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Re: The Extent of Moddability in Limit Theory

Posted: Sat Jan 10, 2015 2:11 pm
by Cornflakes_91
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: )

Re: The Extent of Moddability in Limit Theory

Posted: Sat Jan 10, 2015 2:14 pm
by Surface Reflection
Good, because thats really an inane rule otherwise. Never could figure out whats the point of that.

- i mean necromancy.

Re: The Extent of Moddability in Limit Theory

Posted: Sat Jan 10, 2015 3:38 pm
by Gazz
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. =)

Re: The Extent of Moddability in Limit Theory

Posted: Sat Jan 10, 2015 3:54 pm
by Surface Reflection
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?

Re: The Extent of Moddability in Limit Theory

Posted: Sat Jan 10, 2015 3:57 pm
by Dinosawer
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.

Re: The Extent of Moddability in Limit Theory

Posted: Sat Jan 10, 2015 4:16 pm
by Gazz
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.

Re: The Extent of Moddability in Limit Theory

Posted: Sat Jan 10, 2015 4:18 pm
by Scytale
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.

Re: The Extent of Moddability in Limit Theory

Posted: Sat Jan 10, 2015 5:39 pm
by Flatfingers
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.

Re: The Extent of Moddability in Limit Theory

Posted: Sat Jan 10, 2015 5:43 pm
by Idunno
Flatfingers wrote: (I would tweak some of these, personally, but they're what Josh showed.)
Goddammit autocorrect! :evil:

Re: The Extent of Moddability in Limit Theory

Posted: Sat Jan 10, 2015 5:51 pm
by Dinosawer
:think:
...
:eh:
Is this some kind of pun beyond my non-native speaker comprehension?

Re: The Extent of Moddability in Limit Theory

Posted: Sat Jan 10, 2015 6:15 pm
by Hyperion
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.

Re: The Extent of Moddability in Limit Theory

Posted: Sat Jan 10, 2015 6:16 pm
by Flatfingers
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:

Re: The Extent of Moddability in Limit Theory

Posted: Sat Jan 10, 2015 6:19 pm
by Flatfingers
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....]

Re: The Extent of Moddability in Limit Theory

Posted: Sat Jan 10, 2015 6:20 pm
by Idunno
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:

Re: The Extent of Moddability in Limit Theory

Posted: Sat Jan 10, 2015 6:40 pm
by Surface Reflection
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.