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Messages - Vaux

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1
General Discussion / Re: CityMod
« on: August 09, 2017, 12:14:13 PM »
Hey everyone, I just got back from vacation and am planning on resuming development.



One thing that would help development and be nice to have is some "brick plant error" images, similar to the default ones for "buried" and "floating", but instead for errors specific to properties and such.  The vanilla style does not need to be retained, just something more than a centerprint would be nice.

Mainly, the error images I need are:
  • NO BASEPLATE: When a brick is not planted on a property.
  • OUT OF BOUNDS: When a brick is not fully inside the bounds of a property.
  • DISCONNECTED BRICK: When a brick is planted inside the bounds of a property but does not connect to the baseplate.
  • PROPERTY ALREADY EXISTS: When a property baseplate is planted inside of an existing property.
  • INSUFFICIENT RESOURCES: Basically a generic "out of resources" error for lack of resources/funds to plant a brick.
  • RESTRICTED BRICK: Another generic error for when a player tries to plant a brick they don't have access to.

If anyone is willing to fabricate images for all or even some of those errors, that would be much appreciated!

2
General Discussion / Re: CityMod
« on: July 22, 2017, 11:20:56 AM »
yea, the devs didnt like the direction it was going because a lot of the assumptions about players they made during development were wrong, etc. pretty much, the big issue is that there was no win condition, and not having a way for a player to "win" creates all kinds of issues.

I remember reading that in Gty's reasoning for canceling Suburbia, but I'm curious into the details of what exactly happened.

3
General Discussion / Re: CityMod
« on: July 21, 2017, 02:01:41 PM »
CityMod is not dead.  I'm still working on it, but progress has been slow because I've been putting in more hours into my IRL job.  However, if I am to continue to work on this project, I need to know if there is still community interest in it because, frankly, it is extremely demotivating to work on something in isolation.

As a side note, I have created a Discord server to get community input and discuss ideas.  Currently, I need help deciding the best direction for the jobs system.  The link is also in the OP.

Invitation Link

4
General Discussion / Re: CityMod
« on: May 23, 2017, 11:38:41 AM »
Also I was thinking of building a town/city thing for this just the other day, I got some free time, so would you like me to start one?

There currently aren't any plans for a city build, but sometime soon I will try to organize something.  Stay tuned.

5
General Discussion / Re: CityMod
« on: May 21, 2017, 04:48:22 PM »
odang vaux you reviving this!?

A relevant rant I had about the recent Society thing: https://forum.blockland.us/index.php?topic=309829.msg9525946#msg9525946

Anyway, to be honest a CityRP gamemode with more emphasis on actually playing a character would be really cool. I suggest you include some basic RP features like local chat, character creation (maybe), radio communication, perhaps even TV stations and TVs themselves so as to encourage more "fun" ways to interact with players.
Plus I really wanna build self-sufficient casions that don't require me to be constantly online just so I can make it profitable :(

That thread especially piqued my interest when it was posted.  I really liked the discussion and the responses posted.  I took a fair amount of inspiration from your criticisms and those of others.

I do plan on experimenting with having a local chat and a mail system to add to the experience.

vaux is back :o

if u need build help i can help

I've been here over the years, just lurking <3
But yeah, I'll definitely need some help with a map and prefab buildings when the time comes.

6
General Discussion / Re: CityMod
« on: May 21, 2017, 03:37:57 PM »
- snip -

Really good topics for discussion, especially in regards to the mechanics of crime.  As many have pointed out throughout the different iterations of CityRP(G)s, the onset of deathmatch-esque crime is a pretty formidable problem and one that doesn't seem to have a very straightforward, apparent solution.  Most frequently, I see a common "cop-out" on the issue being simply extending the time people are sentenced to prison.  However, this just seems to cause people to lose interest and even quit the server.  Frankly, this is one of the elements of the mod that I have been putting aside; more deliberation will definitely have to be done on the subject, so as to find an adequate solution.

Anyhow, in regards to the situation that you brought forward (how easy it is for criminals to form an almost-invincible monopoly on the city), the problem of crime becomes especially exasperating.  However, one mechanic that may inadvertently restrain people from barricading themselves in a protected, constantly supplied area and wreaking havoc upon the city, is the mechanic of limited resources and how those resources are required to manufacture various products, such as guns, ammo, or food.  No longer would one be able to game-breakingly sell themselves every item they need at a negligible cost.  Rather, they, or someone else, would have to go out and bring back the processed products.  Optimally, this obstacle would add a new dynamic to the struggle of keeping a manageable level of order in the city.  Being relatively unstoppable would come at a cost, and if someone can successfully get a cartel of underlings to do their bidding then hats off to them.

7
General Discussion / Re: CityMod
« on: May 20, 2017, 09:29:12 PM »
reserved~~

side note: the latest code will be pushed to the repositories sometime this weekend once I bug-test it.
latest stuff was pushed.

8
General Discussion / CityMod
« on: May 20, 2017, 09:28:31 PM »



Info

 CityMod is a city role-playing/simulation gamemode that aims to provide a new and refreshing take on the traditional CityRP experience.  In order to faciilitate this goal, CityMod has been completely written from scratch.

For a long while, I have envisioned creating a new and fun CityRP-esque gamemode to enjoy in Blockland.  This ambition was first put into motion with the initial rendition of "CityMod" back in 2013.  However, at the time I was fairly inexperienced, with both creating a mod, programming, and life in general.  This reason is primarily why that rendition of the concept did not come to fruition.  Yet, since then, I have kept CityMod, or a mod like it, in my ambitions.  This has lead me to reviving the project a handful of times over the course of the past few years, the most prominent being a rewrite of the mod this past fall.  With each revitalization, however, the atrophy of stamina to work on the project due to the presence of school and other life events caused most of the attempts to be put on hiatus.  That then brings us to the present, where I have recommenced work on the project in hopes of completing it during my free time this summer.

Below are the current planned and/or implemented features of CityMod.  The project is still a work in progress, and proposed changes, new suggestions, and other features you would like to see are greatly appreciated!

Features

  • Organizations
    In CityMod, organizations play a fundamental role in the mechanics of the labor force.  Rather than being defined by a list of preset jobs, the job market will be shaped by the jobs that organizations can dynamically create.  In addition to government-run organizations such as the Police Department, enterprising individuals will be able to create organizations of their own.
  • Tasks
    In tandem with organizations, player-assigned tasks provide a method with which a wide variety of diverse jobs are able to be formed.  Although most tasks may be simple in nature, such as facilitating a number of sales, they give objectives for employees to complete in order to receive their paycheck.
  • Skills / Experience
    Through engagement in various activities or tasks, a player can gain experience in a skillset relevant to the task performed.  Upon gaining enough experience and leveling up a skillset, the rewarded points can be allocated toward the purchase of a new skill in the hierarchy of the skillset.  Each skill comes with its own benefits that may make the player more desirable to potential employers, such as a gained increase in personal production efficiency.
  • Production
    Resources and what one does with them are an integral part in the production cycle.  Through an assortment of machinery, the most basic of resources can be fabricated into specialized resources which can be used by various trades and professions.
  • Real Estate
    Rather than the city landscape being dotted by distinctive empty holes in the ground, the lots initially available will come either as a plot of untouched wilderness or a prebuilt structure of varying condition.  As the city grows, players will have the choice to purchase lots from whats left of the government's stock or from other aspiring developers who have put their lot up for sale on the real estate market.
  • Crime
    Too often the gameplay in many city roleplay-centered gamemodes degrades into a team deathmatch masked with more features.  In order to combat this trend, crime will come with more imminent and consequential penalties.  The presence of witnesses and other pieces of evidence with permanency may discourage many from a life of crime.  However, each individual still has the chance to beat the odds and live a fortunate and successful life of crime.

Other Features

  • Inventory System - The vanilla inventory system has been completely overhauled to facilitate a larger inventory size and a more robust system.
  • Currency - The concept of finite money plays an important role in the city's economy through managed banking and physical currency.






The Gamemode   |   The Client

Both repositories are still a heavy work in progress and are provided for the sake of contribution and community-involvement.  It is not recommended, but rather advised against, to publicly host the gamemode in its current state.

If you are interested in helping with the code, the best way is to check the "Issues" sections of each repository.  For other help, such as with modeling or graphics, feel free to contact me on Steam.





9
Off Topic / Re: What crime is the above user most likely to commit
« on: August 28, 2015, 11:00:46 AM »
murder

11
Modification Help / Re: BlockDoc - A Blockland coding wiki
« on: July 02, 2015, 04:13:03 PM »
A few months ago I started on a similar project to document the TorqueScript functions and content in Blockland but never really did anything with it.  Here's the repo and GitHub Pages site if you want to take anything from there and add it onto your wiki.

12
Off Topic / Re: Reaction to the above users avatar.
« on: June 06, 2015, 10:36:55 AM »
El Psy Congroo.

13
General Discussion / Re: DM_Mesa host
« on: May 27, 2015, 02:20:06 PM »
Also does anyone know where i can get one of those server things that tell when your server's offline?

Fill out this generator provided by Pecon and copy the url of the image it gives you.  You can then place this image into your topic like any other image using the [ img ] [/img ] BBC tags.

14
Looking good.  I like how relatively low-poly it is, but some of the aesthetical features on the gun seem superfluous.

15
Off Topic / Re: Need to know good anime
« on: May 13, 2015, 11:32:33 PM »
I know Steins;Gate has already been suggested, but, if you choose to only watch one anime, I can't begin to recommend Steins;Gate enough.  Prepare yourself for the feels train though.  El Psy Congroo.

Death Note and Mirai Nikki (Future Diary) are also great psychological thrillers that I've thoroughly enjoyed.

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