The Extent of Moddability in Limit Theory

The S&M crowd is getting naughty with the game files.

Re: The Extent of Moddability in Limit Theory

Postby Cornflakes_91 » Sat Jan 10, 2015 2:11 pm

Surface Reflection wrote:Well, that thread seems fresh enough to post it there instead of here where it would derail stuff.


nobody said that you would have to use this thread, make a new one in the mods section, maybe we can do something once the game is out

(or josh starts to include person-level stuff because he wants to have it :mrgreen: )
User avatar
Cornflakes_91
Admiral
 
Posts: 8888
Joined: Wed Mar 06, 2013 1:53 am
Location: Austria

Re: The Extent of Moddability in Limit Theory

Postby Surface Reflection » Sat Jan 10, 2015 2:14 pm

Good, because thats really an inane rule otherwise. Never could figure out whats the point of that.

- i mean necromancy.
User avatar
Surface Reflection
Lieutenant
 
Posts: 82
Joined: Sat Jan 10, 2015 10:08 am

Re: The Extent of Moddability in Limit Theory

Postby Gazz » Sat Jan 10, 2015 3:38 pm

Necromancy is discouraged when it resurrects an old topic that refers to a game state / version / feature that no longer applies / has changed.

For suggestions it simply doesn't apply... unless your idea has a best-before date. =)
There is no "I" in Tea. That would be gross.
User avatar
Gazz
Moderator
 
Posts: 3175
Joined: Tue Nov 27, 2012 4:39 am
Location: In your brains. Thinking your thoughts.

Re: The Extent of Moddability in Limit Theory

Postby Surface Reflection » Sat Jan 10, 2015 3:54 pm

Gazz wrote:Necromancy is discouraged when it resurrects an old topic that refers to a game state / version / feature that no longer applies / has changed.

Yeah but that rarely happens. Its not a biggie anyway, just sayin...

For suggestions it simply doesn't apply... unless your idea has a best-before date. =)

Best before Final release because if its done at all some basic thinking about it should be applied before that. As i said, food for thought.

btw, any very general, completely noncommittal hearsay of expectations of when that might be? This year?
User avatar
Surface Reflection
Lieutenant
 
Posts: 82
Joined: Sat Jan 10, 2015 10:08 am

Re: The Extent of Moddability in Limit Theory

Postby Dinosawer » Sat Jan 10, 2015 3:57 pm

Official release date is still early this year, although it's not impossible that will get pushed back by a few months. We'll see.
Warning: do not ask about physics unless you really want to know about physics.
The LT IRC / Alternate link || The REKT Wiki || PUDDING
Image
User avatar
Dinosawer
Admiral
 
Posts: 5436
Joined: Fri May 09, 2014 1:08 pm
Location: Belgium

Re: The Extent of Moddability in Limit Theory

Postby Gazz » Sat Jan 10, 2015 4:16 pm

Surface Reflection wrote:btw, any very general, completely noncommittal hearsay of expectations of when that might be? This year?

Beta as soon as joshibly possible, release umm... early to sometime 2015.
There is no "I" in Tea. That would be gross.
User avatar
Gazz
Moderator
 
Posts: 3175
Joined: Tue Nov 27, 2012 4:39 am
Location: In your brains. Thinking your thoughts.

Re: The Extent of Moddability in Limit Theory

Postby Scytale » Sat Jan 10, 2015 4:18 pm

Gazz wrote:
Surface Reflection wrote:btw, any very general, completely noncommittal hearsay of expectations of when that might be? This year?

Beta as soon as joshibly possible, release umm... early to sometime 2015.


If I may, I'd like to amend this response to 'early 2015', because in my understanding that was Josh's indication.
User avatar
Scytale
Vice Admiral
 
Posts: 2750
Joined: Thu Nov 22, 2012 4:40 pm

Re: The Extent of Moddability in Limit Theory

Postby Flatfingers » Sat Jan 10, 2015 5:39 pm

I don't know if this helps or not, but there's a minor distinction that might be made regarding characters and ships.

It's correct (as far as we know) that there are no visible, walking avatars of people in Limit Theory. In this sense, you are your ship.

But characters do exist, even if they're never rendered visibly. Individual NPCs exist, each of them with their own personalities with the following personality model that Josh showed in Development Video Update #20:

Aggressive
Creative
Explorative
Greedy
Intellectual
Lawless
Sociable

(I would tweak some of these, personally, but they're what Josh showed.)

Josh has also mentioned implementing a light version of crew on larger ships. So it's not just one ship == one person; there's apparently a simple form of crew management in the default game. (Or at least that was mentioned; we won't know for sure until Josh releases a version of LT.)

I don't know if that's enough distinctiveness for people to meet your needs. But LT is more than just robot spaceships, even if that's how it might appear from the videos. There really are characters in the world.
User avatar
Flatfingers
Vice Admiral
 
Posts: 4396
Joined: Sat Nov 24, 2012 12:45 am

Re: The Extent of Moddability in Limit Theory

Postby Idunno » Sat Jan 10, 2015 5:43 pm

Flatfingers wrote:(I would tweak some of these, personally, but they're what Josh showed.)

Goddammit autocorrect! :evil:
Last edited by Idunno on Sat Jan 10, 2015 5:53 pm, edited 1 time in total.
Image
The results of logic, of natural progression? Boring! An expected result? Dull! An obvious next step? Pfui! Where is the fun in that? A dream may soothe, but our nightmares make us run!
User avatar
Idunno
Vice Admiral
 
Posts: 2273
Joined: Mon Mar 24, 2014 8:47 pm

Re: The Extent of Moddability in Limit Theory

Postby Dinosawer » Sat Jan 10, 2015 5:51 pm

:think:
...
:eh:
Is this some kind of pun beyond my non-native speaker comprehension?
Warning: do not ask about physics unless you really want to know about physics.
The LT IRC / Alternate link || The REKT Wiki || PUDDING
Image
User avatar
Dinosawer
Admiral
 
Posts: 5436
Joined: Fri May 09, 2014 1:08 pm
Location: Belgium

Re: The Extent of Moddability in Limit Theory

Postby Hyperion » Sat Jan 10, 2015 6:15 pm

Dinosawer wrote::think:
...
:eh:
Is this some kind of pun beyond my non-native speaker comprehension?

:think: Nope, no pun's here... inside joke, quite possibly.

Flatfingers wrote:But characters do exist, even if they're never rendered visibly

Except for that they will have their unique pareidolic style icon.
Image
The traditional view of robotics, the metal servant who doesn't ask questions, is merely nostalgia for slavery.
User: JoshParnell is accountable for this user's actions.
User avatar
Hyperion
Rear Admiral
 
Posts: 1925
Joined: Thu Apr 17, 2014 4:59 pm
Location: Sneaking up on the Jabberwocky

Re: The Extent of Moddability in Limit Theory

Postby Flatfingers » Sat Jan 10, 2015 6:16 pm

Dinosawer wrote::think:
...
:eh:
Is this some kind of pun beyond my non-native speaker comprehension?

It will probably be obvious once it's explained.

I hope.

Because I'm curious, too.

:squirrel:
User avatar
Flatfingers
Vice Admiral
 
Posts: 4396
Joined: Sat Nov 24, 2012 12:45 am

Re: The Extent of Moddability in Limit Theory

Postby Flatfingers » Sat Jan 10, 2015 6:19 pm

Hyperion wrote:
Flatfingers wrote:But characters do exist, even if they're never rendered visibly

Except for that they will have their unique pareidolic style icon.

Which is still just a representation, and not a rendering of an actual person with all the rigging and animation silliness.

But otherwise, yes. ;)

[Must... fix... formatting....]
Last edited by Flatfingers on Sat Jan 10, 2015 7:30 pm, edited 3 times in total.
User avatar
Flatfingers
Vice Admiral
 
Posts: 4396
Joined: Sat Nov 24, 2012 12:45 am

Re: The Extent of Moddability in Limit Theory

Postby Idunno » Sat Jan 10, 2015 6:20 pm

I was typing on an Apple device at the time, so when I went to type 'Personally' I got 'Personality' and I didn't even notice. :oops:
Image
The results of logic, of natural progression? Boring! An expected result? Dull! An obvious next step? Pfui! Where is the fun in that? A dream may soothe, but our nightmares make us run!
User avatar
Idunno
Vice Admiral
 
Posts: 2273
Joined: Mon Mar 24, 2014 8:47 pm

Re: The Extent of Moddability in Limit Theory

Postby Surface Reflection » Sat Jan 10, 2015 6:40 pm

Ok, Thanx. Im in no rush myself and i usually prefer if devs take the time to do it right because its just pointless to release game early since then you still have to wait for all the patches and big fixes and additions for months, while playing in frustrating starts and stops.


Flatfingers:
Josh has also mentioned implementing a light version of crew on larger ships. So it's not just one ship == one person; there's apparently a simple form of crew management in the default game. (Or at least that was mentioned; we won't know for sure until Josh releases a version of LT.)

I don't know if that's enough distinctiveness for people to meet your needs. But LT is more than just robot spaceships, even if that's how it might appear from the videos. There really are characters in the world.


I get that yeah. Didnt know about crew templates but thats all about as i expected. Nah, it doesnt help for my crazy idea. I literally need both full human characters and ships full of stats, almost like characters onto themselves. Tnx anyway.
User avatar
Surface Reflection
Lieutenant
 
Posts: 82
Joined: Sat Jan 10, 2015 10:08 am

PreviousNext

Return to Scripting & Modding



Who is online

Users browsing this forum: No registered users and 2 guests