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Messages - Exploro

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the obvious solution is let the server host set whether or not microbricks are allowed to be used on the server, so that freebuilds dont universally degenerate into microbrick hell/heaven depending on your perspective.

even better if there's a way to set up a microbrick or brick "budget", but that can probably be done via script/addons rather than be native to the game. that way if you want to build anything substantial you have to use your bricks thoughtfully rather than just make a bunch of microbricks that forms exactly the shape you need.
Good idea, but to succeed, the default must be not allowing microbricks.

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Games / Re: I always wanted to make my own block building game
« on: December 04, 2021, 03:35:51 PM »
Continued wish-list:
  • flying through various means: jetpack, gliders, mini-planes, planes, hot-air balloons, flying carpet, other wacky, out(Block)landish means
    • include following aircraft options with for all types of aircraft classic fuels and electric options:
      • planes: RC remote controlled planes, mini 1 person planes, private/business jet, full-size passenger and cargo planes, large passenger and cargo planes
      • helicopters: RC remote controlled helicopters, mini 1 person helicopters, passenger and cargo helicopters
      • VTOLs: applicable variety of sizes and options
      • drones: applicable variety of sizes and options
  • autopilot for aircraft with pre-planned routes, programmable routes and behaviour and automated airport control towers
  • airports and helipads
  • space:
    • space launch sites and spaceports
    • variety of spacecraft including:
      • fully reusable rockets
      • spaceplanes
      • Moon rocket
      • probes (e.g. Voyager probes)
      • mission to Mars and other planets transport craft options with ion and plasma drive (e.g. VASIMR and Neptune plasma thruster) options, configurable player defined (including reaction-less thrust and infinite energy finite power) thrust and energy sources but also solar panels and optional nuclear fission, fusion or antimatter reactor options
    • satellites, satellite constellations, space stations, rotating space stations, huge telescopes (e.g. Hypertelescope by Antoine Labeyrie), rotating habitats (O'Neill cylinder) and other space structures
    • electrodynamic tethering e.g. satellite and space station orbit keeping and thruster
    • solar and magnetic sail thruster solutions
    • autopilot solutions for spacecraft with programmable, autonomous navigation
    • space travel:
      • to orbit
      • interplanetary
      • landing, exploring, building and launching from other planets and bodies
      • going into deep space and to other stars (interstellar)
      • landing, exploring, building and launching from other planets around other stars (exoplanets or extrasolar planets) and free-floating deep space planets and bodies


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Games / Re: I always wanted to make my own block building game
« on: November 21, 2021, 09:36:12 AM »
Thanks for communicating on the Blockland Forums.

Good  choice of game engine, have heard a lot of praise about Godot.
Look into and use glTF (https://www.khronos.org/gltf/), not FBX.
Recommending gdscript and GDNative (aka c++) over C#.
Especially with the improvements coming for the Godot 4 release.
But be prepared to make the jump to Godot 4; which will break compatibility a lot.

Now onto my wish-list:
  • wacky and fun (inspired but not based upon Blockland) gamemodes in the base game
  • good block environment modular system (including mod-able custom procedural terrain generation)
  • hot loading, reloading and unloading of mods
  • mods can be selected from available or from an add new mod option when starting a new game and added or removed from game while playing
  • when saving or loading a save-game, active mods for that save get saved and loaded, others unloaded
  • good quality and extensive library of default blocks and a few not many nice builds and maps in the base game
  • good road plates, wheels and modular system
  • good train track system with a flexible module(/-ar) system, like Märklin make it better than Lego, with different sizes for: minecarts and rideable mini trains, tram and light rail, normal trains, large trains, extra large (XL)
  • creative mode and editor, both with block manipulation tools and some good worldedit/(procedural and non-procedural) terrain manipulation tools in the base game/computer-program
  • if continuing to use Godot, the stable release should at least use Godot 4 (or newer)
  • good performance and optimized for rendering many blocks on screen (keep an eye out for mesh shaders) with large viewing distance experience like Veloren (https://veloren.net/)
That's all I can think of right now.

If you want to capture the feeling and what people like about Blockland,
maybe study the Return To Blockland history and discussions.

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Games / Re: Brickadia spiritual successor to Blockland
« on: February 14, 2021, 10:04:10 AM »
wouldn't hurt for things to be reiterated one more time if he's out of the loop on it. i know i am probably ignorant about some stuff here myself anyways
Yes please, and thank you for your understanding and kindness. Due to a series of unfortunate events (including medical stuff), I'm very much out of the loop on the whole situation. Other people could also use a refresh and summary about the history and situation too.

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Games / Brickadia spiritual successor to Blockland
« on: February 11, 2021, 10:39:40 AM »
Brickadia https://brickadia.com/

Brickadia seems to be the spiritual successor to Blockland.
Still in early alpha and under heavy development but already looks very similar and promising. :cookie:

What do you guys think?

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Development / Re: 2020/05/29 - Blockland r2033
« on: February 11, 2021, 10:25:20 AM »
While this is partially true.
I want to point out many Linux distros also no-longer support 32-bit.

And as it seems that many major companies are pushing to leave x86 behind, it may actually be more important to see an Arm based Blockland build if anything.

But obviously since Blockland is so old, and runs on such an old game engine, I recognize this is not realistic.
Badspot only does small bugfixes for Blockland.
He's probably not going to improve much anymore.
Unless some rich people offer him lots of money he can't refuse.
Blockland could use some modernization: new engine, 64bit builds, ARM builds and more.

Blockland belongs more on GOG.com (Good Old Games, https://www.gog.com/) than on Steam.
Being a good old game, an all-time classic, also being on GOG.com would be a more suitable distribution platform for Blockland.
Hopefully Blockland can stay preserved, eventually ending up in internet archives.

Or somebody could buy the naming rights from Badspot and start working on Blockland 2.
(Or rename their spiritual successor project to Blockland 2.)

There is a spiritual successor to Blockland in development called Brickadia: https://brickadia.com

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Suggestions & Requests / Re: Bible & Quran
« on: October 03, 2014, 07:27:53 AM »
Would a general book items with added events make a satisfying combo for achieving useful game mechanics?

People could make other books and players can add the events they want to the book item.
A book item would have events such as on, open book and open book on page X...

Would such a system be useful to anyone?

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Suggestions & Requests / Re: Official Voice Chat Support
« on: October 03, 2014, 07:24:53 AM »
Other programs can do voice chat support.
Choosing the right features you want is important, even more so if developer time and resources are not abundant.

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Thank you for telling me anyway.
Are bug-fixes still added, bugs still fixed?

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Suggestions & Requests / Re: Ridable blockland bicycle
« on: September 29, 2014, 01:28:20 PM »
A bycicle for the vehicle spawn.
More vehicles in blockland itself (not add-ons) would be very welcome.

11
A ridable blockland bicycle.
A bike in the game that blockheads can use to ride around on.


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Suggestions & Requests / Re: Free to Play Blockland with Terrains?
« on: September 29, 2014, 01:10:23 PM »
Thanks.

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Suggestions & Requests / Re: Oxygen and Breathing
« on: September 29, 2014, 12:54:43 PM »
I'm for this.
This feature has good potential for gameplay.

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General Discussion / Re: Question about game engine blockland
« on: September 27, 2014, 02:01:27 PM »
Which one is the most recent release of blockland using?
Still the discontinued torque game engine or one of it's actively maintained derivatives?
http://en.wikipedia.org/wiki/Torque_%28game_engine%29#Derivatives

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What game engine and version is the current blockland release using?
Is it still the old Torque Game Engine?

Will future releases of blockland use future releases of Torque 3D?
http://www.garagegames.com/community/blogs/view/22828
Hoping to see future versions of blockland have future features of bullet physics (100% GPU accelerated rigid body pipeline)


(Just curious.)


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