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Backpack realism

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Post by jobro13 Tue Jun 04, 2013 5:30 am

A huge problem with the current game is that there is a focus on realism. However, I don't think that carrying 4 med wood into your backpack is realistic.

I have been thinking about possible solutions, and one of them is that the "drag" tool is not a normal drag tool, but a "move" tool: you carry the item, depending on the size, either in your hands or on your back.

Some kind of strength, which has feedback on the energy level, can be used to determine IF you can move something, and how much energy that will cost. (Moving larger objects gives you more strength??)

So. Yeah, any thoughts on this?
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Post by Guest Tue Jun 04, 2013 6:04 am

While we're on the topic, I'd just like to take a moment to shotgun this idea I've had for a backpack. It's been done before in other games so it shouldn't be to difficult to grasp, although I've never seen it done on Roblox.

Basically the idea is this: The player gets some kind of grid based backpack. Each item has a specific size which takes up a certain amount of room in the pack, so it does have limits to the amount of stuff a player can carry. Dragging an item from the 3D space into the 2D grid puts it into their backpack, and dragging it from the 2D grid into the 3D space takes it out of their pack respectively. Here's a quick mockup (made with my expert drawing skills) for what I'm trying to explain:

Backpack realism Mockup12

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Post by jobro13 Tue Jun 04, 2013 6:09 am

Ever considered joining that design team? Damn, the things are fancy.

It looks very nice, I like this idea. Just for the record: The players define where this item is going to be put in (that is, we don't have some automatic sorting thing?)

So, in other words, dumb people get their backpacks fuller faster than people that think about where they place their stuff? I guess I like that.

Hmm.... Thinking a little bit further, you could also use these drag tools to put these things into a craft box.

But, that's maybe a little bit too minecraft-like.
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Post by Guest Tue Jun 04, 2013 6:13 am

Yes, the players would have full control over where they put stuff. Essentially force the player to micro-manage their inventories in order to avoid filling them up too quickly. It's just a concept I've had stored in the back of my head for quite some time that I've never used for anything.

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Post by jobro13 Tue Jun 04, 2013 6:17 am

This is indeed interesting, especially because of this micro-management you are talking about.

I think we should go for some drag and drop features? It will make the gameplay much simpler... "Drag a resource from your craft bar to put them in the Craft Box. Then, press the Craft button to craft something". I guess that everyone will understand that.

When players die, they shouldn't drop their things, instead, they drop their backpack. Players can swap their backpacks, or move resources from one backpack to another...

Thinking of that, this could also be nicely used in boxes, using a similiar system!
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Post by Guest Tue Jun 04, 2013 6:50 am

Drag and drop is always nice. Keep it nice, clean and simple. Instead of learning the controls, even new players can go right into the game.

That backpack idea is brilliant too! Chests/boxes/whatever using the same system could open up a whole window of opportunity here.

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Post by jobro13 Tue Jun 04, 2013 7:15 am

I think we should also add some support for non-dragging tough... You are always bound to drag time. Key presses take no time. "Pro-users" would want keys to do things faster.

I think we should also get a custom backpack - that is, not using roblox tools but a custom system. They are easy to make (try to play my game FireWall, it features scrolling to select weapons) and we can use the same drag and drop system in a "tool pocket". Swords take more room than flints.

Damn, this would be a huge improvement.
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Post by Zzzip42Strike Tue Jun 04, 2013 8:15 am

There should be an option for both drag and key change, not one or the other.

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Post by jobro13 Tue Jun 04, 2013 1:47 pm

Agreed.
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Post by Fattycat17 Tue Jun 04, 2013 5:06 pm

Yup I actually REALLY like this idea I might in fact make a quick gui for this!
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Post by Fattycat17 Tue Jun 04, 2013 5:42 pm

What I was thinking instead of making a separate area for crafting how about if you click on the object then it will become highlighted (Change the border color???) then if you press C or press a button it will craft into an item, or a popup gui comes up asking to craft the item

If we do do the thing I was talking about crafting in backpack like so, then I think we should have upgraded crafting areas EX : Anvils, Workbench (Or something else since we aren't a lame copy of minecraft), Loom, etc?
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Post by jobro13 Wed Jun 05, 2013 3:04 am

Damn, that last post is a good idea...

No dragging, just select and go. Awesome!

And what you say, we can indeed create some other kind of area - but that would work like a box then. You first drag the items to them, and then craft them when they are in that "crafting area".

Yeah I like where this is going. (Don't make a GUI yet!)
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Post by coolieman2 Tue Aug 13, 2013 2:09 pm

So how about we make it for everything? furnaces would be a little different because you would have to put the fuel on the bottom. How about we add a heat variable to each square in the grid inside a furnace and then if there is something above the fuel it will add to the heat value of it and when it reaches a certain heat value it will be cooked/smelted?
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Post by Velibor Sat Sep 07, 2013 8:38 am

Features
- Items can be searched and Filtered
- Items can be dragged outside the Backpack Container to 'Drop'
- Items can be crafted by pressing C and then click all the items that you need. For example we need two planks to create a boat. Well, press C and then press all the items that you wish to select. Those element are added to the 'Craft List' that allows you to craft it, by pressing the button that will resprent the Craft trigger
- Other idea for pressing 'C' instead, just drag and drop the elements to the craft list at the left, and then will auto become there (Perheaps make both options ?)
- When you hover on a item for 2 seconds it will showcase you short information about the item.

Looks :
- Menu at the left, that will open the Craft list, and ofcourse all the other main game features like the Tribe menu
- The items that we current have a the left, all in there own box with a image perheaps ?
- On hover give back the Information in a black box
- When we have craft mode on ('C or Drop and Drop'), then add the elements to the Craft list by sending them there (Perheaps a GUI Animation that will put the elements there ?)
- Click once at a Item to use, when a Item can be used the item will dispear from the GUI by removing it. (Perheaps a GUI Animation)
- The Search icon will become a Search field when a Player Clicks on the Search icon

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Post by Fattycat17 Mon Sep 09, 2013 8:08 pm

"- Items can be searched and Filtered"
>Oyus this should be easy since jobro plans on the newer backpack to be running just off tables so this should be real easy

"- Items can be dragged outside the Backpack Container to 'Drop'"
>Hopefully we can get this in, it might be a bit hard to do since we are going to be using just Scale on GUIs

"- Items can be crafted by pressing C and then click all the items that you need. For example we need two planks to create a boat. Well, press C and then press all the items that you wish to select. Those element are added to the 'Craft List' that allows you to craft it, by pressing the button that will resprent the Craft trigger" and "- Other idea for pressing 'C' instead, just drag and drop the elements to the craft list at the left, and then will auto become there (Perheaps make both options ?)"
>Oyus

"- When you hover on a item for 2 seconds it will showcase you short information about the item."
>My idea of the would be a for loop with making new event connections based off an objects desc (This should be implemented into the OOP stuff? :GetDesc or .Desc ?)

"Looks: ..."
>OYUS BUDDY
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Post by coolieman2 Sat Sep 14, 2013 6:29 am

If jobro is planning to make the backpacks run off of dictionaries, then he should be able to store a lot of data in each cell.
Data:
Heat(If the object was in a furnace or something.): It would be the value for smelting.
ObjectID: It would define the ID of the object.
WeldCell1: Would define which other cell would be the same object. It would be a string referencing to another cell in the dictionary.
WeldCell2: Same as WeldCell1 but for another cell.
WeldCell3: Again, for another cell. If any of the cells move the weldcells are moved to the offset of the dragged cell. If you drop it in another object's cell it will move back to the initial place.
Plus any other values you want to add.

coolieman2.
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