This could also unlock some really powerful advantages:
- Networks keep control over their own stats, progression & economy
- Players get a seamless path: Minigames tab โ quick match โ full server
In that setup, Hytale could request a game session, and the server network could respond with an available instance plus metadata like open slots, max players, region, game state, etc.
That would make the Minigames tab an amazing organic discovery channel for server networks, without needing ads.
Would there also be a third hosting option besides P2P with friends and Hytale-hosted sessions, where creators or server networks can host the minigames themselves using their own infrastructure, while still integrating with Hytaleโs minigame tab/services?
For example, a server network could offer its minigames both through the Server Browser as part of the full server experience, and through the Minigames tab as a quick-play entry point. Players could then choose whether they want to join the network normally or just jump directly into one of its minigames.
Is it possible to add an option to disable or reduce particle effects in first-person view? Right now the only workaround I have is removing the particles that cause it @Simon_Hypixel@slikey@ThomasFrick
Quick question regarding Interactions. Is it currently possible to support hold-to-aim with continuous fire (as in typical shooter games)? At the moment I can aim and shoot, but firing does not continue while holding the input. Iโve tried using the Charging and Wielding types, but neither produced the desired result. #Hytale @Slikey@Simon_Hypixel@MewSoul
Our new 0.7 Update is now Live. Featuring our new Loadout, a reworked progression system including a Prestige System which gives out Rewards, our newly opened Shop and our brand new map: Mirage !
#Hytale#HytaleModding
Quick question regarding Interactions. Is it currently possible to support hold-to-aim with continuous fire (as in typical shooter games)? At the moment I can aim and shoot, but firing does not continue while holding the input. Iโve tried using the Charging and Wielding types, but neither produced the desired result. #Hytale @Slikey@Simon_Hypixel@MewSoul
@slikey@ThomasFrick@Simon_Hypixel It would also be great if the Asset Editor allowed specifying a model-only rotation that does not rotate the block itself, but only the referenced model.
.@Slikey@ThomasFrick@Simon_Hypixel
Do you see a possibility in the future to UV-lock individual model boxes, or introduce another technique that helps textures look correct on rotated blocks?
Even rotation-dependent textures (e.g. Stair_Corner_Right_Facing_North.png) would already help a lot to avoid the visual inconsistencies seen on rotated stairs and corners.
Some blocks just end up with a bit weird textures in certain rotations, which can look a little off. Fixing those would make everything feel a lot more consistent.
.@Slikey@ThomasFrick@Simon_Hypixel
Do you see a possibility in the future to UV-lock individual model boxes, or introduce another technique that helps textures look correct on rotated blocks?
Even rotation-dependent textures (e.g. Stair_Corner_Right_Facing_North.png) would already help a lot to avoid the visual inconsistencies seen on rotated stairs and corners.
Some blocks just end up with a bit weird textures in certain rotations, which can look a little off. Fixing those would make everything feel a lot more consistent.
.@Slikey@ThomasFrick@Simon_Hypixel
Do you see a possibility in the future to UV-lock individual model boxes, or introduce another technique that helps textures look correct on rotated blocks?
Even rotation-dependent textures (e.g. Stair_Corner_Right_Facing_North.png) would already help a lot to avoid the visual inconsistencies seen on rotated stairs and corners.
Some blocks just end up with a bit weird textures in certain rotations, which can look a little off. Fixing those would make everything feel a lot more consistent.
@JeremyJeracraft@Hytale Totally. Textures clearly need improvement, as there are still several inconsistencies, especially on rotated blocks (see examples here: https://t.co/MO21IPOTDb)
.@Slikey@ThomasFrick@Simon_Hypixel
Do you see a possibility in the future to UV-lock individual model boxes, or introduce another technique that helps textures look correct on rotated blocks?
Even rotation-dependent textures (e.g. Stair_Corner_Right_Facing_North.png) would already help a lot to avoid the visual inconsistencies seen on rotated stairs and corners.
Some blocks just end up with a bit weird textures in certain rotations, which can look a little off. Fixing those would make everything feel a lot more consistent.
@Simon_Hypixel@_ClassicCrypto If a revenue-sharing program happens, could official teams with mod creators be possible? For example, my brother (level designer) and me (developer) as a team, or server teams publishing their mods.
An official Creator Program tab on the website would be nice
@Simon_Hypixel one of the best thing in Hytle is the huge block variety - love it. But slabs/stairs textures are fixed and donโt align with adjacent blocks, making them instantly stand out bc the texture looks cut off (screenshts). Is this intentional or planned to improve later?
Hytale pre-purchase starts tomorrow, December 13, around 10:00 AM EST.
For the first time, Hytale will be funded directly by the community. โค๏ธ
Weโve got a long road ahead to get Hytale where it needs to be, and soon, you can be part of that journey.
Thank you.
@Simon_Hypixel Are there any plans to support non-voxel/cuboid meshes in Hytale in the future? For example, a round world border that isnโt made from voxels or cuboids