Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - turtlies

Pages: 1 ... 5 6 [7] 8 9 ... 57
61
Game Suggestions & Ideas / Re: Give me your biggest/craziest idea
« on: August 15, 2019, 07:03:14 pm »
Game-changing? Add human models. :)

More realistically, I second the weather and volcano/earthquake/etc. ideas. Interactable objects/features in maps would be sweet: like clicking on signs to expand and show text, being able to activate a particle by clicking on it, stuff like that.

62
Forum Polls / Re: Anonymous Community Survey: Forum Feedback & Ideas
« on: August 14, 2019, 04:52:31 am »
yesssssss

Filled it out! I think the general consensus is more that the visuals aren't great, but the functionality seems to be fine.

63
Screenshots / Re: Mod Progress: NEW & TASTY!
« on: August 12, 2019, 12:16:42 am »
I've gushed a bit on Discord, but man your progress so far is incredible! Such a huge change from the default FH. I appreciate all the work you're putting into this!

64
Discussion Board / Re: Cursed Images
« on: August 10, 2019, 03:00:51 am »










i hoard cat pics

65
Bump! We're looking for new members to join the packs so we can get a plot up and running! Feel free to join and peek around or ask Wyldercat or myself if you have any questions!

66
Thank you guys for the feedback! I've removed the Wipe Chat and Press Button to Start Typing ideas, as I see they're already possible!

67
Now that we have the source code and more updates seem to be on the horizon, I'd like to throw out a list of some smaller (...mostly) ideas I'd love to see in game. Yeah new models would be cool and all, but I'd like to focus on the quality of life updates and any common bugs that could fixing. A couple of the ideas are a bit bigger, but I figured I'd tack them on anyways.

Of course, not all of these are urgent nor necessary features. I'm not a coder of any sort, so I could be deeply underestimating how difficult some of these features would be to implement. However, I want to get the ideas out there for discussion---even if they wouldn't ever show up for years.

And, of course, I appreciate all the work you're doin' xSpirit! <3




Chatbox

Allow clicking of links/implementation of links
Been discussed on other threads already. Maybe posting links could be a mod-only privilege. At the very least, links that are in bios (usually pointing toward preset downloads or group sites) should be clickable. I do see a lot of flaws in having links, but also, it’s a pretty standard feature in other MMOs.

Allow copy and paste capabilities
Yeah, it has the capability to be abused, as do most things. Maybe something to leave only to bios?

Misc

New loading screen tips
New tips that appear at the bottom of the loading screen. Could be actually informational, more cute little quips, trivia, some vague hints? Some ideas (feel free to throw some out there! I’m not as creative):
~ Visit Feral-Heart.com to stay up to date on the latest news and events!
~ Make sure to give that login page a refresh once in a while...
~ Some say there may be a hidden place buried in the sands of Kiwimbi Beach…
~ Did you know: You can create custom presets for your characters!
~ Fun fact: Feralheart was released in January 2011! (I don’t know the actual start date but you get the idea)
~ Some sort of hint to allude to projects or ideas for future updates, “Hey! What’s that island over the horizon…? Looks like you can’t visit there, yet...”


Loading screens pertain to map you’re visiting?
Kinda like the randomization, but I’ll throw out the idea.

More loading screens in general
More playful ones, styles akin to the old forum banners? An excuse to hold another contest maybe…? ;)

Do not show portal names while in F3 mode
If your character is standing near a portal and the name shows up at the top, it remains even while halfway across the map in F3 mode. It should disappear when at the same point it would disappear in normal camera mode.

Folder for Heightmaps
This is simple enough it could have been done without the source code. I even did it for my own files. Basically, just literally make a new folder that heightmaps are supposed to go into. Add it's location to the resources.cfg so it's recognized. Easy enough. I just love some more organization rather than heightmaps just being saved wherever--there doesn't seem to be a clear specified location. Though maybe I'm just missing something, I used to save all my heightmaps in the Watermill folder, some people save them in the map's folder, others just have them floating 'round in the terrains folder.

Character Creation

Allow organization of character order
However the order of your characters is decided when you enter the game is an absolute mystery to me. There should either be a more set and obvious way characters are ordered (alphabetically, by creation date, etc) or it should be an option to set the order yourself. For example, I would want my most commonly used character to be the first character I see when I enter the character selection screen.

Extend marking limit
Markings re-cycle after 255 markings I believe. Extend the limit. Simple enough idea.

Allow organizational tabs for markings + items
Trying to find the perfect marking or item is an absolute pain. There should be some more organization to it. For items, maybe separation by body part (ie Head Items, Paw Items, Tail Items, etc.). Markings are trickier, though I do think they could be assigned to different groups in some way, like "natural markings", "scar markings", "spot markings", etc. Or, even just two categories: official and default markings, and custom and player-made markings.

Items own tab
Items are incredibly popular. Equip cannot be modded atm yet take up the same box space as items if you don't have the mod to increase the box space. I feel that due to their popularity, items should be moved to their own separate tab (like the I, II, III, IV, and V tabs). This gives the scroll box more space and shows more items.

Allow separate color options
Hue, saturation, greyscale, HEX CODES. Stuff like that.

Ability to press Tab to switch between the RGB number input boxes
Self-explanatory.

Color Options Placement Change
Hopefully you'll understand what I mean: When you enter the fifth tab to change the color of different body parts, the order goes Pelt, Underfur, Eyes, etc. A couple of the ordering for these should be changed, though. Head Marking should be immediately followed by Body Marking and Tail Markings. Mane and Tuft should be next to each other as well, maybe Tail Tip too.

More color customizing options
A couple of things I believe could have the color of changed:
~ Inner ear
~ Tongue/Mouth
~ Paw Pads
~ Sclera (whites of the eyes)
~ MAYBE pupil color
I do see in some of the new material files that it looks like toe and inner ear colors could be a possibility in the future...


Separation of Teeth/Mouth and Eyes
I’m not an expert on UV stuff, so I’m not sure if this is possible without screwing up a load of files. However, having eyes and mouth be separate for materials and such would allow for some cleaner mods, particularly with shading mods. Trying to make mods with glowing eyes that are effected by the environment makes the eyes look real good--until you open your mouth and your teeth are blindingly white. This is a bit of a niche problem so hopefully this makes some sense.

Map Maker

Snap to/Grid mode
This is more of a full on big idea than a tweak, but I never see this mentioned. A grid mode that would allow more precise placement or help out in planning features. Objects could then "snap to" this grid.

Caves/Tunnels/Underground/etc.
Not sure if possible with the engine or not. But boy would some land sculpting tools to allow arches and caves and tunnels without using a mismatched mesh be awesome.

Allow updates to terrain masks just like heightmaps
While in map maker, if I notice something off in the heightmap, I can go back to my art program, edit the mistake, and resave the file. All I need to do in-game is re-enter the name or just press enter again, and the heightmap immediately updates to the newest edit. Heck, I've even changed the name of files while having the program open and it's recognized them without requiring a reload. However, this same thing doesn't apply to terrain masks for some reason. In order to edit the terrain mask, it requires a full reload to show the latest edit. Basically... they should be able to update too.

Lock while randomized cloning
Ex. being able to lock the x/y/z planes to stop scaling in one direction, or to lock all three planes to only have the pitch/yaw/roll change, or vice versa

Change pitch/yaw/roll directly with numbers
Not sure exactly what kinda units or whatever these things are in, angles/degrees maybe? But it's annoying to try and be precise with just the arrow keys.

Fix glitching of heightmap when testing map [BUG]
This occurs when you test a map and exit back to the map maker. The heightmap will be permanently zoomed in instead of showing the entire map until the next reload.

More portal updates
~ Ability to lay horizontally
~ Allow different textures like a mesh---not by replacing the texture file for all of them (hope this makes sense: basically so people can make custom portals for their maps without needing an actual texture mod. Could work pretty similar to how water textures work.)


Water Rotation
Be able to rotate the flat water planes in map maker.

Shaped water on a plane when making New Water
Basically, when making a new water in Map Maker, you should have more options than just the flat square. So... pretty much just give the option of flat circular water pls. Talking about the function in Map Maker, not meshes.



Whew, I think that's all I have for now! If I managed to be a stupid dum dum and one of these actually IS a feature in-game, let me know! Also, since I'm not the best at explaining, if you want me to clarify any of these, I certainly can, or make a little mock-up to show what I mean!

Otherwise, I'd love to know any thoughts you have on these. As with any feature, none of them are perfect or without flaws, and I don't know the limits of the game or the game engine or anything like that. Hopefully some of these can inspire some other ideas or new features, though!

68
Not too familiar with how the old report button functioned, but if there would be a way to report users in-game, might save some hassle. I feel like there should be some sort of option built-in to the chat to report specific messages and provide an exact spot in the chat log. Screenshots can sometimes be unreliable, so having a direct message reported helps provide proof and the name of the rulebreaker (screenshots can be unreliable in that regard, since there are some glitches out there to make it seem like someone else is saying something without them actually saying it).

There'd need to be a lot of consideration put into how a report button would function, since however it worked last time obviously didn't seem to do the job. I support the return of the report button in some way, though it's gotta be certain it'll be functional and useful instead of a hassle.

69
Discussion Board / Re: Favorite movie(s)?
« on: August 06, 2019, 10:45:25 pm »
I'm a basic furry and absolutely love the Lion King. Simple enough answer from me ;P

70
Forum Games / Re: Random Info About You
« on: August 06, 2019, 10:06:34 pm »
I have a bunch of succulents on my shelf. They're neat.

Pages: 1 ... 5 6 [7] 8 9 ... 57