there has been nothing done about plots. they turned out to be bad investment just like present cost of land areas is unrealistic
Ft
I think their a great investment if you donât want them sell them to me for 500 ped Iâll scoop them all up
Dennis, we miss you. ![]()
Dennis who?
Oh where art thou dennis
Got put into a bunker for communicating with us too openly? âŚ
All i care is to have auction/storage/crafting machine close to eachother. If i can access auction and storage at same time thats a win for me.
It says something very loud when the players are asked for feedback on a design⌠and their first instinct is to voice concerns that they might get stuck on the wallsâŚ
Concept looks good, but please keep scale in mind; How many people are realistically going to be in a structure at once? Do players want to run across three foodballfields to get from TP to auctioneer? Is 13 televator levels really necessary? And such on and such forth. ![]()
Here is an example of the composition test we did together with that structure that could answer some of your questions. All buildings are un-textured so that is why they appear âcleanâ.
https://www.planetcalypsoforum.com/forum/index.php?media/euu_outpost_test_04-jpg.339929/full
Huge building. I like it, BUT, Hopefully terminals are close to each other. Not a ton of people play this game and sometimes feels like the planet is empty even when just crafting or organizing storage or looking at auction house.
Nice looking. Looks very much like Life Beyond
I know this post is to show off the new buildings. However, Iâm concerned about the lack of action buttons, looks like only five. I need 10 or 15 buttons ![]()
Top left hand corner says âPress H for keybindsâ I think thatâs how weâd set up all the others.
Donât worry about that so much right now. We have very few items implemented at this stage and it is an early iteration. All of that will expand with time as more functionality is added so please be patient ;).
I put in a like because itâs nice to see you sharing development ideas. However, âourâ structure seems here to be just relatively small compared to bigger windowless structures it merges with, even though actually quite big in my humble opinion.
Maybe you can give us some kind of heads up on whether buildings will generally be accessible, or often just serve as mood architecture.
I stress once again that I hope for a balance between atmosphere and forced running around up steps, round the corner and whateverâŚ
Itâs great to see more pics, but can I just ask if thereâs quite a lot missing textures? The plants too look very âunâ Unreal5. Or is it just a reduced quality for dev mode? Would be awesome to see some teasers showing off the full power of the engine when its possible ![]()
To be honest. Iâm liking the clean look of the buildings. Makes it look actually sci-fi ??
i feel itâs like sabakuma entrance. or the other building are really giant. with vehicule door.
Every asset in this screenshot is just taken to about 40% completion. It will look quite different when close to final. We will share that as soon as we can of course but we are not there yet. Many things needs to come together to make sure it is even quality and style, performance etc :).
Should the size imply that there will be more going on inside?
I mean a TP and the common terminals donât need that much space. Currently we already have plenty of more or less dead buildings in-game and I never really understood why. Itâs like âour development ended hereâ.
To me itâd be OK to start with smaller buildings and later on add more buildings/content and make that part of the story line somehow, e.g. âThe great number of new colonists required to build new buildings around â. That wouldnât even sound odd, you could actually put âunder constructionâ-signs and those huge banners with a scenic preview-pic (âOmegaton is building new to be opened â) into the VU before that.
Other than that itâs good to see different shapes of the buildings.