Robert Rohrer

141 posts

Robert Rohrer

Robert Rohrer

@robertmrohrer

Gamer, Repair tech wizard

Seattle, WA Katılım Haziran 2016
33 Takip Edilen4 Takipçiler
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Robert Rohrer
Robert Rohrer@robertmrohrer·
@Simon_Hypixel every time I see the biomes/ worlds images I love to imagine all the materials that are going to be available and how they might act, has there been any ideas for a parametric crafting system where weapons can have benefits based off materials and are changed visually too? would be an amazing thing to have as base game to allow for amazing expansions, in MC when a mod adds spears it needs a patch to use mod materials so if the game did crafting parametrically I feel like it would be easier for auto compatability as modifiers, teirs could be assigned instead. Also given the time since hytale was announced and given whatever codebase it runs on any plans for high level graphics ESPECIALLY Level of detail or LODs like DH or voxy mods for MC I feel like seeing farther brings exploring to a new Hight that completely enhances how you see the world having something like a caching system for chunks or greedy meshing would be amazing
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Robert Rohrer
Robert Rohrer@robertmrohrer·
@Jeshthalion @slikey or at the very least make it moddable so that we can pick and choose based off our use case since that seems like the plan for hytale anyways for us to modify what we need to in alot of cases I dont see why letting us set it a little higher stops yall from doing your thing
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Jeshthalion
Jeshthalion@Jeshthalion·
@slikey @robertmrohrer It looks like the game is built with cubic chunks in mind, is it that unfeasabile to get cubic chunks working in the mid-term? I'd personally love to have an infinite y axis as I'd love to have the ability to just keep digging down... and down... and down... or for high skylands
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Robert Rohrer
Robert Rohrer@robertmrohrer·
@slikey is there any chance we can get news on chunk saving update/ any news on increasing the hight limit past 320 just 512 would be a huge improvement -RR
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Robert Rohrer
Robert Rohrer@robertmrohrer·
@Canion08 has there been any news on a Hight limit increase?
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DeepCanionStudio
DeepCanionStudio@Canion08·
Improved generations of the rivers there's a lot more detail and the water is actually inside the river instead of just being painted on top the mountains look wierd cause they're not set up for the new continent system (also height limit) #Hytale #HytaleModding
DeepCanionStudio tweet mediaDeepCanionStudio tweet mediaDeepCanionStudio tweet media
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Robert Rohrer
Robert Rohrer@robertmrohrer·
@Simon_Hypixel @Canion08 @Simon_Hypixel @slikey have you guys put in any more into the chunk loading and saving process really hopping to be able to make worlds taller then 320 blocks atm and also any chance of making that mod-able was told by a coder in my project that its not modable
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Simon
Simon@Simon_Hypixel·
Seeing artists learn and create with world gen V2 is incredible; the vision from many years ago is becoming a reality. All of this with no code, just a node editor that can be learned by anyone in just a few days. What I envision for Hytale's world generation is to maintain that sense of wonder and exploration from start to finish. Wherever you go, it should feel handcrafted, mysterious, and yet infinitely generated; never the same experience. Every time you play Hytale, it should feel like a new journey, refresh that sense of wonder and exploration. We are very different than other block games; we want to push you to explore, and we will give you the right tools to do it. Artists are now in control of the worlds being created, and I couldn't be more excited about the future. As this is a very high focus for adventure mode, I will be hiring 15 World Designers in the coming months. Starting salary is between 80k and 100k USD. This is a long-term work; we are going to make more than Orbis, we are going to create many worlds in the years to come. We need hundreds of biomes, each with handcrafted prefabs and much more. This is very ambitious work, but rest assured, players will be able to visit some of what is in progress in future updates via the Gateways and other special events!
Gioba@gioba_art

Tried making a floating cliff beach biome the only problem is the dark shadows that the floating islands cast, not sure if there's a solution for that #HytaleModding #Hytale

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Robert Rohrer
Robert Rohrer@robertmrohrer·
@ThomasFrick is this coming out today? also any chance of some concrete BB info for us modelers I need scales and refrences XD
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Thomas Frick
Thomas Frick@ThomasFrick·
Sitting in front of a wip document atm...and the title says "Art Blogpost" #Hytale
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Robert Rohrer
Robert Rohrer@robertmrohrer·
@ThomasFrick @Simon_Hypixel @slikey Is there anyway while we wait for the BB plugin we can at least get an example model or 2 of like a chair and a sword that we have already seen in gameplay? finding that making stuff to scale is hard just learned today that I cant always use power of 2 in BB since it makes width always even and some of your models are 3 pixels wide eg the iron sword im having to Pixel count blurry SS of things and now I have to redo some textures and UVs 😢
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Slikey
Slikey@slikey·
@oskarJBcs @PlazmaFoxGamin @Simon_Hypixel That's why we target OpenGL 4.1 at the moment. Apple deprecated support but didn't drop it. So we have MacOS support without having to do the heavy lifting of going Metal / MoltenVK yet.
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Plazma
Plazma@PlazmaFoxGamin·
Hey @slikey & @Simon_Hypixel, if steam completes enough work with their Fex translation layer would you consider using steam to reach the mobile or ARM userbase instead of doing a native port for every platform?* *Aside console based on walled garden infrastructure
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Robert Rohrer
Robert Rohrer@robertmrohrer·
@slikey @Simon_Hypixel hey genuine question im actively working on a project getting a larger team and its come up and im already observing this in some of the projects starting up, how are you guys gonna mitigate walled garden of mods or only doing paid mods we are releasing our mod for free but im already seeing alot of content that will be exclusive to servers if modding isnt as available as it was with minecraft or skyrim before bethesda got involved it may kill the modding community for this game or at least sevearly dampen the mood of the game logging in day one to a walled garden would be a pretty bad taste Personaly I feel a mandated free mod with incentives to partner with hosting or self hosted server where they can collect money or get donations would be Ideal Im saying this as a mod dev not as a user I have conerns about over monitization
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Robert Rohrer
Robert Rohrer@robertmrohrer·
I definitely like options 2 as well if numbers show that a prompt has good metrics then I'm sure my team will like the ability to make money while still maintaining the option for 0 cost to be valid insure our mod is always free that would be perfect to me We also plan on setting up patreons but as an optional thing that doesn't not limit mod access I'm glad to hear that your thoughts process is more towards the free side as I agree it has led to healthier mod community
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Slikey
Slikey@slikey·
We are not controlling the modding space and distribution. So at launch, there can't really be a walled garden. I think especially initially it won't be a problem as everyone is still learning and working together. We have talked a lot with modders over the past few weeks and there seems to be a sentiment that there are 2 approaches to mods: (1) Mod Assets and (2) Mods for Players. (1) Is basically an asset marketplace like Fab.com etc. This is pretty much entirely outside of our control and we don't have any plans around that at the moment. (2) Mods for Players generally have multiple options aswell. There are (I) Free Mods, (II) Donation / Humble Bundle / Itch, (III) Freemium Mods, (IV) Paid Mods and (V) Closed Mods. I. Free Mods generally have the highest level of acceptance and most vibrant ecosystems. The majority of modders prefer their mods to be free but they also would like a future where they can pay themselves and potentially expand to a team. These mods are often supported by platforms like CurseForge through Ads / Premium subscriptions. II. Donation / Humble Bundle / Itch have a "Pay what you want" approach and generally well done mods show good revenue data - especially if players are prompted and the creator behind it is transparent with the funds. Some modders offer a patreon to emulate this model. This also doesn't have the drawback of a walled garden and high acceptance. Sadly there is also no "security" in here. III. Freemium Mods can offer the base mod but accept payment for certain benefits. One example here would be Optifine where you could purchase an Optifine cape. This provides an adventage and generally the Optifine cape seemed to be well accepted in the community. IV. Paid Mods are generally a more "safe" income approach for modders, especially when they are putting significant upfront effort into it but they are really inaccessible and turn a mod browser into a shopping mall. Feedback from players is extremely negative while that obviously depends on the platform - PC players is much more negative about them due to mods being traditionally free. Additionally it results in modding piracy. V. Closed Mods are usually done by server networks. Hypixel Network uses server-side software to modify the server software to offer their own gameplay experience which allows various avenues for monetization. e.g. a World of Tanks minigame which would unlock new cosmetics for your tank and beyond. I think closed mods / running a server network is most "stable" income source but also has all the trouble of running a GaaS environment with all the positives and negatives. Our initial approach is a "Wild West". We are internally not a fan of the inaccessibility of shopping mall modding which strongly associates mods with money. We don't have a solid strategy yet and when we bring modding into the game itself, we'd probably try to make the (II.) approach our first shot while finding a way to passively support creators using our creator program. We are also open to other strategies that strike this find balance of "accessible but rewarding" in a way that results in a great experience for everyone.
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Robert Rohrer
Robert Rohrer@robertmrohrer·
@Simon_Hypixel Hating all the negativity in regards to not wanting steam reviews, just want to say you got this Simon Also to others EA used to mean unfinished game IDK when people started thinking that a game should be good before its finished the whole point of EA is to invest in a game you think has a good future and to shape it that way and so a studio has funding
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Simon
Simon@Simon_Hypixel·
@DocEyss @SozoKa_Off @GustaCNXFL @Hytale We are talking about lighting rendering, handled by client, which is C# Server is Java (game boots a server when in single player)
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Hytale
Hytale@Hytale·
We've seen some requests for gliders - so we are giving you one for early access! It is still early in development, so expect many improvements to come post-launch. Have fun exploring (and soaring!), Cursebreakers! #Hytale
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Robert Rohrer
Robert Rohrer@robertmrohrer·
@DradacoYT @Simon_Hypixel @DradacoYT Im building a team we have modelers coders and artist working and planning/practicing to be ready to make a WOW hytale mod we have about 18 people on the project if you interested LMK we want to try to bring as much content from wow into hytale discord.gg/tkT9ZFTh
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Dradaco
Dradaco@DradacoYT·
@Simon_Hypixel "outside of the world you spawn in" interesting. Will we be able to access WorldGen v2 for custom worlds at all? I want to recreate many places from Azeroth and being able to use the World-Editing tools and perhaps even edit WorldGen v2, would make it a lot easier.
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Simon
Simon@Simon_Hypixel·
Everything shown in Hytale so far is World Gen v1, developed in 2017-2020. Can't wait for you all to see what World Gen v2 is capable of, it's already being used in-game outside of the world you spawn in... we have not shown any of it, no screenshots or videos yet, soon you will see :) As you know, I have been very honest about the game state, saying how it is and how not good it is. This time, no exaggeration: this new World Gen will redefine the block game genre. Hytale might not be a good game yet, but that world gen v2 is years ahead of everything available. The potential is beyond imagination. Everyone, even non-devs, will be able to edit World Gen v2. World Gen artists will be a thing. Blog post coming soon, it's a big one. Be prepared. We are putting the world's creations in the hands of creatives.
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Robert Rohrer
Robert Rohrer@robertmrohrer·
@slikey @Simon_Hypixel Hey since we are not getting LODs anytime soon would it be possible to have a chunk cachesing system? That way a client could have a really large render but the server isnt strained by it? could even make it so client says how large its RD is to the server so if 2 players are next to eachother it could send updates to the cached chunks giving the illusion of simulationg say 32x chungs but realistlicly its only doing 10x per player?
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Robert Rohrer
Robert Rohrer@robertmrohrer·
@Simon_Hypixel @slikey In regards to art direction is there any news on the art guidelines post/ info ? or is that coming with the BB plugin? wandering if we could get an expected Cube count/face count per model type ect
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