A question for you block-based game lovers! Would you mind playing a block game where you could only break and place blocks in an area marked as your "village/house"?
I ask this because I've been working on a game for a while, but half of the unique and fun mechanics I plan for it conflict with the concept of placing/destroying blocks.
I think the best example of what I'm trying to do would be the CubeWorld approach, what do you think?
(Image from one of my old projects, for illustrative purposes only)
#gamedevs #gamedevelopment #GodotEngine
@Noxywoxy Good Luck Noxy! I'm also on my way to making my own game, and people like you inspire me a lot. I hope one day to have and work on projects as big and cool as yours. 💙
@cyberaxe@Hytale It's truly a shame that you're using AI to create your mob textures, especially since both the Hytale community and the creators themselves have stated their opposition to its use. I hope you improve in the future and stop using it.
@Simon_Hypixel@littlelouis_dev Hey Simon, sorry to ask, but do you have any estimate of when the game menus will be editable? I'd love to make mods that add new inventory slots (trinkets-like) or mods that completely modify the inventory
@notch What do you think of Zig? Despite being a relatively new language, I'm loving using it in conjunction with Vulkan to create my game engine. It's quite nice!
Good luck to everyone who applies!
I'm eagerly waiting for any shader-related (code or shader graph) or visual design positions to open up so I can apply!
What I want most right now is to make a "Refreshed!" (My Minecraft resource pack) version for Hytale; with the right tools, I'm sure it will be possible to make the game even more beautiful
Eu nunca vi um experimento tão burro quanto esse. As pessoas desconhecem o peso das palavras e das informações dadas ao usuário no momento de consumir uma mídia.
É a mesma coisa de eu fazer um experimento, dando pastilhas de água com farinha e dizer "Isso é um remédio que cura dor de cabeça!"
E depois usar os comentários das pessoas dizendo "é verdade!, depois que eu tomei eu senti que realmente passou a dor de cabeça!" e dizer:
"Tá vendo ? na verdade água com farinha é bom e cura dor de cabeça sim! vocês só querem usar medicamentos do momento!"
Isso não funciona, pessoas são facilmente induzidas, efeito placebo realmente existe. Qualquer informação de qualquer tipo, pode mudar a percepção humana sobre um produto.
Desde cores vermelhas remeterem a algo mais amoroso ou mais violento, um som com uma certa frequência te transmitir angústia, e palavras como "Essa imagem foi feita a partir de X coisa" podem mudar totalmente a sua percepção sobre uma obra.
Você dizer que uma imagem real é feita por IA, você já deu a informação que ele buscava antes mesmo de ele começar a analisar a imagem:
"Essa é uma obra mal feita sem sentimento humano durante o seu processo"
O usuário não vai querer buscar informações que contradizem esse fato, pelo contrário, vão buscar as que reforçam, ficando com ainda mais nojo e repulsa da obra.
Se eu te der uma coxinha pra você comer dizendo que é de frango, esperar você comer e dizer que está muito boa a coxinha, e depois dizer que a coxinha na verdade foi feita com carne de rato, é bem capaz que você vomite na hora de ouvir essa simples frase, mesmo que por cima tenha achado a coxinha gostosa. Esse é o peso que informações novas, frases e palavras tem, elas mudam COMPLETAMENTE a percepção de algo.
Informações em palavras tem tanto poder quanto as visuais. Espero que um dia as pessoas entendam o quão forte uma frase pode ser.
A Nota da Comunidade já estragou a óbvia surpresa: Sim, é uma pintura do Van Gogh real, não uma imagem gerada por IA.
Muito interessante ver gente chamando a obra de um dos artistas mais importantes da história de: "sem alma", "horrível" e "vazia".
Isso mostra que uma parte do "o que é arte?", depende do observador.
Se o observador já vem cheio de preconceito, até um mestre da pintura vira "Slop".
A "alma" da arte está no viés de vocês.
Ficou claro que ninguém aqui pensa por conta própria. Toda crítica é um roteiro copiado, puro ódio gratuito e efeito manada.
Um salve pra rapaziada apagando as respostas kkkkkkkk.
Vocês não avaliam arte, avaliam a trend do momento.
@jwliocesa It's paused but not abandoned! The main reason is that Hytale doesn't yet have many texture tools, but I definitely intend to revise it in the future
I've been learning a lot lately, studying a lot and doing a lot of things, so I haven't had much content to post lately.
But I found this video of a WIP modpack I was making a while ago and decided to share it with you, showing my love for diegetic systems! (and my hatred for menus and UIs lol)
Of course, there would have to be a lot of control and variety of cosmetics to avoid monotony, but I think that once we have a "player" profile within Hytale, with badges, banners, mods played, servers played, and things similar to Steam, it will be really cool (maybe supporting the mod/server will allow you to highlight the achievements you've made in it on your profile?)
This cosmetics system really appeals to me; it reminds me a bit of Essentials, where there are various cosmetics that people can buy to support the mod.
It also reminds me a bit of the Minecraft Bedrock skins you get after buying an addon.
Imagine how cool a pet or cosmetics system related to a fishing mod, or a pet for a mod like Pokémon, would be. I think it's actually quite fair.
As you said, people get a cool mod, modders make money, the mod is free, Hytale gets more sales thanks to the mods, and everyone is happy. It's a great idea!
There's absolutely nothing wrong with making mods just because you enjoy it, want to learn, and practice; in fact, that's how it all begins.
However, as I've mentioned in other tweets, Hytale and similar games are frequently updated over the years, and maintaining their mods takes time, and the more time it takes, the more effort it requires.
This starts to reach a point where it stops being just a cool hobby and becomes a job, especially when you're pressured by your fans, and it's at this point that most modders stop doing it.
In my view, I don't like seeing amazing mods being abandoned, like when I was a kid and saw ThaumCraft disappear. If I had the chance, I would love for the mod to be sold and have enough money to sustain itself and continue development. And in my opinion, that's how it should be with all mods.
People who invest time in delivering quality work deserve to be happy and make a living doing what they love.
One thing I'd like is for people to treat modders like game developers in the future, because that's what we are. Quality mods require time, study, discipline, and learning. Basically, the same things a game needs.
Depending on the mod, there are teams behind it, with artists, programmers, and modelers. Just like a game. It's very complicated when a user decides to come along and say, "You don't deserve to receive money because it's just a mod."
Sure, there are simple mods to make, but for games like Hytale, which are constantly updated, you also need to update all your mods, add new features, and ensure everything is working according to the new updates. And that doesn't happen overnight; it takes days or even months.
I see many people complaining that several cool mods have been abandoned, and the reason is only one: money. If only they could make a living doing what they love, I guarantee that no one would think twice about keeping those so-called cool mods always updated with even more features, or sometimes even cooler mods from the same creators.
But for the people who consume mods, in their minds there's a perfect world where all modders have primary jobs and decide to use the little free time they have left after work to dedicate themselves to updating a mod for a game, when in real life it doesn't work that way.
There are other priorities in life, such as surviving, enjoying life, building a family, and spending the remaining time with the people we love.
A steam tem uma política de reembolso de 2 horas, tu pode pedir o dinheiro de volta sem problema algum se não rodar, isso desde muito tempo, então não muda nada, a Steam não é capital aberto, não precisa dar satisfações pra ninguém e a linha nem sempre precisa ir pra cima, ainda bem
@notch I think a good summary would be: "your graphics card is so powerful that it can generate, via neural network, frames that the developers couldn't optimize for the game itself to produce natively."
I think the main problem here is that when the player is falling and grabs onto the hook, the falling speed is reset, causing a pause in mid-air. The expected behavior would be to use the falling speed and project forward in an arc, which would make it smoother.
Compare the number of frames the player uses to fall versus the number of frames they remain stationary before starting to swing:
When you do something using a prompt like "draw a picture of a mountain," you're not transmitting anything good; on the contrary, you're transmitting bad feelings because it wasn't you who did it. You're transmitting the feeling that you're a thief.
That's why many people despise AI even without knowing why. That bad feeling is transmitted instantly, which is why sometimes just by looking at it we know it's AI. No matter how "perfect" it seems, you can't hide feelings.
You are a thief, and when you generate an image used by AI, that's exactly the feeling you're transmitting to everyone.
People will never understand what art is; this isn't a new thing, it's been going on for a long time.
People think it's about "looking pretty" or "Look how cool this is happening on the screen," when in reality it's about philosophy, about grasping, without even knowing it, the message another human is trying to convey.
The best example I can give recently that occurred to me is the intro to the game "Cairn."
When I saw the mountain in the intro while I was walking, it wasn't the image of the mountain that I felt, it was "Wow, what an incredible amount of work, care, and passion the developer put into this...omg" You can feel, even without knowing it, all the feelings the author is trying to convey; the image you see on the screen is the medium they are using to describe it.