English Stranded III Dev. Blog - Comments

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26.05.22 10:27:46 am
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So nice! Love to see the investment in a good map editor! Will there be a "randomly roughen" and "smooth" brush for the terrain? I always found that very helpful in games to quickly create interesting terrains.
Also I find everything very beautifully designed!
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07.06.22 03:56:17 am
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I think a good feature to add, for terrain manipulation, would be the ability to change the overall shape of the brush (ex. circle, triangle, hexagon, square, octagon, custom, etc.) as well as the relative x/z dimension scaling of the brush (ex. long narrow brush[1X,0.4Z], balanced[1X,1Z], and all other possible variations).

In addition to shape, dispersion of influence would be another good setting/feature to add. It would control how the effects of the brush (painting, height adjusting, terrain changing) are spread and dispersed within the brush area. This could, for instance, decide whether raising the terrain in an area would form a spiky mountain, a gradual hill, or a plateau.

Also, the array of green dots that represent the brush could each have their brightness represent their relative influence, thus in the case of very centralized dispersion the dots in the very center would be much brighter than those outside, while a more gradual dispersion would have brightness fade out more gradually closer to the edges, and in the plateau setting all dots would be the same brightness, as the influence would be uniform.

Also, smoothness of brush dispersion could be a option as well, to be able to change from more of a grainy 'spray paint' range to a smooth 'fountain pen' range, and all the areas in-between.

The ability to choose the magnitude of influence would also be very useful, as it would be able to control the sensitivity of the brush.

Of course, some people may want to save their settings once they get them perfect, so the ability to save and load brush settings would be convenient.

Anyway, just a few ideas. I hope they help.

UPDATE: also, the inability to pick/destroy flowers in-game in Stranded II was an annoying feature that should not be repeated for Stranded III. Also, Stranded II Titanium has a feature in editor 'areas', a derivative of which would be quite useful in Stranded III. It gives the ability to place specific types of plants with the editor paint brush (ex. herbs, flowers, trees, stones, stones(ore), bushes, vines, etc) which could consist of a single type of entity or specific groups of entities. Other groups, like jungle floor or sea floor, could also be included. Units and items could also be included if you so desired, if for whatever reasons it is required. Also, the ability of custom making area types and saving them would improve flexibility the entire system, and could result in improvements over existing.

Water logic (the implementation of calculating river flow, lake size, and other aspects of how water acts and affects things around it) is something I personally have never seen in any game I have ever played, but something which would be very valuable if successfully implemented (ex. by using water volume estimates, flow estimates, and evaporation level, etc., obviously limited by practicality of course). It carries the possibility of improving many aspects of the game dramatically. Also, if underground water flow (ex. underwater rivers, the water table, soil humidity) is calculated, it could result in the ability to position plants and animals better, so monkeys for example do not thrive in the desert, and neither does moss. Also, the paths of fish could be calculated for rivers, and unlike Stranded II, you could make it impossible for fish to travel under land, and instead in lakes, rivers, and the ocean. This would also open up the possibility of saltwater and freshwater plants and animals, in oceans or lakes and rivers respectively. Implementing this may take a bit of time (browsing GitHub and game dev forums) but the results would easily be worth it.

Also, creating a modular building system for in-game building would be worth considering. Specifically, one that builds things piece-by-piece. It would be a lot more elegant than the Stranded II method of right clicking until carpal tunnel sets in. If the modular building method included the ability to design modular buildings in editor, it may make it especially easy to design buildings that can be made, and the buildings would take little storage. Of course there should be rules to when designing a building to prevent obvious structural instability, which would eliminate most horrible or unrealistic and impractical designs. Also, things could be created to extend on a previous building, and thus improve them, or to lower requirements of storage for buildings. Different methods of pooling resources could be used when building a building out of single construction objects (ex. logs, rocks) in order to prevent inefficiencies, especially by pooling all resources in single building structures, and consolidating it as one object. Also, you can check out Cast Away by user Hurri04 (the German version works better) and get ideas from that, but of course extend on that, as it is fairly simple.

Edit: Extension mod also has a modular building method, which would be useful to check out for ideas. It isn't perfect though. The main problems not due to the system, but due to the fact that the models aren't correctly aligned.
edited 4×, last 17.06.22 05:10:39 am
21.06.22 09:40:12 am
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Stranded 3 is developed already 10 years.. and still not sure when it will be released.
23.06.22 02:03:00 pm
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I remember when I was in my early 10s sending a message to DC asking if I could make an official portuguese translation of Stranded III (the one for SII on the website was awful and the translator straight up cut weed from the game because he thought it was morally wrong).
Here we are 10 years later, and I'm still checking in now and then.
I know how hard it is to keep up with a project that doesnt seem relevant to you any longer, with work and more important things on your life. Its been some of us's dream to see this come to light. It was my first survival game and it sparked interest in me to go out camping.

Also, when its out, I'm still going to translate it.
23.06.22 08:35:18 pm
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user Sabowulf, Hah! I was using an IRC client built into CS2D and told DC to create Stranded III. I don't remember what he answered, but right on the next day the "Stranded III" page on unrealsoftware.de appeared. Here's a chance that nobody would even believe me but I have only one friend who can confirm I'm not lying.
You received a game ban because you seem to be a cheater. You are not able to log-in in-game anymore.
03.08.22 11:10:06 pm
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Another great update user DC. You could also add options to allow a certain amount of randomness in scale, color, and rotation respectively every time you put something down (so you don't have to change things afterwards, and because it would make things look less homogenous) hopefully without causing too much performance loss. Also, another idea that struck me is the possibility for objects to be co-dependent, for example, a house which has the door as a separate entity (because it saves space and makes so you can't open the door from behind the house) and when the house is moved or scaled, the door is as well. When the house is deleted, so is the door. Having the choice to do this one or both directions (ex. house deleted deletes door, but door doesn't delete the house, it just leaves a house without a door. Or have the door delete the house as well) would open up a lot of flexibility. This just makes sense, as it fixes lots of problems, saves space, and improves flexibility (for example, re-using the same door on another house, or even making houses made of multiple objects) and could even be extended on by using the same system for building in-game, to be able to make modular and customizable structures. This additionally opens up the possibility of having an editor where you can make things ("structure") out of objects, which is saved as all coordinates, scale, and rotation values for objects.

Another possibility is making it possible to rotate, scale, or move the entire structure as one object, even if all of its different parts act different (i.e. doors open/close while walls do nothing).

In such an editor there would be options like: "create new structure", "edit structure", "save structure", "import structure", "add object/item", "place unit spawn".

A few options to have with the regular editor could be whether units animate in editor or not (in regular s2 they do, in s2 titanium they don't. Having the option to choose would be convenient), which animation is played (idle1,idle2,walk,die,etc.), the ability to unpause/pause without testing (basically, paused would be default, and unpaused in editor would make it work similar to creative mode in Minecraft) which would make everything either frozen in place, or having things act the same as they would in-game.

Spoiler >

Anyway, that's all for now.
07.08.22 02:04:01 pm
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@user ModJuicer: Thanks for the feedback!

Post from June:
Different brushes & more brush settings are a very interesting and nice idea. I'll think about it. Would certainly be a great addition.

Flowers will be actual objects you can interact with in Stranded III. Decorative ground foliage however (mostly grass and tiny plants) must be non-interactable however because it can be reduced/disabled in the graphic settings for better performance.

An "object placement brush" / "fill area with objects" is not implemented yet but planned. Internally this logic is required anyway for procedural/random map generation. My plan is to make it possible to use biomes which are defined for the map generation but also to define custom lists of objects which should be spawned (along with weighting etc).

I agree that the water stuff would be cool but Stranded III is not a simulation and such a detailed system would be too complex. Maybe some aspects of it will be in the game though - in a very simplified way.

A modular building system is definitely planned but not implemented yet.

Post from August:
Random rotations and scales are already implemented.
See this blog post for details https://stranded3.com/index.php?entry=97
I won't implement random colors because of the performance impact. Would still be possible to make it happen with Lua.

That object dependency is something that even Stranded II already had. E.g. fruits hanging on trees which will fall when the tree is destroyed or the tree house which will be destroyed when the tree is removed. A comparable, probably more sophisticated system will be required for Stranded III as well but is not implemented yet. Nice idea to be able to load/save collections of objects / structures though!

Unit animations: Interesting idea. I don't think that it's an important feature but certainly nice to have.

The buttons/feature you have mentioned are actually pretty close to what the editor looks like thanks for the ideas!
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11.08.22 01:52:16 am
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I had an idea. The picture may be somewhat self-explanatory, but essentially this is an idea to a) have files that contain more than one map/island imbedded/linked which makes the maps/islands reusable in more than one file which contains them. This could save space and make workloads easier to decide between players In multi-player.


And now we get a some fancy file systems. This could have other functions too, but what those are depends on how it's made.

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edited 3×, last 23.09.22 05:39:38 pm
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