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  • ✇NekoJonez's Gaming Blog
  • Gamer’s Thoughts: My Palworld wishlistNekoJonez
    Steam store page – Twitter/X – Wikipedia I know that I’m extremely late when it comes to the Palworld hype. Palworld released in early January 2024 and currently, since there aren’t a lot of updates dropping, the hype died out. Yet, the roadmap looks extremely promising. Since this game is still in early access, I’m always hesitant in writing about the game. Since, you never know which mechanics or things will change and evolve during the early access period. Especially since we are curre
     

Gamer’s Thoughts: My Palworld wishlist

Od: NekoJonez
3. Duben 2024 v 17:17

Steam store pageTwitter/XWikipedia

I know that I’m extremely late when it comes to the Palworld hype. Palworld released in early January 2024 and currently, since there aren’t a lot of updates dropping, the hype died out. Yet, the roadmap looks extremely promising. Since this game is still in early access, I’m always hesitant in writing about the game. Since, you never know which mechanics or things will change and evolve during the early access period. Especially since we are currently only at v0.1.5.1. So, I decided to hold off on my first impression/review article for now. But, I wanted to talk about this game. So, here are some things I’d love to see in the full version of Palworld or even in one of the next updates.

First of all, what is a Palworld?

Palworld is a combination of several games, all thrown into one. It’s easy to describe Palworld with saying which games it combines.

Foremost, at its core, it’s a game you can somewhat compare to Ark Survival Evolved. When I first started playing, I noticed the similarities right away. The way how you have a crafting system to build your base, and you have monsters running around you can tame/catch is totally here as well.

I haven’t played a lot of Ark, so I can’t say if this mechanic is also present in Ark… But, the fact you can use your monsters to preform tasks in your base reminded me quite a lot of The Survivalists. A game where you are stranded on an island, and you can train monkeys to preform actions for you. The big difference is that now certain monsters can only preform certain tasks, instead of the monkeys just copying you.

Now, a lot of other articles describe this game as Pokémon with guns. After playing this game, I think that’s a somewhat unfair comparison. When I think Pokémon, I think a journey with gyms and an evil team. I think turn based battles and a big ending tournament as its conclusion. While some Pals share a very similar design language to some Pokémon, most of the mechanics of what makes a Pokémon game aren’t in this game. The other big mechanic is the capture mechanic, but by now this isn’t exclusive to Pokémon games anymore. Especially since we have games like Coromon.

There are also influences of the latest Zelda games. Especially Tears of the Kingdom. There are these huge, strong bosses roaming around on the huge open world map, you can beat at any time. Also, the korok seeds to upgrade your character are also here in the form of effigies and Pal souls to upgrade your monsters.

This game really feels like the developers looked at all the games they liked playing, looked at what worked and threw it all together into one pot and shook it until it all clicked together. The mechanics of this game really click extremely well together. If I didn’t know any better, I wouldn’t be surprised if I said that this was a finished game.

There are some silly bugs here and there and in some spots, this game feels unfinished. But, overall the game we have currently is amazing and if you would enjoy a game like this after reading what I wrote here… Give this game a try. I only told you the most basic things in this game. This game is a survival game with elements from a lot of other games like those I have already mentioned but also Minecraft, Dragon Quest Builders and various others.

Let’s talk improvements

While the game is a lot of fun to play at the moment, there are some things I wish that were improved or updated. While you get a lot of warnings that there are: save corruption bugs, crashes and bugs… Besides sometimes the lighting engine giving up for a moment or the AI of the pals or enemies doing some funky stuff, I haven’t seen too many worrying things.

Take for example this floating rock screenshot here. I have explored roughly half of the map after 35 hours of play, and this was the only floating rock I could find. That’s extremely impressive, especially since if you look at the size of the map… It isn’t small at all. In the future, new islands and area’s will be added so if they deliver them with this kind of quality, I have no complaints.

Well, I do have one recommendation. I’d love to see more landmarks in the map. Currently, almost all the landmarks in the game are based upon the terrain. I’d love to see more villages or ruins of them. I loved finding these things in the Zelda games and letting my mind wonder what happened there. It’s a very difficult balance act, since too many landmarks would make the map feel crowded and limit the amount of possible base locations.

Basically, I’d love more reasons for me to go exploring these regions and get unique rewards. Besides completing the Paldex, there isn’t a lot of reason to go exploring in certain area’s. And when you have set up the right kind of farms and work stations for your pals in your bases, the chance you run out of resources is rather small.

Speaking about bases, currently you can only have three bases. Most likely, this is done to improve the multiplayer performance. Since, the game emulates the three bases in the background, so you can easily have a base close to big ore clusters to farm those while you are working in your other base. If you don’t place a cap on those, it’ll tank the performance of any computer or server. Yet, I’d give the tools to the player to increase the cap. Personally, I think Minecraft has one of the best systems with the game rules. You can almost change anything to your playstyle and even disable or remove caps that are there for performance reasons. You already have quite a lot of toggles and sliders in Palworld, but I’d also expand on that.

Currently, the building system is decent, but it needs a lot of polishing up. The biggest problem I have with the building system are the stairs. It’s a nightmare sometimes to place stairs to go from one to another floor. Also, why can’t we place a full wall next to stairs? Most likely because some pals their hitbox would do some crazy stuff? Also, placing certain items or crafting stations on elevated floors doesn’t always work the best.

On top of that, besides the visual look of the floors, walls and ceilings, what’s the point of being able to unlock stone foundations? As a test, I tried to build a high tower with wood and one with stone. I didn’t find a difference. I’d love to see more meaning to what I unlock. Granted, stone can’t burn down. So, if you have any raids with flamethrower or fire enemies, your base isn’t in danger. But what’s the difference between stone and metal, then?

I honestly think that it’d be a bad idea if PocketPair only created more content and not make the mechanics have more depth. For example, something I’d love to see them implementing in the pal task system is a mechanic I love in Cult of the Lamb. When you welcome a new member in your cult, you can set the main focus of a member there. I’d love to see that you are able to set the main focus per pal. For example, when things are damaged in the base after a raid, you select one pal to go and get the repair kits and repair all damages first before going to do their usual tasks. Or when you have a pal that can do multiple things, and you mostly need that pal to pick up items, you could disable their other abilities. Maybe we need some items for that and those items can be only found in the wild, and we need to hunt for them. That’s an interesting idea to lure players out of their bases.

Dreaming like a madman

There are some UI elements I’d love to see change as well. First, I’d love to have a mini-map. The compass at the top of the screen only shows things in roughly 300m range, and that’s too short. Especially since in some areas the warp spots are spread quite far apart. A mini-map where you can pin certain things like the nearest warp spot would be amazing.

Secondly, in terms of the weapons. I’d love to see their stats before I craft them. Now it’s a guessing game that if I craft a certain weapon, if it’s going to be stronger or better than the one I currently have. It’d also be amazing if the durability is shown outside the inventory as well. There is some space in the UI element at the bottom right, so why not show it?

Now, in terms of the inventory. Sometimes I have issues with combining stacks of items. Sometimes I have to do it twice or thrice before they are combined. This is a rather small things, but outside of those… I don’t have a lot of small quality of life things that I could recommend. Maybe that if you sleep during the day in your bed, you can skip to night if you are hunting the nightlife pals?

Maybe there is one quality of life feature I think would be amazing. Quite often, when I’m hunting the stronger pals, I have my pal instructions set on “Focus on the same enemy”. I think it would have an amazing option if you have a feature where you are able to say to your pal if they are allowed to kill the wild pal or not. Since, if they are dead, you can’t capture them.

There is one attack that is a double-edged sword. In the Pokémon games, you have the self-destruct attack. You also have this one in Palworld, yet, some wild pals with this attack always take it over their other attacks. These bee pals always swarm me and instead of being able to weaken them, so I can catch them, I just get blown up. You barely have a chance to do any damage to weaken them to make capturing possible.

I just remembered one other quality of life feature. You can create saddles, gloves and other things to do special things with your pals. But, why I am allowed to create more than one? I mean, I can only use one of them at a time and they can be interchanged. So, if you make a saddle for a certain bird pal e.g. Helzephyr, that means you can use it on all Helzephyrs you catch.

But the biggest quality of life feature PocketPair could add is a mini-map inside caves/dungeons. The times I almost got lost in these caves is insane. Especially since there are only a handful of rooms in these and it’s easy to get turned around and confused.

Now, to completely change the subject… I wish there was more music in the game. The soundtrack in this game is amazing. Sadly, there isn’t enough in the game at the moment, so there are some silent moments. A little bit more ambient tracks would go a really long way in this game.

But, I saved one of my biggest things for last. That is inventory management. This is a total pain in bases. Since pals can put things inside chests, you can forget organisation. Thankfully, while crafting, the game pulls from all resources in your base, but if you need a certain item to use at another base, have fun to go searching through all your chests. What I usually do, if I can, is start crafting an item with the one I want to move and then cancel it. Since it drops the resources then and there. Now, how to solve this without breaking the game and the idea that pals can put things in chests? What if you have a new skill that pals can have? An organisation skill and depending on the level, they either put red things with red things or make a weapons chest and come to complain to you when there aren’t enough chests for their organisation?

If your base is fully set up, the proper of a lack of depth starts to show as well. When you build your base, why should you return to it besides needing to craft or repair your weapons? Give us some activities we can do in our base when we build them. I mean come on, we even have the amusement furniture set. If only we could play some mini-games with our pals to increase their sanity for example? Since currently, there is not a lot you can do when a pal is stressed.

Of course, a certain balance needs to be maintained. The more things a pal can interact with, the more chance you have to create lag or overwhelm the player. Also, the more depth you create, the more things you have to maintain and maybe that’s not the type of game that PocketPair wants to create. How I currently see Palworld is a playground sandbox in the schoolyard. It’s an amazing playground where you can make your own fun but it’s only part of the schoolyard and only has a swing, some monkey bars, a climb rack, a small castle and a slide. It’s all solid built and amazing to spend your time in… But, then you notice the potential this sandbox has to grow. What if we enlarged that sandbox with another castle, so the multiplayer can be player vs player as well? Or wait, why don’t we add an underground to that sandbox?

All I’m saying is that currently Palworld has an amazing foundation. The biggest issue at the moment is that the game lacks depth. While the current roadmap has a lot of expansions and more content, I hope PocketPair doesn’t forget to also make it more than just surface level. For example, imagne that the raid bosses can be captured and barely have an unique skills. Why should the player do the raids then? What reward do you get out of it? Not all mechanics can be fun because they are enjoyable to do. Players will get bored and they will look for a way to spice things up or to challenge themselves.

Now what that said, I’m going to close off this article. I’m quite excited for the future of Palworld and I’m going to wait a few more updates before I decide to write a review on the game. But overall, I’m really liking what I see. The basis of an amazing title is here already and I think we are going to get an even better game when this comes out of early access. Let’s wait and see what happens when the first big updates drop. Especially the raid bosses that got teased a few weeks ago.

Thank you so much for reading this article and I hope you enjoyed reading it as much as I enjoyed writing it. What do you think of PalWorld and what should be added or changed? Let me know in the comment section down below. Also, what do you think of my idea’s? I’m curious, feel free to leave a comment about that one to. But, I also hope to welcome you in another article but until then, have a great rest of your day and take care.

  • ✇Recent Questions - Game Development Stack Exchange
  • Database Design of loot tablesTdude179
    Apologies for the length, I'm currently struggling to model a recursive loot table system in a PostgreSQL database for my game. Meaning, I want to have a main loot table, and then add sub-loot tables as needed. These could be themed tables or just tables of like items. I'd like to be able to add sub-tables several levels down the tree. At the moment, I have a working system that does not use a recursive approach, but would like to update it to allow for sub-tables. This is the SQL for my Loot ta
     

Database Design of loot tables

Apologies for the length, I'm currently struggling to model a recursive loot table system in a PostgreSQL database for my game. Meaning, I want to have a main loot table, and then add sub-loot tables as needed. These could be themed tables or just tables of like items. I'd like to be able to add sub-tables several levels down the tree. At the moment, I have a working system that does not use a recursive approach, but would like to update it to allow for sub-tables.

This is the SQL for my Loot table:

CREATE TABLE LootTable (
    TableID SERIAL PRIMARY KEY,
    TableName VARCHAR(50) NOT NULL UNIQUE,
    AmountOfDrops INTEGER DEFAULT 1
);

This is the table for loot table contents:

CREATE TABLE LootTableObject (
    ItemID INTEGER REFERENCES Items(ItemID) ON DELETE CASCADE ON UPDATE CASCADE,
    TableID INTEGER REFERENCES LootTable(TableID) ON DELETE CASCADE ON UPDATE CASCADE,
    Probability DECIMAL(10, 4) DEFAULT 1 NOT NULL,
    IsUnique BOOLEAN NOT NULL DEFAULT false,
    DropsAlways BOOLEAN NOT NULL DEFAULT false,
    IsEnabled BOOLEAN NOT NULL DEFAULT true,
    DropAmountMin INTEGER DEFAULT 1,
    DropAmountMax INTEGER DEFAULT 1,

    PRIMARY KEY (ItemID, TableID)
);

As stated, these tables work in a non-recursive sense at the moment. I have a system that will query all LootTableObjects of a certain TableID (Each TableID represents a different monster's drop table). It adds any drops marked dropsAlways. Then adds up all probabilities, chooses a random number, and uses that to choose a regular drop. It loops again for however many drops the table says are to drop.

The problem I'm running into is how to conceptually model a database that would allow for sub loot tables. As an example, here is what I am trying to model:

A loot table would look like this:

LootTableObjects, amountOfDrops: 2
-----------------
Coins, Probability: 1
Health Potion, Probability: 1
Rare Drops Sub Table, Probability: 1

And the Rare Drops Sub Table would look like:

Rare Drops, amountOfDrops: 1
-----------
Steel Sword, Probability: 1
Steel Warhammer, Probability: 1
Steel Scimitar, Probability: 1

Therefore, if the sub-table was hit during loot determination, it would pick one of the 3 items in that table.

A sub table should have the exact same attributes as both the LootTableObject and LootTable. As in, I want the sub tables to have a certain chance to drop, and a certain amount of items that will drop when the table is selected, as well as if it drops always, or is unique (can drop only once during loot determination).

How would I change the LootTable & LootTableObject tables to account for these subtables? I'm more concerned with the concept of how this is done, rather than the exact SQL to make it work.

  • ✇Recent Questions - Game Development Stack Exchange
  • How to store an ability mechanic?13ackspace
    I'm working on a project which is a collectable card game, where cards gonna have very different abilities, for example as in Hearthstone - one card kills another card, another gives mana, another deals damage, another gives additonal damage, another doubles it's damage, so those are completely different abilites. But I don't know where and how to store these abilites. How is it made? I think it's not possible to store this information in the DB. Or is it?
     

How to store an ability mechanic?

I'm working on a project which is a collectable card game, where cards gonna have very different abilities, for example as in Hearthstone - one card kills another card, another gives mana, another deals damage, another gives additonal damage, another doubles it's damage, so those are completely different abilites. But I don't know where and how to store these abilites. How is it made? I think it's not possible to store this information in the DB. Or is it?

  • ✇Twinfinite
  • Top 4 Best Estate Bases in NightingaleKristina Ebanez
    Player-created builds have always been the staple of survival games, from Minecraft to Palworld. Now, Inflexion Games showcases its own spin on customization through Realm cards, providing different recipes based on your biome. So, to show off these designs, here are the best Estate bases in Nightingale. Stave House Image Source: Inflexion Games via Kiitarie YouTuber Kiitarie has taken advantage of the Stave material recipes to create this lovely build. It almost feels like it is stra
     

Top 4 Best Estate Bases in Nightingale

21. Únor 2024 v 23:30

Player-created builds have always been the staple of survival games, from Minecraft to Palworld. Now, Inflexion Games showcases its own spin on customization through Realm cards, providing different recipes based on your biome. So, to show off these designs, here are the best Estate bases in Nightingale.

Stave House

Stave House Design in Nightingale
Image Source: Inflexion Games via Kiitarie

YouTuber Kiitarie has taken advantage of the Stave material recipes to create this lovely build. It almost feels like it is straight out of a Sims 4 gallery, with the added bonus of being right at the cliff’s edge. On top of the creative exterior design, the interior proves just as welcoming.

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