Game Developer @ DefeatThePurpose Entertainment, working on an RTS called DungeonWars

Comment History
JustSuds
JustSuds Jun 28 2013, 8:45pm says:

Oops, I accidentally saved this one with a bit depth of 8. It looks terrible when not in HD view

+1 vote     media: Particle Effects!
JustSuds
JustSuds Jun 20 2013, 10:23am replied:

It's not finished yet. It's not even alpha. :-) We've got plenty of time to add more notches yet.

Stay tuned ;-)

+2 votes     game: Aetherius
JustSuds
JustSuds Jun 5 2013, 9:07pm replied:

We're open for opinions and discussion here, but at the moment we're thinking around $15

+1 vote     game: Aetherius
JustSuds
JustSuds Dec 30 2012, 7:12am replied:

Those labels are just a colour key at the moment, as I refine the interface they'll become labels for sorting tabs.

Vanilla content (blue ones) is content that is shipped with the game, User content (green ones) is content that has been made by the user.

+1 vote     media: Gallery Update
JustSuds
JustSuds Dec 28 2012, 12:04am replied:

Blocks are actually in no way easier to use. They require a lot more complicated computation and provide some real storage and scene management challenges. It takes far less computer AND programmer resources to store / build / work with regular heightmap or model based terrain than voxel terrain.

+3 votes     media: Screenshots
JustSuds
JustSuds Dec 7 2012, 7:39pm replied:

Nope. It's an error from the Developer's drop box account saying he needs to find a different host because he's generated too much traffic.

+5 votes     download: Pok√©mon 3D - Launcher
JustSuds
JustSuds Dec 3 2012, 9:28pm replied:

Yep, we're planning a sharing platform to be built into the game. But that wont be till a much, much later update. In the mean time, we'll use a forum website, and with the creator's permission, we'll pack some of the best community creations into the game with updates.

+3 votes     game: Aetherius
JustSuds
JustSuds Nov 29 2012, 7:57pm replied:

:D You'll be able to build your own vehicles out of materials you refine and mine. The speed, hull strength, fuel consumption are all based on how you augment your home grown spaceship. Same goes for cycles, car-like vehicles, planes, etc.

+4 votes     game: Aetherius
JustSuds
JustSuds Nov 24 2012, 10:23pm says:

Yeah, there will be a scale slider in the properties panel, and eventually that will be moved to its own screen and have an npc shown next to it for size comparison. The scale slider wont give you extremely detailed control though; to keep the world consistent, the sizing will be set to powers of two. So 1 world block, will be 16 in width, which is 2^4. The smallest your model's voxels will be able to be is 1/16th of a world block

I haven't decided on any hard limit for the size, but i may cap it after the initial release depending on performance or practicality issues that may pop up. At the moment; its any size. :D

+2 votes     media: Modeler with 3D preview - It all makes sense now!
JustSuds
JustSuds Nov 24 2012, 7:38am says:

@Guest 17th Nov;

Thats right, we plan to provide an absolute tonne of content. In all areas, fuel for quests, npc variation features, landscape types, etc. The engine is built around easily adding and removing content.

I just made an article about the modeler application that you might like to read. We're supplementing our content, with the ability to create and share your own as well. All of the in game content will be made with the same tools that we provide alongside the game.

+1 vote     article: Aetherius is not Minecraft, here's why
JustSuds
JustSuds Nov 24 2012, 7:28am replied:

Well... Yes, but the surprise was that the modeler is going to ship with the alpha version of game next week! lol, we want to include it from the very start.

+3 votes     game: Aetherius
JustSuds
JustSuds Nov 24 2012, 12:52am replied:

On that note, I have a surprise for you being uploaded for later. :-)

+4 votes     game: Aetherius
JustSuds
JustSuds Nov 23 2012, 7:09pm replied:

Yep. Everything will. :-)

That's what the Modeler and Modder applications that ship as part of the game are for. I'll be making all the vanilla content with the same tools that are available to everyone else to use.

So that includes tools, creatures, NPCs, other items. All made with the Modeler. With quests, world weneration rules, item properties, custom NPC stories all being made with the Modder.

+4 votes     game: Aetherius
JustSuds
JustSuds Nov 23 2012, 12:50am replied:

I was thinking about having adjacent or near blocks that have plants on them. It can seem blood out the sides, into the soil.

+1 vote     media: Bloodstone description
JustSuds
JustSuds Nov 22 2012, 11:27pm replied:

I had completely forgotten about that part! Updated:
Bit.ly

+1 vote     media: Bloodstone description
JustSuds
JustSuds Nov 22 2012, 6:38pm replied:

:-) There will be many dozens of creatures. Variety of creatures is a staple in any RPG. The first few that I think will appear will be Rabbits, Frogs, Human NPCs, and Human Bandits (the only aggressive mobs in the first release).

Further down the road, you will have the ability to make your own creatures with our modelling tool, and apply a set of behaviours and animations to it with some of the other tools from the modder application set. But I haven't posted about those yet. :D

+4 votes     game: Aetherius
JustSuds
JustSuds Nov 22 2012, 7:34am replied:

Hey, I didn't mean to imply "levels" so much. I meant every individual skill will have its own level. Your farming skill wont have any baring on your combat skills. :-)

+1 vote     article: Aetherius is not Minecraft, here's why
JustSuds
JustSuds Nov 22 2012, 1:02am replied:

It's impossible to tell this early on in development. But honestly, I doubt it. It might *just* scrape by. The goal is to support as much hardware as possible, and currently it runs fine on almost everything. But there is still a lot to be added.

+3 votes     game: Aetherius
JustSuds
JustSuds Nov 21 2012, 6:46pm replied:

Yes, there is. We want there to be multiple ways to enhance things. So you'll be able to get some inventory augmentation devices, as well as spells, and natural levelling. :-)

+4 votes     game: Aetherius
JustSuds
JustSuds Nov 20 2012, 6:09am replied:

There is absolutely no reason I cant do that. Consider it done (just not on the top of the priority list)

+4 votes     game: Aetherius
JustSuds
JustSuds Nov 17 2012, 7:33pm replied:

Thanks. Making this page and seeing the feedback (and watching the game jump up to rank 3 in popularity for a day :D) has been a real motivator. I'm working double time to get an initial release out ASAP.

+4 votes     game: Aetherius
JustSuds
JustSuds Nov 17 2012, 7:30pm replied:

I was actually just toying with this idea earlier today. :-)

+4 votes     game: Aetherius
JustSuds
JustSuds Nov 17 2012, 7:30pm replied:

Yes. Thats right. :-) But not immediately. It would take you a while, you would need to build the appropriate propulsion equipment and breathing apparatus. That stuff, of course, will be very difficult to make when you start a new game with just sticks and stones.

+4 votes     game: Aetherius
JustSuds
JustSuds Nov 17 2012, 7:28pm replied:

Java, yes. But I'm actively working on a C++ version to eventually take over. I just find I can make things faster in Java because I'm more familiar with it.

+4 votes     game: Aetherius
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