Forum Replies Created

Viewing 15 posts - 106 through 120 (of 153 total)
  • Author
    Posts
  • in reply to: Race Appearances #4762
    James
    Keymaster

    We tease stuff on Twitter / FB, but everything official is on oortonline.com.

    However, there isn’t any new character stuff at the moment.

    in reply to: Specialized Floating Blocks #4761
    James
    Keymaster

    Think we’ll go for a mixture. Some blocks that fall, some blocks don’t.

    To make the world really realistic would take quite a bit of processing – and I don’t think it adds much to the gameplay.

    We’ll experiment with a few things when we get to simulating more features in the world, such as crops and trees.

    We also plan to have a solution for regressing the world for regions outside of beacons. This would help “fix” floating left overs.

    Keen to hear other opinions.

    in reply to: Observatory #4747
    James
    Keymaster

    Cool. Now just need to add some lens blocks.

    in reply to: Preview Games? #4731
    James
    Keymaster

    You simply need to share your ga.me account name via an email to wonderstruckgames@turbulenz.com – and they will bless the account with access.

    If you’ve already done this – then either:

    1. Your now not signing in with the same account, please check this, or

    2. We’ve not blessed the account.

    Either way please email us with the account names you want to have access and we’ll connect everything asap.

    Thanks!

    in reply to: The world of Keford v1 #4685
    James
    Keymaster

    Thanks. (We’ve got a few updates coming to the world builder that you might enjoy playing with. Especially if you want to go crazy with the caves again. Watch this space.)

    in reply to: Cool house #4684
    James
    Keymaster

    Thanks for sharing.

    in reply to: How Massively Multiplayer is Oort? #4683
    James
    Keymaster

    Best way to think about it as a single universe that everyone plays within. This universe is accessed by jumping between all the different worlds. (These worlds happen to run on individual servers.) It is definitely a single MMO.

    So it is one huge world that everyone shares *and* a connected world that people can blip in and out of.

    We’ve distributed the servers around our playing community – so that all players can have a decent experience. However, you can connect to any server – and surprisingly the performance is decent.

    in reply to: Name tag #4647
    James
    Keymaster

    Are you suggesting a batman style utility belt? Done and done!

    in reply to: Name tag #4645
    James
    Keymaster

    Any advanced game world related GUI features – such as a block identifier – will need to be crafted and equipped. This is in keeping with the core idea of a crafting and survival game. The game will not give you these for free – you’ll need to earn them.

    in reply to: Too much stone/sand? #4605
    James
    Keymaster

    The placement of all block types is controlled by the World Generator. This tool allows us (and players) to create totally varied worlds. Some worlds will have more sand compared to other standard resources. It all comes down to the generation of the world.

    At the moment, we’re experimenting to see how far we can push the generator. For example checkout Keford: https://www.youtube.com/watch?v=cgve4nE9C8U

    This video demonstrates the tool in action: https://www.youtube.com/watch?v=wkFnSOTul4w

    In the future we’ll also create some more earth like worlds – which will be closer to the standard experience some players might expect.

    in reply to: Access #4578
    James
    Keymaster

    Sorry that we didn’t meet your expectations for giving you access to the game. It’s simply a human issue that there is a manual step and you bought the game at 01:45am for us in the UK. Everyone was tucked up in bed. If you’re not happy, we’ll obviously process a refund.

    in reply to: Preview Games? #4577
    James
    Keymaster

    Once you’ve signed in you should also be able to use this link directly:

    https://ga.me/games/oortonline-preview

    in reply to: Beacons #4568
    James
    Keymaster

    The current thinking is to provide a few different sizes, so that you can fit them together like lego. Not all structures have the same footprint. This should give you the flexibility to protect a variety of sizes. But we’re still investigating. The current prototype is giving us a chance to experiment and iterate a little before locking it down.

    in reply to: Digging Animation #4556
    James
    Keymaster

    Let us have a play and see what we come up with. We definitely want the process of mining and building to be really satisfying. So hopefully we can come up with something cool. Thanks for the ideas so far.

    in reply to: Change in jumping? #4540
    James
    Keymaster

    This is a cool idea – I’ll feed it into the machine. You’ll notice that the Oort Online world is more physical that most voxel worlds (see the blocks that are suitable for slides, bouncing and soft landings – these are all simply physical properties of all blocks.) We could definitely explore some additional parkour type mechanics. Might be fun!

Viewing 15 posts - 106 through 120 (of 153 total)