Suggestions for Realistic Clay Mechanics

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Suggestions for Realistic Clay Mechanics

Postby honrai » Thu Aug 29, 2024 10:39 am

Wishes

Hello, dear game developer! I want to thank you for the years you’ve spent developing my favorite game. My friend and I joined during its early stages. It was amazing to dive into the hardcore survival world before there was a comprehensive encyclopedia of resources. Things are quite different now, but that touch of nostalgia still remains, which keeps me coming back to the game again and again!

My friend is no longer with us, and playing alone has become a bit dull. So with the upcoming wipe, I'll try to find some people to join in a village, or even better, a city. I’d love to be a guard or a farmer—someone who gets things done.

Regarding shortcomings or new features: I'm a craftsman in real life, and I was really captivated by the level of detail in your game. On one hand, it makes the gameplay more challenging for beginners, but on the other, it adds depth with many role-playing possibilities. However, over the years, I’ve been waiting for one specific aspect that seems to have been overlooked.

Proposal

After crafting a clay item, you need to let it dry before putting it into the kiln. The item changes color as the water evaporates, and this process takes time. I would like to see this drying time implemented before the item can be placed in the kiln. This would be especially noticeable at the start of a new world when everyone in a hurry to quickly build structures for further growth. This applies not only to pottery items like jugs but also to brickmaking.

Additionally, there should be a chance that items might get damaged or break (crack) during firing. This could impact the balance when constructing the first buildings with bricks. I would suggest adding grog (which is fired and ground clay) to the clay to increase the plasticity and durability of the items, as I would do in real life, but I think that might unnecessarily complicate an already complex game system. Alternatively, you could add sand, as it is already in a dust-like form.

But if you want to make the system more complex and interesting, like in real life, I would suggest adding different plate-like components to different types of clay. For regular brown clay, you could add sand, and for blue or other types of clay, for example, you could add grog. But these are just a few examples; in real life, there are many more components!

At the very least, consider adding a drying stage for clay items.

Thank you once again for all the work you've done over these 10 years; this is still my favorite game!
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Re: Suggestions for Realistic Clay Mechanics

Postby Dawidio123 » Thu Aug 29, 2024 12:34 pm

Bro, with all due respect and love, shut up.
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Re: Suggestions for Realistic Clay Mechanics

Postby terechgracz » Thu Aug 29, 2024 12:38 pm

Proposal: Enhancing Realism in Social Interactions within Our Simulation Game

Introduction:
Our simulation game aims to be an exact replica of the real world, offering an unparalleled level of realism. The core idea behind the game is not just entertainment but a groundbreaking social-psychological experiment. The game's mechanics are designed to simulate real-world interactions as closely as possible, under the careful observation of the world’s leading psychologists and philosophers. Every ethical component has been meticulously considered, ensuring that the game remains a safe space for all participants.

Current Limitations in Social Interactions:
One significant critique we've received is that social interactions within the game lack the full spectrum of reality. For example, there are severe restrictions on actions like enslavement and rape. While these are indeed abhorrent actions in real life, their exclusion in a game that seeks to mirror the real world creates a discrepancy between the simulated environment and reality. This gap may limit the game's potential to explore the full depth of human behavior, which is crucial for the experiment’s goals.

Proposal for Enhanced Realism:

1. Introduction of Ethical Dilemmas:
- Rather than outright banning actions like rape and enslavement, we propose introducing these elements in a controlled, ethical manner. This could involve scenarios where players face the moral and legal consequences of such actions within the game, mirroring real-life systems of justice.
- These scenarios can be educational, helping players understand the gravity and consequences of such actions, both legally and socially.

2. Advanced AI and NPC Reactions:
- To make interactions more realistic, NPCs and AI within the game should be programmed to react as real individuals would. This includes a wide range of emotional responses, long-term psychological effects, and the ability to seek justice within the game world.
- This approach can help simulate real-world consequences and offer deeper insights into human behavior under extreme circumstances.

3. Real-Time Monitoring and Intervention:
- Since the game is a social-psychological experiment, all actions and interactions would be monitored in real-time by a team of experts. These professionals could intervene if a player’s behavior crosses ethical lines or if it negatively affects other players’ experiences.
- This monitoring would allow for immediate adjustments, ensuring the game remains a safe and educational space while still offering a high degree of realism.

4. Educational and Reflective Components:
- After participating in certain morally challenging scenarios, players could be offered reflective sessions where they discuss their actions with AI counselors or other players. These sessions would focus on understanding the consequences and the ethical considerations of their in-game behavior.
- This educational aspect would provide a unique learning experience, making players more aware of the complexities of social interactions in the real world.

Conclusion:
Our proposal aims to push the boundaries of realism within our simulation game by introducing complex social interactions that reflect the full spectrum of human behavior. By carefully integrating ethical oversight and educational elements, we can ensure that these features serve to deepen the player’s understanding of real-world social dynamics rather than simply providing shock value.

This approach aligns with the game’s overall mission as a social-psychological experiment and provides a richer, more immersive experience for players. We welcome feedback and discussions on how best to implement these ideas while maintaining the ethical integrity of the game.
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Re: Suggestions for Realistic Clay Mechanics

Postby Shitten_DuPants » Thu Aug 29, 2024 4:13 pm

Adding realistic clay mechanics to a sandbox video game involves integrating a system that simulates the physical properties of clay, including its interaction with forces, tools, and environmental conditions. Here's a comprehensive approach to implementing such mechanics:

1. Define Clay Properties: Begin by establishing the fundamental properties of clay, which include plasticity, malleability, and drying behavior. In-game clay should be able to deform under various forces (e.g., pressure, pulling, and stretching) and maintain its shape until modified by external forces or tools. You also need to account for drying effects where clay becomes harder and less malleable over time.

2. Implement Realistic Deformation: To simulate clay’s deformation, use a deformable mesh system in your game engine. Unlike rigid bodies, which have fixed shapes, deformable meshes can bend, stretch, and compress. You can employ techniques such as:

Vertex Manipulation: Adjust the vertices of the mesh based on user input or external forces to simulate clay’s deformation. This approach can be computationally expensive but provides high detail.
Physics-Based Deformation: Utilize a physics engine that supports soft-body dynamics. This method involves simulating the forces applied to the clay and how these forces affect its shape. Soft-body physics engines like NVIDIA’s Flex or the Bullet Physics Engine can handle such simulations efficiently.
3. Tools and Interaction: Clay mechanics in a sandbox game should include various tools (e.g., sculpting tools, rollers, and stamps). Each tool should interact with the clay in a way that mimics real-world behavior:

Sculpting Tools: Implement tools that can push, pull, or carve the clay. The effect of each tool should be based on parameters such as pressure applied, tool shape, and speed.
Stamping and Imprinting: Tools that stamp or imprint textures should affect the surface of the clay, creating realistic patterns and indentations.
4. Environmental Factors: Incorporate environmental factors that affect the clay’s behavior. For instance:

Moisture Levels: Clay should become softer and more pliable when wet and harder as it dries. Implement a system where clay's properties change over time based on moisture levels and environmental conditions.
Temperature Effects: Temperature can influence clay’s consistency. For instance, heat might dry out clay, while cold could make it more brittle.
5. User Interface and Feedback: Provide players with clear feedback about how their actions affect the clay. Use visual indicators such as color changes or texture alterations to show how the clay is responding. Additionally, implement haptic feedback if the game supports it, so players can "feel" the clay’s texture and resistance through their controllers.

6. Optimization and Performance: Realistic clay simulation can be demanding on hardware. Optimize your system to balance visual fidelity and performance. Techniques include:

Level of Detail (LOD) Adjustments: Simplify the mesh and physics calculations for distant objects or less critical areas.
Efficient Resource Management: Use efficient data structures and algorithms to handle real-time deformation and interaction.
7. Testing and Refinement: Test the clay mechanics extensively to ensure they behave as expected. Gather feedback from players to refine the interactions and adjust parameters for a more realistic and enjoyable experience.

By integrating these components, you can create a sandbox game with realistic clay mechanics that provide an immersive and engaging experience for players, reflecting the complex and interactive nature of working with clay.
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Re: Suggestions for Realistic Clay Mechanics

Postby terechgracz » Thu Aug 29, 2024 5:51 pm

Well, isn't this a bit over the top for a sandbox game? I mean, do we really need to go this far to simulate clay in a video game? It's just a game, not a claymation studio. Adding this level of complexity sounds like a recipe for a laggy, bloated mess that only a supercomputer could run smoothly.

Not to mention, who's actually asking for "realistic clay mechanics" in their sandbox games? People play these games to relax and have fun, not to study the physics of pottery. Simpler, more abstract mechanics would be more than sufficient for 99% of players. This obsession with realism in gaming is getting out of hand. Why can't we just enjoy games for what they are—entertainment, not some hyper-realistic simulation of the real world?

Robben, let's get real here. The idea of Jorb and Loftar adopting gay boys is pretty far-fetched, not just because of the fact they're not in a formal marriage, but because this whole scenario seems more like something out of a bizarre fantasy than anything grounded in reality. Adoption is a serious legal and moral responsibility, and it's not something to be thrown around casually, especially when the situation doesn't even make sense on the most basic level.

First off, the legal system typically requires that adoptive parents be in a stable, formal relationship, usually a marriage, to provide a secure environment for the child. It's not about the sexual orientation of the child or the parents; it's about providing a stable home. Jorb and Loftar, as far as I know, are game developers, not a couple with the legal standing or perhaps even the interest in adopting children.

Second, the whole idea seems a bit disrespectful to the real process and challenges of adoption. There are many children in need of loving homes, and reducing the process to some oddball scenario based on loose assumptions about their relationship status or intentions just doesn't hold water. Adopting a child—gay, straight, or otherwise—requires a deep commitment, careful consideration, and most importantly, the best interests of the child at heart. Let's not turn it into something it’s not.
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Re: Suggestions for Realistic Clay Mechanics

Postby vatas » Fri Aug 30, 2024 6:28 am

TLDR: realism doesn't automatically make the game better, in fact it can just make it unbearably tedious.
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Re: Suggestions for Realistic Clay Mechanics

Postby meabeab » Fri Aug 30, 2024 8:30 am

*mixes a whole brick into fine china and a lump of dirt from river* we have grog at home.
Only way to expand clay craft tree and to implement grog is to force Jorb to watch Primitive Technology YT Channel. That's how we got coade stone.


Regarding ceramics, personally i wish for glazed tiles.
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Preliminary idea is to have an ability to craft and lay (just like paving) a tile with a custom sketch image. So we could have more fancy floorings and pavings with arbitrary pictures. And it should require bone clay of course.
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Re: Suggestions for Realistic Clay Mechanics

Postby grumgrumganoe » Fri Aug 30, 2024 12:53 pm

vatas wrote:TLDR: realism doesn't automatically make the game better, in fact it can just make it unbearably tedious.

lmfao tell that to jorb
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Re: Suggestions for Realistic Clay Mechanics

Postby honrai » Sat Aug 31, 2024 7:42 am

The metal system is quite realistic; when smelting, not all pieces of ore turn into metal bars, and there's even slag. However, when firing clay products, they somehow magically remain whole and unbroken 100% of the time. I kindly ask you to consider this suggestion. Thank you :!:
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Re: Suggestions for Realistic Clay Mechanics

Postby dafels » Sat Aug 31, 2024 11:09 am

Clay is cool
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