![]() The type of prey killed by wolves varies by time period and consists primarily of elk. Wolf predation was monitored intensively for five months of the year – one month in early winter (mid-November to mid-December), one month in late winter (March), and three months in spring-summer (May-July). The composition of elk kills was 36.0% calves, 5.6% yearlings, 21.1% adult females, 26.7% adult males, 2.5% adults of unknown sex, and 8.1% of unknown sex and age. * Drastically different functionality from the base game will be possible without hacking things in a weird way.Project staff detected 235 kills that were definitely, probably, or possibly made by wolves in 2016: 161 elk (68.5%), 19 bison (8.1%), five mule deer (2.1%), 14 deer of unknown species (6% probably mule deer), four coyotes (1.7%), three wolves (1.3%), three pronghorn (1.3%), three bighorn sheep (1.3%), two badgers (0.9%), two snowshoe hares (0.9%), one moose (0.4%), one beaver (0.4%), and 17 unidentified animals (7.2%). * Experience using UE4 to mod the game will translate directly into making games in general, unlike with specialized game-or-engine-specific modding toolkits. It’s the same thing that was used to build the game. * The tools are very powerful, and would not be limited in a way that a built-in tool might be. * The UE4 license would still be valid for whatever games the modder would like to make on their own. While that does mean players will have to pay $19 for advanced modding features, it also has some benefits over a built in free tool. Most things will be able to be tweaked or added to without any tools other than a text editor, but advanced functionality will require downloading a mod pack with source files for the game, and getting access to Unreal Engine 4. Mod support is also very important to me, as I fully understand that mods are the key to longevity of games of this sort. Some gameplay will be approximated if no motion-inputs are available (i.e., animations will happen instead). The end goal is to absolutely make you feel as if you are in the dungeon surviving through its deadly levels, especially when using the maximal supported inputs. What this means is that ultimately Dungeon Survival will support setups that allow the player to play with natural input, such as walking using an omni-directional-treadmill, and interacting with game objects via something like ControlVR.The game will support as many inputs as possible of this type, from ODT + ControlVR through Razer Hydra all the way to regular mouse and keyboard or controller. In addition, the game is my experiment into VR and supporting novel input devices for more interactive, fine-grained gameplay. The (VR) Dungeon Survival Project is a game built out of my desire to make something that captures the magic of deep item and environment interaction gameplay of roguelikes, on top of a foundation of survival gameplay. Modding means a replayable experience you can keep coming back to for years to come. Modding Support – Via both configuration file editing (recombine base gameplay of items/monsters with new looks and combinations of behaviors) and advanced modding through the UE4 engine.A Customizable Experience – Want hardcore roguelike style gameplay with permadeath? Or would you rather have a more Skyrim-style experience? You choose!.Environment Interaction Over Hash ‘n’ Slash – Use your wits to overcome the dungeon’s deadly foes and traps! Ingenuity is rewarded over blunt force.Real-time Physics Interactions and Combat – Items are physics based as in games like Skyrim, combat is based on physical collisions – if you hit – you hit!.generalized gameplay that layers up to produce complex interactions Deep Item System – Fire burns things, water douses them, etc.True First Person (you can see the character’s body, including animations).Streaming, no-load-screens transitions between levels of the dungeon.Co-op multiplayer (at least 2-4 players, maybe more unofficially supported).For more in depth information and updates, see the VR Dungeon Survival Project Blog.
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