- Jun 9, 2017
- 192
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This has not much to do with h-games. I feel like a broken record saying this but game development is a very complex thing with uncountably many moving parts. Listing a bunch of games and how long those took really only tells you how long that specific developer took to make that specific game. Once you start taking into account studio experience and pre-existing resources, scope, amount of devs on board, amount of pre-production not counted into the official development time, amount of funding from previous projects or mainstream investors, workplace related regulations for the country the dev is based on and other such factors, you realize your little list really was good for nothing, especially not telling how a completely different developer in a different situation with a different game should perform. But people with your argument really never think this far and one would assume im already tired of explaining this, but here I am, going at it once again. I guess I actually enjoy doing this to myselfMaybe you should check out other games and how long did it take to make them, before making excuses on any developers behalf, especially when you are using scam citizen as an example. "Normal" games rarely take more than 4 years, more than 5 years is even rarer. Only "h-games" and "patreon games" made it a standart to take too long(more than 4 years) to develop and anyone with a brain already knows why.
Nice, glad you like it so far.AdeptusSteve
The new event system is really cool. After playing around with it for a bit, I had a few ideas that would really expand its horizons further:
- Make the transformer able to move relatively, instead of just from absolute position 1 to absolute position 2. This would allow for things like cars/boats/airships/etc. (I think it might be possible to do this yourself with math operations in the current build. But I couldn't get the "Set Option" event to work with vectors.)
- Some kind of object for hit detection on the player/NPCs, to allow for combat.
- An NPC controller with basic actions such as making an NPC follow the player, making a speech bubble appear on top of an NPC, etc. It would be even better if this had more advanced functionality like making the NPC shoot at an object or another NPC.
About your suggestions:
1. Just confirmed with the coder who worked on the system, the transform node should already work that way, if you put it in a group and move that around the node will work relatively to its parent object.
2. Combat would be best if we just properly implement it for the sandbox. Might be a while tho before we get to it, first we want to make sure the combat is final for the game story mode.
3. This sounds like the controller already in place for the T-placed npcs. We plan to make the sandbox 2.0 placed ones have the same interaction at some point. Anything more would be good to have more detailed descriptions of what you mean