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 Post subject: Ideas & Suggestions Compendium (Outdated)
PostPosted: Fri Jun 01, 2012 2:02 am 
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ADMIN EDIT: I made this post a sticky. Keep adding to this list! :D We intend on creating a UserVoice page for StarForge (unless one has been made already somewhere) but this will do until then.

The best way to be heard is to submit ideas to a centralized location. How much easier would it be if there was a centralized location... within a centralized location? This is my personal project to compile most of the frequently suggested changes to StarForge. This is by no means an all-inclusive list. The purpose of this list is to save the developers' time sorting through the same suggestions over and over again so they can spend their resources elsewhere (e.g. implementing new features and fine-tuning old ones).

I have given permission to the moderators to update this thread when I am not around.


Key
+ Confirmed
- Confirmed, but distant

Improvements Upon Existing Features
* (Added in V 0.1.1) Turret, Search Light, and similar object deletions (In survival mode, impose a penalty for deletion/object replacement mode within a reasonable distance from original placement)
*Flatten and Raise Terrain
*When falling, the player should not appear to "run in midair"
*Explosions Damage Terrain
*Player movement optimization (Added in V 0.1.1, but still not perfect)
*Digging leaves smoother holes; less rough edges (Digging temporarily removed in V 0.1.1 while it is fixed)
*Mac Compatibility (Distant future)
*Placed blocks/objects damaged and destroyed by hostiles - durability system; more durable blocks are more expensive. Resources can be spent to repair blocks/objects.
*Enemy "Hives" - enemies seen exiting at night fall, conquering a hive requires high level gear and presents great rewards
*Bullet Ballistics
*Trees falling causes damage
*Spiders scale blocks
*Not all encountered entities are hostile - some neutral until provoked or can be turned friendly for bonuses
*More tilesets - see here
*Monster tweaks and concepts - see here

GUI
*Volume Control +
*Menu Mouse-Lock
*Selected Tool Indicator (Button 1: Which gun(s) are selected? Button 2: What tile set is selected? Delete mode? etc.)
*FoV slider +
*Anti-motion sickness improvements
*Additional graphics options (Bloom, motion blur, etc.) + (A graphics menu was added in V 0.1.1, with some features)
*In game fullscreen/windowed mode toggling
*Selecting tile sets in the E-menu does not effect player movement or object use until the menu is closed
*Raw input/no mouse smoothing option
*Transparent model of object placement (For turrets and search lights)
*Pop-up or toggle GUI for mode switching
*No-clip mode for Sandbox mode
*Toggle stable camera for sandbox
*Option to Invert Y
*Key mapping/binding
*Scrolling in build mode selects different tilesets



New Features
*World Saving +
*"Block Clinging" or Grappling Hook or Ledge Grabbing (Climbing blocks was added in V 0.1.1, simply walk towards the block)
*"Jump Block" - Something similar to a launch pad or a trampoline to give extra height to jumps. Alternatively, something similar to the blue goo from Portal 2? Apply it where it's needed?
*Accelerator block or accelerator goo
*More guns
*"Mini-lord"(rare) creates a small localized infection in area fired into, creating several hazards
*Swords and Melee Weaponry (IMO, this would best be implemented along the same time as ammunition - that way, in the event the player is left otherwise defenseless, a melee weapon is drawn.)
*Ammunition
*Tracers - Can set your targets on fire doing damage over time.
*Hollow Points - Does more damage for each bullet but bullets can't generally penetrate more than 1 enemy unit.
*Full Metal Jackets - Goes through enemies but do less damage.
*Nitrogen Bullets - Slows your target down and may freeze smaller units. (if they get frozen you can walk up to them and smash them)
*Multiple Character Races +
*Resources and supplies with reasonable carrying limits
*Vehicles + and Jetpacks/Thrusters/Gliders - Vehicles can be built with unique tile sets and then given special components to make functional?
*Gates and Doors
*Progression - Research and Development, Weaponry Unlocks, Upgrades
*Asteroid Colonization
*Armor Customization and Upgrades
*Atmospheric Re-entry Flames (Either cosmetic or with negative effects - health loss, loss of durability of armor?, damage to Spacecrafts?)
*Stairs, sloped blocks, ladders, or half-height blocks
*Multiple planets
*Loosed boulders fall and roll
*Simple lighting object (considerably smaller than a search light)
*NPCs and pre-existing settlements (To befriend or wage war)
*Dynamic environmental changes (Weathering, erosion, etc.)
*Blueprints
*Factions
*Water and other liquids (Corrosives, volatiles, etc.) -
*Resource: Energy/Electricity. Gathered through random events (lightning storms?) provided the player has placed the appropriate gathering objects (lightning rods?). Energy should be a rare resource used in high tech energy shields, end game weapons and armor, and fuel for vehicles.
*Elevators
*Teleporters - Extremely fragile and attract hostiles
*Arena Mode in addition to Fort Wars mode (Arena lacks vehicles and has limited block placement)
*Explosives
*Apocalypse - very low chance of occurring (alternatively triggered by progression). An object (suggested special asteroid) hits the planet infecting it with high level monsters, toxic clouds, and various other challenges. The object can be retrieved and shut off, but doing so is insanely difficult. Missiles can destroy the asteroid pre-apocalypse. (Being looked into by wsworin)
*Traps
*"Barnacle" gets ya if you don't see it directly above you.
*"Trapdoor" (temporarily) replaces one of your roof or floor tile sets, falling through one of these accidentally will damage you as it is lined with spikes/blades around the sides
*Tile-sprite: travels within inter-connected tiles and jumps out at "hostile" entities
*"Iron Maiden" replaces any 2hx1w wall and substitutes it with a trap that will try and grab you and pull you into itself where it's full of spikes and crap.
*Devices
*Wall-walker(rare) made from tilesprites) lets you warp through any 2hx1w non-metal wall)
*Tilesprite hook; instead of grabbing onto surfaces, pulls a player towards you
*Hunger System; Farming (with robots and soil types!) and Animal Husbandry (Cannibalism?)
*Slow motion in multiplayer (also haste?)


Miscellaneous Suggestions
*Console Version
*Controller Support (Crud says use Xpadder for now)
**RaTcHeT302: Motioninjoy also does the job for PS3 controllers.
*Modding Support
*Donator/Investor Perks
*Evil mode - play as hostiles
*Launcher checks for updates
*Use Uservoice (Being looked into by wsworin)
*More payment support



Forums and/or Website Related
*Clicking logo redirects to main page
*Changelog
*Support section of forums (not bugs, mostly "how do I do X, Y, and Z?")



As a final note, please bear in mind that the compiler is human and cannot keep this list 100% up-to-date 100% of the time. This compendium also does not go into as much detail as many of the original posts and has excluded some ideas due to vagueness. Please send me a private message or reply to this thread if you want something added, changed, or removed from the main post. Also, any help confirming future content would be much appreciated.

Last Updated 6/12/12

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Want to suggest improvements or new features but don't want to be a repost? Check out the Ideas and Suggestions Compendium!


Last edited by RaTcHeT302 on Fri Oct 05, 2012 4:47 am, edited 7 times in total.

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 Post subject: Re: Ideas & Suggestions Compendium
PostPosted: Fri Jun 01, 2012 5:46 am 
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Hey, good job so far!

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 Post subject: Re: Ideas & Suggestions Compendium
PostPosted: Fri Jun 01, 2012 8:07 am 
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Keep up the good work man!


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 Post subject: Re: Ideas & Suggestions Compendium
PostPosted: Fri Jun 01, 2012 8:36 am 
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I was just about to make this post after seeing multiple posts on the same subject or a buch of posts complaining about obvious things (like how running or placing buildings is weird, no s--t this is pre-alpha).


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 Post subject: Re: Ideas & Suggestions Compendium
PostPosted: Fri Jun 01, 2012 9:04 am 
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ah man! you beat me to it :P

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 Post subject: Re: Ideas & Suggestions Compendium
PostPosted: Fri Jun 01, 2012 9:20 am 
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Hello, thought I'd throw in my suggestions. Read through the list so far, don't think these have been suggested yet.

-Pop up gui for quick mode switching, maybe something like Crysis. I thought it would kinda suit with the pop up menu thats in build mode already.
-Love the movement system, maybe a toggle for a more stable mode for building and gathering, and the ninja mode for when you need to run and bounce off the walls and ninja about.
-Not sure if it would be possible with the way vehicles would work, but I thought it would be cool if you can build your vehicle shape in build mode, and add craftable or purchasable (However that system will work) components that would make the vehicle functional, similar to Garry's mod now I think about it. Was thinking of the awesome ship builds people have done in minecraft.

That's all that pops to mind, the potential this game has to bring together players who are fans of different genre's and play progressively together over time is amazing. Can't wait to follow development and see what this game becomes.

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 Post subject: Re: Ideas & Suggestions Compendium
PostPosted: Fri Jun 01, 2012 12:29 pm 
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Bump for update.

First of all, thanks for the support. I started this project knowing that if I didn't, someone else would. I unfortunately cannot support the development of the game with money at this time, so I decided that I would do my best to help by saving the developers some resources. Summer vacation starts at 1 o'clock today, so I have more than enough time to update the list over the next several weeks.

I'm going to attempt to sort through some things on the subreddit later today. I could still use some help confirming features, though! If someone could go track down developer posts/videos, that would be amazing. (It would be even better if Hatchling or wsworin could make a tentative list of features they would like to implement (hint hint nudge nudge?))

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Want to suggest improvements or new features but don't want to be a repost? Check out the Ideas and Suggestions Compendium!


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 Post subject: Re: Ideas & Suggestions Compendium
PostPosted: Fri Jun 01, 2012 2:48 pm 
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I made a thread here of all the info I managed to scrape together regarding their posts:
viewtopic.php?f=6&t=898

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 Post subject: Re: Ideas & Suggestions Compendium
PostPosted: Fri Jun 01, 2012 2:55 pm 
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Thanks! I'll get the Compendium updated as soon as possible.

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Want to suggest improvements or new features but don't want to be a repost? Check out the Ideas and Suggestions Compendium!


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 Post subject: Re: Ideas & Suggestions Compendium
PostPosted: Fri Jun 01, 2012 8:15 pm 
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Take your time, with two of these up the the devs will be able to see what is suggested more often.


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