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Messages - [GSF]Ghost

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151
Games / Re: Blockland-Inspired Project
« on: August 31, 2017, 11:56:26 PM »







Oh yeah lol, this is for a temporary avatar though; it'll be a reference for adding like tools and stuff in the near future. Would you be open to sending me the model?


152
Games / Re: Blockland-Inspired Project
« on: August 31, 2017, 10:07:19 PM »
Know it's very early but speaking of faces, what are plans for viewing decals of others? Really don't like Blockland's system of needing to download a face pack to see if someone has a special decal.
I like how RTB handled add-ons, and I'm thinking of doing the same thing for decals. You'll be able to upload your decals, and when you join someone's server, you'll download all third party add-ons / decals beforehand.


Also, RallyBlock came up with this concept for the avatar. Hopefully this can become the model for now, I really like it.



Btw, celebrating the day of my birth this weekend, so progress halted 'till Monday!

153
Games / Re: Blockland-Inspired Project
« on: August 30, 2017, 12:20:07 PM »
New model looks a lot better, also happy limbs will be connected.

Any game changes done recently that could be shown or is it mostly behind the scenes stuff as of late?
Great, and mainly just behind the scenes stuff lately. I was experimenting with different shader options, mainly to see if there was an easier solution to what I was doing (there isn't so far), and to test rendering / performance. Going to continue working on core functionality today, then should be able to start on new features like dynamic bricks and brick physics. After that, I would like to incorporate a temp avatar and tools / items possibly. I also did modify free camera mode so that you can ascend and descend using the "Q" and "E" keys.

if you bring back bedroom you don't need to do anything else.
There will be new maps as well though. Also, the map I have been showing off is just one of the environments you can play in.

154
Games / Re: Blockland-Inspired Project
« on: August 29, 2017, 10:40:51 AM »
Latest progress he's made:


I also asked him to connect the limbs.

155
Games / Re: Blockland-Inspired Project
« on: August 26, 2017, 12:32:47 PM »
Thanks for the feedback, I'll let him know.

Am I the only one who thinks it's weird how much ya'll are focusing on the player model?
Like dam, it's important to the final game's aesthetic, don't get me wrong, but wouldn't asset creation be one of the later steps in game design?
He asked for feedback

If it's just a placeholder model then there's no problem with it
placeholder looks like a 30 min job in blender tbh, it needs a lot more refinement to not look like a bunch of basic cube meshes tacked together

like even though blockland's is simple it has care put into using circular shapes and smoothshading in certain parts so it doesnt just look like a bunch of rectangles. even if you arent going after blockland awsthetic, it needs the same care.

and please, dont settle for anything less than perfect, since it will likely define the game aesthethic more than anything else. eg if you feel like something could be better, reject the iteration and work on pinpointing and fixing the oddities you feel are present
Yeah, this is simply a placeholder; having some kind of player model as a reference would help. Right now he's laying out the base geometry, and then will go back and refine it I'm sure. This will also allow him to get a lot of practice in with modeling.

156
Games / Re: Blockland-Inspired Project
« on: August 25, 2017, 05:56:08 PM »
The avatar is still a work in progress and won't be the final design I'm sure, but I'll relay the feedback.

157
Games / Re: Blockland-Inspired Project
« on: August 25, 2017, 04:44:04 PM »
This is what he has so far (it's a fusion of the concepts):

He wants to know what y'all think.

yes but will there be a body slider where i can blast the muscle slider to 1000%
lol, there should be.


158
Games / Re: Blockland-Inspired Project
« on: August 25, 2017, 10:32:40 AM »
Btw, we're working on an early avatar prototype, so we'll at least have some kind of playable character for the mean time. The other person helping me was inspired by this concept that was posted:

159
Games / Re: Blockland-Inspired Project
« on: August 24, 2017, 10:58:17 AM »
I was working on a Blockland-esque project too and was wondering if anyone had a source for this?
I'll try to find the source. It may be a good idea to contact Badspot anyway about the various projects being planned / worked on by the community, just to see what he says.

I don't think that would be possible lol.


papa gsf, 🅱️lease

we need it
lol, how in the world could someone even script that; you would have to purposely break your own physics system haha. I could probably do sometime like onCollision -> SpawnExplosion

gotta remember that the bigger/more complicated a map is, the more.. empty it feels as players aren't in a single spot, they're spread all over, in various rooms
just somethin to consider when making a big map like this
That's actually a great point that I'll take into account when designing new maps. Maps should be designed for a certain amount of players, like larger maps should be designed for handling more players and gamemodes.

160
Games / Re: Blockland-Inspired Project
« on: August 23, 2017, 09:20:20 PM »
i wonder what does baddy daddy think of this?

I don't think he would really mind tbh. He's mentioned before that he doesn't mind if someone makes their own game similar to Blockland, just as long as they didn't use his assets. And the final result will should be distinct enough as to not to cause any problems.

161
Games / Re: Blockland-Inspired Project
« on: August 22, 2017, 09:36:15 PM »
so are we getting loving shaded slopes/bedroom or not mister
Terrain and other maps are definitely going to be included.

Yes I think it was GSF who made a full house before, I forgot the name though.
Yes, I made the Mike's House map awhile back, which was a recreation of my friend's two-story house in real life.

162
Games / Re: Blockland-Inspired Project (Progress Update pg.39)
« on: August 20, 2017, 04:58:36 PM »
oh no

he's already removing maps
Haha, that's not what I meant. -_-

163
Games / Re: Blockland-Inspired Project (Progress Update pg.39)
« on: August 20, 2017, 12:08:26 PM »
if you're doing this for shadows, it may make more sense to use a normal map for the brick studs instead
that way it'd be a basic square texture and then the shadow would depend on the lighting
Tbh I'm surprised normal maps aren't already being used here.
Normal maps are being used to help represent depth, but are relative to orientation of the main brick textures. So, if a texture is misaligned to the brick grid, the normal maps will be too. I do have an idea how to incorporate this however, which I'll be working on today. =)

(Edit: I forgot that I temporarily removed normal maps due to a rendering glitch, but they should be added back in later.)

I'm also experimenting with different rendering options (i.e. one that allows you to see through multiple transparent objects - which is more expensive performance-wise, and another that is similar to Blockland's rendering - in which you can't see through mult. transparent objects, but is much better for performance). So, you'll possibly be able to switch between either one in-game.

I think an interesting name could be a spin off of the German word "Würfel" which translates in English to "Cube". (In reference to Lego's dutch based title)..



It's a start.

right?
That's actually a clever idea. =) Maybe it can be something catchy that takes part of the word and constructs a new one.

164
Games / Re: Blockland-Inspired Project (Progress Update pg.39)
« on: August 17, 2017, 01:21:07 PM »
Now you just pay 100$ to Valve and your game gets put on Steam iirc
That would be a welcome change from the voting process they had before; 100$ is not bad.

Btw, if y'all are open, I could really use help with up-voting the progress updates I post on Imgur. It would help promote the game to even more people, and helps with the trolls who go around down-voting posts and lowering the reputation of developers.



Update:
The new brick texture management scripts are basically done! Instead of working on brick destruction and physics, I decided to focus more on core-functionality, which will help in the long run. This is useful for:
  • Making creation and importation of custom bricks much easier
  • Allowing for near-unlimited textures for bricks and the addition of prints
  • Simplifying texture orientation when rotating bricks (to make the brick grid more believable)
  • and a variety of other reasons
I'm still trying to figure out how to orientate textures relative to the stationary grid when bricks are rotated. I did get this working for ghost bricks, but it's much more complicated for bricks that are already planted.


Graphics have been given an update - textures are sharper and have more vibrance:



The floor grid generation script has been completely rewritten. Even though it's still infinite and looks exactly the same, it's much more efficient, faster and less resource intensive. Instead of using multiple objects, it works within a single object, loads instantly per frame, has dramatically increased the overall fps (to about 40-60+ when walking on the grid as a player, and about 40-170+ when flying in free cam mode) and allows the grid to be expanded even further. Eventually, it'll work for all players on the server.

165
Games / Re: Blockland-Inspired Project
« on: August 16, 2017, 12:31:24 AM »
Kickstarter is probably not a good idea considering how much flak kickstarter games have gotten lately. I'm not saying GSF's is guarenteed to fail, but alot of other "developers" have done stunts which give games who go on kickstarter a bad name.
If I do pursue Kickstarter, it won't be until the game is in Beta and there's a demo players can try. I want to make sure the game's release is well within sight before doing crowdfunding.

Greenlight died, that's not an option anymore.
direct seems much easier than greenlight to me
Oh okay, I'll look into this more when the game gets closer to release; hopefully it's a lot easier to get games on Steam by now.

do you think you can add a gamemode that keeps the original BL stuffty vehicle physics
I don't think that would be possible lol.

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