[OFFICIAL] Steam version wishlist

Suggest and discuss new ideas for Dangerous Rays
juauke
Dangerous Rays Supporter
Dangerous Rays Supporter
Posts: 6
Joined: Wed May 14, 2014 1:43 pm

Re: [OFFICIAL] Steam version wishlist

Post by juauke » Sun Dec 28, 2014 9:21 am

Multiplayer will be awesome if you're planning one
And continue working on this awesome game!!
Windows 8.1 Professional 64bit
16GB RAM DDR3
MSI Gaming 780ti 3G
2TB RAID-2

Darkamo
Posts: 24
Joined: Fri Oct 17, 2014 10:07 am
Location: France

Re: [OFFICIAL] Steam version wishlist

Post by Darkamo » Sun Jan 04, 2015 4:52 pm

Hum what about a reflection feature for water and mirror , also mxthe and his team have create a mirror feature for underhell , i can imagine a mutants in my back while my looking at my cute face in the mirror , sounds freaky :o !
Those are beautyfull but dangerous rays.

User avatar
MacGamerFR
Dangerous Rays Supporter
Dangerous Rays Supporter
Posts: 28
Joined: Sat Nov 08, 2014 6:49 pm
Location: France

Re: [OFFICIAL] Steam version wishlist

Post by MacGamerFR » Sun Jan 04, 2015 8:19 pm

Hey, I was wondering about Vehicles in DR. Have you planned some ? :D And a support for vehicles mods would be awesome ;)
Windows 10 - MSI A88XM Gaming - AMD A10-7850K 3,7GHz @4,2GHz - Sapphire Radeon R9 Fury X - G.Skill Sniper PC-19200 2400MHz 4GB x2 - Crucial M500 240GB - MSI GX70 gaming notebook

User avatar
Seneral
Dangerous Rays Supporter
Dangerous Rays Supporter
Posts: 44
Joined: Sun Aug 17, 2014 7:31 pm
Contact:

Re: [OFFICIAL] Steam version wishlist

Post by Seneral » Sat Jan 17, 2015 12:11 pm

What about improving the terrain generation? Multiple layers of heightmaps would bring so much more detail, different biomes like mountains and deserts/steps and maybe a sea? Other shaders, optimally POM shaders on near terrain or even dx11 tesselation?
Maybe the following is a bit of an enormous suggestion but if you plan to keep procedural generation ingame, what about using smaller cells for terrain and using a hash based generation system so you can generate the cells near the player on the fly at runtime and save their seed? As I said this is a bit of a question but it is possible and was often done before;)

So terrain improvement, shaders, generation, that would be fantastic!
Definetely a bit of an huge example but I'm actually referring to this: http://forum.unity3d.com/threads/24-hou ... mo.218650/
Of course all tuned down, this is not supposed to act as a game...
Seneral

User avatar
OldSnake
Dev Team
Dev Team
Posts: 443
Joined: Fri Feb 07, 2014 3:42 pm

Re: [OFFICIAL] Steam version wishlist

Post by OldSnake » Mon Jan 19, 2015 11:07 pm

Regarding terrain generation i have some specific plans for this, i will talk about it later.
Hey, I was wondering about Vehicles in DR. Have you planned some ?
Yes vehicles are planned.
Dangerous Rays main developer and Lonely Bits Games director. http://www.lonelybitsgames.com

Darkamo
Posts: 24
Joined: Fri Oct 17, 2014 10:07 am
Location: France

Re: [OFFICIAL] Steam version wishlist

Post by Darkamo » Sat Feb 21, 2015 5:51 pm

Wonder if having a "barricade systhem" in Dangerous rays would fit the gameplay , lika been able to barricade your self in a room (dorr and windows) if you see mutants coming near ya location or cause you've seen a horde of zombies coming your way and your only option is to hide in the nearest building/house , what do you think guys ?
Those are beautyfull but dangerous rays.

User avatar
Seneral
Dangerous Rays Supporter
Dangerous Rays Supporter
Posts: 44
Joined: Sun Aug 17, 2014 7:31 pm
Contact:

Re: [OFFICIAL] Steam version wishlist

Post by Seneral » Sat Mar 07, 2015 8:44 pm

+1
there was an discussion on the steam forums regarding "house crafting" and it ended up with this idea. Now we just need to have a reason for staying somewhere...

User avatar
Seneral
Dangerous Rays Supporter
Dangerous Rays Supporter
Posts: 44
Joined: Sun Aug 17, 2014 7:31 pm
Contact:

Re: [OFFICIAL] Steam version wishlist

Post by Seneral » Sun Mar 08, 2015 7:49 pm

Any updates on structure generation (current template system)? Will there be an advanced system that allows for grouping, switches and nested templates? I would love to see some improvements on it:)

User avatar
OldSnake
Dev Team
Dev Team
Posts: 443
Joined: Fri Feb 07, 2014 3:42 pm

Re: [OFFICIAL] Steam version wishlist

Post by OldSnake » Sun Apr 19, 2015 1:38 pm

Seneral wrote:Any updates on structure generation (current template system)? Will there be an advanced system that allows for grouping, switches and nested templates? I would love to see some improvements on it:)
I am planning to make the procedural generation code open source so it could be improved by anyone.
Dangerous Rays main developer and Lonely Bits Games director. http://www.lonelybitsgames.com

User avatar
Seneral
Dangerous Rays Supporter
Dangerous Rays Supporter
Posts: 44
Joined: Sun Aug 17, 2014 7:31 pm
Contact:

Re: [OFFICIAL] Steam version wishlist

Post by Seneral » Fri Apr 24, 2015 4:22 pm

Great! Though I'm not familiar with C / C++ (or what do you use? :-? ), I'm very exciting about this. Currently exploring some OpenCL RT erosion models. If I were ever to implement such one, I'll probably be able to convert that to other OpenCL APIs for you programming language easily;)

Post Reply