posted by Gearhart
-
Tully Family
Ok, so, at the end of the first game, Dr. Wendel Tully reunites with his family and begins becoming more actively involved in his family's life. I think it would be neat if we could see the results of this in Grounded 2 by giving Sarah, Thor, and Trudy a larger role in the game. there are 6 omni-tools available at the starting ranger station, so perhaps Thor and Sarah can be additional playable characters.
-
Base building bosses
not for boss arenas, however I DO think you should be allowed to build during combat.
- Permadeath mode for the people who want that challenge?
-
Centipedes
The real issue is animating them so that they move in a way that looks naturally. They'd essentially need to be treated like a train without a track, with the head being the "engine" and the rest of the body separated into "cars", connected by a spline curve system that guides animation. Each body segment would have 2 layered animations controlling the angle for the front and back end of the segment, ensuring it connects smoothly with the rest of the body.
-
Grounded 2 bug suggestions
they've mentioned issues with animating something like a centipede. However, that can be circumvented by splitting the model into different segments with their own collision hulls. So technically, a centipede would be multiple entities connected together, with the body segments following the path of the head segment. Kind of like a train. Then, you'd just need to animate bending for the different sections so they seamlessly connect to one another as the centipede moves around. That's just a rudimentary design though: for things like having it rear up to attack, or go backwards, it would need to have a sort of spline curve system to keep the different segments connected.
- remove "invalid building area"
-
Hang Gliders
Something I was thinking was samaras (better known as helicopter seeds) falling from a maple tree (said tree would be in a different yard).
-
Ideas from the Community
I'd like to add on to the dye idea with the ability to stain grass and sturdy structures. This includes grass roofs. Would not affect weed stems, only grass and clover leaves. You could make the dyes by crushing flower petals, and there could also be a new "mixing station" where you can mix your dies. Code wise, this would involve adding a new "stain" layer to the grass and clover materials, with an uncolored variant of the default diffuse texture for it. There'd also need to be a color modifyer for the diffuse layer, which would copy the color values of the applied dye. The mixer building would need to use a CMYK color wheel to replicate the behavior of a subtractive color scheme. The GUI would work by having 2 mixing slots that you can drag 2 colors to mix them. You'd want to have 5 different base dies (Cyan, Magnets, Yellow, Black, and White) as well as water from a canteen. Water would delute the dye, which would be useful for black dye, as black die is incredibly overpowering. Diluted dies are transparent, but mixing diluted dies with regular dies would restore opacity. Mixing would yield two of the resulting mixture. You can put the resulting dyes back into the mixer to create a theoretically infinite spectrum of colors.
-
More uses for acorn tops and more acorn shells
I'd love to see acorn cap doors.
-
Better Bug Behavior
Huh, I thought I mentioned it here, but I guess I forgot; Most spiders, including all three spiders currently in game, are solitary predators. They don't cooperate, and in fact most species have no qualms with cannibalism, even eating their own children. The devs stated the liked the idea in Doom where enemies would fight one another allowing you to wait it out and finish off the victor, but not only is this not possible in Grounded due to health being reset upon exiting aggro, but many enemies that should attack one another don't.
-
New Content Ideas for Grounded
These are some good ideas; I'd like to add "leaf bits" as a building material (a new resource gathered by chopping hedge leaves (which would go directly to inventory, not all dropping at once after damaging it enough (as the whole point of this material would be to make building in the hedge zone more feasible) Also, I think if they add more material options for walls, doors, stairs, and roofs, the building wheel should be revamped so that you select the type of structure you want to make (grass, weed stem, wood, clay, pebblet, leaf bit) and then you can use the R and G keys to cycle between materials while in blueprint mode.
-
Update
it hasn't released on steam yet. strangly, on the feature board the October update isn't even listed; just an "in-progress" November update that has everything in it in green. So perhaps there was a serious issue with the October update that was discovered in beta testing that required a major overhaul that couldn't have been accomplished by the small team by the end of October.
-
Equipped Items Should Not Occupy Backpack Inventory Slots
They're working on it. For weapons though, the issue with having them vanish from your backpack would be that if you use that space then you wouldn't be able to put the weapon back in your backpack.
-
Small "economy" balance changes
I meant actual smoothies, not those abominations you get from throwing random crap together.
-
signs and cave lighting.
I was able to build inside the hedge lab just fine until the September update. And you can build inside of soda cans provided there is dirt in them, so collisions aren't an issue here.
-
Suggested Game Ideas From Fans
Why does this thread exist? Doesn't the entire forum cover this exact topic?
-
Stuck bugs
Just kill and reset all creatures when you sleep. The time skip is the perfect excuse for why they are no longer where they were.
-
Small "economy" balance changes
Grub goop is good for smoothies. That's probably why it's so common.
-
Incendiary Bomb
The bombardier beetle should drop two different glands, that only ignite when you mix the contents together. It wouldn't be true fire, more like boiling liquid. That said, given our size it would be incredibly lethal. I wanna make a bombardier "flame" thrower, but the literal splash damage would probably boil me along with whatever bugs I'm spraying.
-
Passage Of Time
If you have the mod menu, you can use the TimeSpeed # command
-
signs and cave lighting.
Just a few pet peeves and suggestions. When I heard signs were added in 0.3, I had assumed that they would allow for labeling. Unfortunately, it seems that the signs are instead merely posters and pictures. As someone who likes to organize their items by type (plants, minerals, body parts, crafted resources, tools, weapons, armor, etc.), the ability to label these places would be greatly appreciated. Perhaps sprig and clover leaf signs you write on with sap? I like to explore caves and tunnels, but something I find strange about them is that entering them spontaneously lowers the brightness settings. Now, looking it up it seems like you are doing this to circumvent an issue with UE4's skylight system. That's all well and good, but perhaps you can alter the level design to make the transition less jarring. Or perhaps look into implementing a solution similar to the one this man used for his lighting? Or one of the other suggestions provided by him?
-
Make Bows More Useful
I think it's less that they heal and more that they simply... forget the damage you inflicted on them. My guess is that the passive state doesn't actually keep track of their HP; likely to reduce processing time, so when an arthropod exits agro and becomes passive again it simply... forgets that it isn't at full health.
-
Weapons and Tools
Sorry, I meant to say that i hope the rotten larva blade gets replaced by a sword. A sword in the stone is much cooler than a dagger in the stone.
- Tier Three and Four
-
Tier Three and Four
I mean, technically speaking, the definition of scavenging is looting whatever you can find. If you make the corpse yourself, it isn't really scavenging. Still, I also like the idea of luring tough fights into traps. Something that occurred to me when you mentioned human scrap stuff for tier 3 is that someone made model ideas for other candy weaponry on deviantart. I'm not sure whether they made it before or after the mint mallet was added, but I do know there's currently a dev resource called "steel gum" in the game, which is used to make a sword they currently lacks a model. What about using wrappers for armor?