• Digging
    35 replies, posted
What about the ability to dig and make tunnels and such? Maybe bury anything that you don't want to lose in your special spot? Hell, even make a dungeon or fort that is protected the most below ground for your loot.
I'm not sure about underground tunnels, but I do like the digging idea. Maybe a Shovel that can dig a small hole to bury items, which would be identifiable by an 'X' mark (or something like that). It would be similar to the Small Stash in that stored items are more difficult to find. Also, you would need a Shovel in order to retrieve buried items.
Basic tunnel systems to connect to friend's houses would be awesome, maybe a small, mineable rock layer where you can get stones, metal, and sulfur. To support tunnels, wood supports should be required to make. This way, tunnels, like buildings, can "decay," that is, collapse, over time.
I was thinking that too. Of course you would need a shovel... You could craft one. lol
[QUOTE=jkraft84;42643890]I was thinking that too. Of course you would need a shovel... You could craft one. lol[/QUOTE] Metal fragments and wood. I personally think that some basic digging can be done; a scoop of dirt at a time. You could dig to a certain depth (and hit rock bottom a few feet below) and do some subterranean exploring. You could link houses together too, or create escape routes. Just think... You are being chased, you run into your house, door is c4'd, you have a few seconds to get underground and make a run for it, and possibly get away. For balancing purposes it would need to be maintained support-wise, and collapse after long periods of time. This could also give validity to random earthquakes taking out tunnel systems, which was an idea of mine a while ago (thread I made regarding weather and earthly phenomona,) though this may slightly discourage it as well, meaning if you are underground when it happens, you are dead.
I think it would be really cool to be able to find the building plan for an under foundation, basically to build a basement. This would require someone to break into a building and break through doors to your underground area. It would have to require a ton of time and resource to make it worth it, and of course some limitations to make sure its sound.
As far as raiding goes this is a horrible idea, you won't be able to dig through foundations and what not..
Of course there would be stairs going down into the ground. Basically you would craft hat is essentially a hollow foundation, and when you place it in a dug out are, it acts like a level underneath the home. Just a thought.
It would be a very cool feature to have down the line, maybe if it sparks enough interest the devs may even look into it or do a vote. I wouldn't mind having a more interactive environment and this certainly pertains to that.
[QUOTE=jkraft84;42643529]What about the ability to dig and make tunnels and such? Maybe bury anything that you don't want to lose in your special spot? Hell, even make a dungeon or fort that is protected the most below ground for your loot.[/QUOTE] Maybe a small cellar for your looty-booty. :zoid:
I vaguely recall that the terrain wouldn't support tunnels... though I would love to have them.
Yeah, I dont know how they would do this with unity but who knows. It could be cool
If they wanted caves, one potential solution is a plugin called [URL="http://terravol.com/demo/"]TerraVol[/URL] Right now, terrain is nothing more than elevation data. However, the basic idea for them to add caves is that the world is represented the same way worlds in Minecraft are represented - as a 3D grid, where each cell is either a material type (rock, grass, dirt, etc) or empty air. The difference is in how this data is rendered. Whereas Minecraft renders each cell as a cube, TerraVol performs a process known as "marching cubes" to generate a smooth surface from this data which more closely resembles real terrain rather than legos. There's some issues, however, mostly in data size - the amount of data required to store the world of Rust in this fashion would be huge. They would need to drop the draw distance just to keep the memory footprint manageable on the client, and the server would have to keep track of the entire world (although one option is for the server to unload chunks of the world which are empty, to save on memory) However, it's conceivable they could go this route if they wanted.
I'm up for it. As long as you keep it realistic and not a block at a time like MC. They would have to code new foundations though. One to add a feature of a "trap" door that would serve same function as a doorway. Wooden & metal doors available. Give the person a edge where they have to place with care and people can dig into bases that way as well. :)
[QUOTE=KillaMaaki;42649639]If they wanted caves, one potential solution is a plugin called [URL="http://terravol.com/demo/"]TerraVol[/URL] Right now, terrain is nothing more than elevation data. However, the basic idea for them to add caves is that the world is represented the same way worlds in Minecraft are represented - as a 3D grid, where each cell is either a material type (rock, grass, dirt, etc) or empty air. The difference is in how this data is rendered. Whereas Minecraft renders each cell as a cube, TerraVol performs a process known as "marching cubes" to generate a smooth surface from this data which more closely resembles real terrain rather than legos. There's some issues, however, mostly in data size - the amount of data required to store the world of Rust in this fashion would be huge. They would need to drop the draw distance just to keep the memory footprint manageable on the client, and the server would have to keep track of the entire world (although one option is for the server to unload chunks of the world which are empty, to save on memory) However, it's conceivable they could go this route if they wanted.[/QUOTE] i didnt know this actual package was for sale, thats amazing. we've talked about voxel engines in another thread and i used a link to a video of this. and i think the distance of detail should be dropped anyway
I'm surprised that there were any replies to my post... Thanks everyone for the support!
[QUOTE=KillaMaaki;42649639]If they wanted caves, one potential solution is a plugin called [URL="http://terravol.com/demo/"]TerraVol[/URL] Right now, terrain is nothing more than elevation data. However, the basic idea for them to add caves is that the world is represented the same way worlds in Minecraft are represented - as a 3D grid, where each cell is either a material type (rock, grass, dirt, etc) or empty air. The difference is in how this data is rendered. Whereas Minecraft renders each cell as a cube, TerraVol performs a process known as "marching cubes" to generate a smooth surface from this data which more closely resembles real terrain rather than legos. There's some issues, however, mostly in data size - the amount of data required to store the world of Rust in this fashion would be huge. They would need to drop the draw distance just to keep the memory footprint manageable on the client, and the server would have to keep track of the entire world (although one option is for the server to unload chunks of the world which are empty, to save on memory) However, it's conceivable they could go this route if they wanted.[/QUOTE] Forgive me for my computer noobishness, but wouldn't allocating more memory help to alleviate an issue like that?
[QUOTE=jonnymad;42652220]Forgive me for my computer noobishness, but wouldn't allocating more memory help to alleviate an issue like that?[/QUOTE] Allocating memory isn't the issue. How much memory it needs in total is the issue. If they dramatically reduced the draw distance - for instance, in Minecraft by default you can see for 128 meters while in Rust you can see quite a bit farther), and everything outside of the draw distance was unloaded, they could keep memory small enough.
I really like the idea of hiding your loot, rather than locking it up in a big fat safe. I think it would be more realistic to hide some of your loot in an old hallowed tree, or maybe burry it under a rock or something.
[QUOTE=KillaMaaki;42653641]Allocating memory isn't the issue. How much memory it needs in total is the issue. If they dramatically reduced the draw distance - for instance, in Minecraft by default you can see for 128 meters while in Rust you can see quite a bit farther), and everything outside of the draw distance was unloaded, they could keep memory small enough.[/QUOTE] Well you could easily combat this with a slider for render distance, right? It's an easy compromise for those who have low-end vs. high-end PCs.
I don't even think this is possible.. lol
[QUOTE=Pink_Floyd;42663629]I don't even think this is possible.. lol[/QUOTE] Look up a few posts, it was already proven that it can be done. The question is practicality and how it would be implemented in a balanced manner.
To make this realistic and not make it look like minecraft. You would need supports, The tunnel couldn't be anything wide or huge ( Then it would collapse ) The tunnel would be 2/3 of a full human height. If multiple tunnels are next to each other they would collapse, But I really don'tt think there will be a tunneling system, it would just need a hell of a work on the physics. For example, what would happen if you dig below a mountain,house,tree,ocean? It just need hell of a lot of work. So I wouldn't want Punchface to work only on that when they could add more awesome stuff to the game, it is a nice concept, just need a lot of work.
[QUOTE=MrPancake;42663960]To make this realistic and not make it look like minecraft. You would need supports, The tunnel couldn't be anything wide or huge ( Then it would collapse ) The tunnel would be 2/3 of a full human height. If multiple tunnels are next to each other they would collapse, But I really don'tt think there will be a tunneling system, it would just need a hell of a work on the physics. For example, what would happen if you dig below a mountain,house,tree,ocean? It just need hell of a lot of work. So I wouldn't want Punchface to work only on that when they could add more awesome stuff to the game, it is a nice concept, just need a lot of work.[/QUOTE] The basic idea here is that you can dig, will have to build supports underground so your tunnel doesn't collapse, can only dig to a certain depth, and can make a basic tunnel system with careful planning, I believe.
So now another way to raid bases, from underground..? lolp
I like the idea :)
[QUOTE=MrPancake;42663960]To make this realistic and not make it look like minecraft. You would need supports[/QUOTE] I kind of doubt that a support-type system would really be viable. How does it detect when a tunnel is supported? Or rather, when a single voxel is supported, because it cannot consider the tunnel as a whole - it can only consider it on a per-voxel basis which complicates things. On the other hand I also have serious doubts they will switch to voxel terrain at all, since they are already so late in development and are working on a new map.
Its simple: No digging. In a big optimistic view.. random caves and just it.
[QUOTE=Pink_Floyd;42664162]So now another way to raid bases, from underground..? lolp[/QUOTE] Metal foundations? Chances are you can't dig through one of those. [editline]27th October 2013[/editline] [QUOTE=KillaMaaki;42665523]I kind of doubt that a support-type system would really be viable. How does it detect when a tunnel is supported? Or rather, when a single voxel is supported, because it cannot consider the tunnel as a whole - it can only consider it on a per-voxel basis which complicates things. On the other hand I also have serious doubts they will switch to voxel terrain at all, since they are already so late in development and are working on a new map.[/QUOTE] Well what do you suggest then? You are the genius here of all things Unity, it seems (not being sarcastic, but optimistic :smile: )
google 7 days to die, its a voxel based gamed with structural integrity. but instead of squares, we would use spherical voxels
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