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Messages - [GSF]Ghost

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181
Games / Re: Blockland-Inspired Project
« on: July 20, 2017, 12:30:06 PM »
on the contrary, it will be far harder. modding is incredibly easy in BL, and less so in unity. the main problem is 1) having a modding system that works and is safe and isnt liable to allow servers to install exploits on users and 2) the way unity handles code and objects
Oh, my mistake.  Good point on security.  I never thought of malicious exploits.
How would complex mods be uploaded, if at all?

EDIT:  I just remembered that one time when that one person re-uploaded mods and inserted code that automatically made him SA when he joined.  How would we monitor for those sorts of things?
I'm not sure how difficult modding will be as of yet, it's too early in development to tell. But, if it is a problem, I'm sure there are work-arounds available. Modding is going to be a major focus of the game, so I would like to have a system (similar to RTB) for managing and sharing player content.

I think it would be pretty neat if there where multiple player models based off different toys.

The game itself looks pretty good so far.
Yeah, a toy-theme is the direction I'm leaning towards right now - it could lead to a unique art style.



Minor Update: Currently working on getting the brick-group functionality working with modifying builds. As mentioned before, you can recolor bricks based on groups you set up while modeling them. So you'll be able to repaint planted bricks either based on those groups, or based on the entire brick itself. I also would like to find a way to support permanent brick coloring.

Edit: Once I get the brick-group system fully working, I'll post a new video showing off recent progress.

182
Games / Re: Blockland-Inspired Project
« on: July 19, 2017, 11:23:53 AM »
what a shame
I like the Blockland-esque model as well, but I'm hoping for the game to have its own identity, especially with the avatars.

Will there be water physics for bricks or something so we can make boats because holy forget that would be amazing
Water physics are planned, most definitely. =) I'm going to have to script it myself, but I have a good idea of how it'll work.

Oh, well alright I'll tweak it out and make it better, also I'll make examples of customization, how do you think the mouth should look? Or not have a mouth at all?
Perhaps the mouth and face in general can be similar to the Blockland minifig. I'll work on a quick concept and send it via PM later today.

What about the anti-water zones? They might be really helpful for building cool underwater structures.

And how about gravity and anti-gravity zones, and maybe along with them implement maps that are entirely anti-gravity which would allow for awesome space builds?

This whole project has so much potential.
Great ideas; anti-water zones and zero-gravity maps are certainly possible.

You should bring a tool like the editor wand that was available on TBM and ToB which allows you to stretch a brick, that can save brickcount and time.
A tool like the editor wand can be added. Although, I have an idea for dynamic bricks, which I'll be unveiling soon.

can you rotate bricks freely on a build? like can I attach one at a 45 degree angle?
Right now, I have it set up to where you can rotate bricks by 45 degrees, but there's freedom to rotate bricks any way you want. It all depends on how it affects the building system.

183
Games / Re: Blockland-Inspired Project
« on: July 18, 2017, 10:00:28 PM »
Here is a rough concept for a character.

nevermind it sucked
Actually, I really liked that model Filipe. I'm trying to go with a theme that is inspired by Blockland, yet unique as well, and it was close that what I was looking for.

Small question regarding player movement (and I'm sorry if you've already explained this before). But will there be a sort of "Smart Moving" setup for player controls? Or will advanced player controls be options in the menu?

I ask because I seriously think we need a sort of "Wipe Out" or "American Ninja Warrior" (or any country really) gamemode in this game.

Also, do you have any particular idea of how the vehicle physics engine is going to handle? Great job on the game and keep it up man!
I would like to allow the player to be able to crouch and lay prone. Parkour-style movement and ragdoll physics can possibly be added later on as well.

A way to make a sort of anti-water space so boats and submarines can work normally.

Spreading fire over flammable objects.

Brick materials that have different density, destructibility, flammability, buoyancy, etc. (doesn't Unity have something like this built-in for physics objects or something?)
Unity does allow for physics materials, but that might not work for bricks.

184
Games / Re: Blockland-Inspired Project
« on: July 18, 2017, 03:12:05 PM »
"Land Of Blocks: Revenge of the Golden Brick"



How well will it perform depending on map size and "brickcount"? Will it limit your creativity like blockland is.
Hard to say right now, but I would like to include various options to toggle graphical and other features to help the game run better. I'm also focusing on optimization to help the brick system run as efficiently as possible.

imo a blockhead esque avatar would be the best for this game
why not just a regular old blockhead (but has more hats obviously)
why not a cool little editor to make blockheads how you want them to look
I would like the avatars to have a unique style, perhaps similar to Blockland yet still have its own theme. In in-game editor would be a great addition.

There should be certain parts that allow you to build sideways, and reflections maybe
A stress system? (That could be toggled on and off depending on the server or something)
Zero gravity? The ability to build flying vehicles?
Agh so many ideas
Keep 'em coming

asked sonokido to draw what avatars would look like, this is what we got



start modeling ghost
I think we have a winner =P

how about something that does not look too much like the blockhead

here is my idea:



i present you blockamigo
It does look like Bomberman lol - that's actually really cool.

185
Games / Re: Blockland-Inspired Project
« on: July 17, 2017, 07:55:07 PM »
oh btw another quick suggestion

pls try to make the game have a print system like bl does, that'd be wicked
I am planning on including a print system - the engine has some awesome features I would like to implement with prints, such as animated textures and a render-to-texture option (imagine setting up security cameras and having the live feed be displayed on a brick prints). Those features might be slightly more taxing in regards to performance, but an option to toggle it can be added as well.

make it so you can import images in real time rather than having to package them as addons
That's possible, especially on the client-side. But yeah, it could cause problems if imported images would have to be applied to all other clients on the server.

this is a neat project. looking forward for it

Here are some kool and original suggestion to the title:

Cubeland
Squareland
Notalegoripoffland
blockkingdom
cubekingdom
the land of the blocks.
blockworld

"Notalegoripoffland" - I may end up going with that one lol.

186
yea I've noticed in BL there's a graphics glitch where opaque bricks will appear invisible behind glass and other opaque bricks so I'm guessing that's not gonna be a thing here?
It shouldn't be an issue any longer. Normally, if you have separate objects in the scene, transparency isn't too much of an issue except in rare occasions. But, with bricks being combined together, that's when it becomes more of an issue. I think Blockland also does that on purpose for performance reasons; Unity offers that option as well. But yeah, I'm sure transparency issues in general are quite common.

Uh one question that's serious unlike my last one: What kind of gamemodes do you plan on including in the base game, and what kind of "add-ons" will be included in the base game as well?
I haven't gotten that far just yet, but there will be a creative mode (like Blockland offers), and options for setting up custom gamemodes in-game. Default add-ons will probably include various themed objects like medieval / modern bricks, items, weapons, tools, vehicles, textures, etc.

Wew lad

I'd love to see some built in fire mechanics or something (that only spreads for a bit, unlike firemod)
That't be cool and certainly do-able.

damn, this is actually looking pretty good! something i'd like to ask though, and sorry if you're getting slugged with these kinds of questions or if you've already been asked this and i didn't notice, but how many building styles/scale are you looking to support with this by default? sorry for not really conveying myself too well from tiredness, but i'm talking scales from stuff as small as miniature city building to major projects like full-scale cities, since i know creators on blockland more often than not have to go out and find brick packs for those sorts of things- or am i just getting ahead of myself and asking these kinds of questions too early?

either way, from what i've managed to get to know about you over the years and memories of your pretty well done maps, i've got pretty good faith in you being able to pull through with this project, looks like you've made some pretty good progress in it's development too
Thanks, and I have considered how to support things like miniature buildings or large-scale builds like cities. It should be very easy to allow for rescaling bricks and modifying the brick placement grid, such as for small-scaled builds.

Sold

Only recommendation I have after that is maybe use an open source engine so you don't have to pay royalties if you want to sell the game.
Something like Godot, which is under the MIT license. It's also my favorite game engine simply due to how it's designed, but that's just preference.
That would be great. But yeah, switching to another engine would set me back by months at least. I don't mind paying for the engine - I'm allowed to earn up to 100k (or 200k depending on the package I go with) without paying anything, and then from there I can either purchase the engine or do a subscription server to receive further patches and new features for the engine. However, even if I only purchase the engine without a subscription, I can still receive patches for major fixes.

187
Games / Re: Blockland-Inspired Project
« on: July 16, 2017, 07:49:47 PM »
Could brick tessellation be implemented in the future as a toggleable graphics option?
Along side with higher poly count rounded objects?
What about the actual brick textures themselves, would you plan on changing them to something different?

EDIT:
Is there anyway the community can assist/help in the efforts of this projects? There's a lot of dedicated users that I'd imagine would love pitching in.
A toggleable option for 3D brick tessellation - especially for the brick top and bottom textures - should be quite easy to add.
And of course, any help or assistance is welcome. I do have one other person helping me, but he's seems fairly new to the engine and modeling, so I'm mostly working by myself right now. One thing I could really use help with right now is deciding on the game's theme / style, and what the avatars should look like.

oh god
he's creating skynet

On the topic of creating a site or a blog, I recommend using something like MyBB, or one of.the various modern forum styles and just use the announcements page for all the blogging. You can keep that as the only forum open and have people reply to it to give feedback until the game gets an official release.
lol - you don't have to worry about the bots, just try not to make them too upset...
I have set up a couple websites / forums in the past, and have a host in mind. MyBB or phpBB would probably be good options for the forum. It might be best to post updates here for awhile (like Rotondo did for the Forgettable Dungeon topic), and then eventually move to an official site and forum.



Update: I was held up by an issue with rendering and transparency, in which transparent / opaque colors would appear behind other opaque colors. This was a frustrating visual glitch which also threatened to over-complicate the brick system, but it's finally fixed. This will also allow for adding textures like brick prints and possibly other materials later on.


188
Games / Re: Blockland-Inspired Project (Build-Modifying Added pg. 3)
« on: July 16, 2017, 02:25:49 AM »
Can you make bots that can kill you?
You bet. Bots are planned to be included.

189
Games / Re: Blockland-Inspired Project (Build-Modifying Added pg. 3)
« on: July 15, 2017, 10:42:28 PM »
What do you think of making a blog or something for the development of this instead of using this forum?
Eventually I would like to make an official blog or site for the game.

Stick with Unity. Between the two, Unity is much easier to learn and the user base is much more active, and like 50x more games have been made with Unity than Unreal Engine. Plus Unity is much more optimized and easier to run out of the box than UE
Also that single object system will be loving fun as stuff to mess with lmao I can imagine the possibilities

Like you'd build a whole house on a single 1x1 brick (which is holding the baseplate) then u delete or break that 1x1 and cause the house to tumble down a mountain or something lmao
One of the main things I like about the engine is that it's so easy to work with, which really speeds up the development process. And yeah, there's so much you can do with the physics system lol. I can't wait to start making buildings and then use a gravity gun to toss them at other players toss them around the map.

will u be able to break the "single objects" apart for cool physics reasons
Follow-up question
Will there be hinges and stuff so you can add wheels to these single objects?
And then going a step further, could one motorize these hinges to create a vehicle out of planted bricks?

These are things I've wanted to do in BL since I was 11.
Brick physics (similar to Blockland) are definitely planned. It would be awesome to be able to break builds up into chunks, but I'm not sure how to script that yet lol.
And you'll be able to attach things like wheels and other bricks to builds to create your own vehicles.

so the brick physics are a mix between ROBLOX and BL?

that's amazing

how about vehicle physics?
Yes sir, and vehicles will use Unity's built-in physics system.

can i suplex people?
That would be interesting lol

190
Games / Re: Blockland-Inspired Project
« on: July 15, 2017, 03:07:51 PM »
Yoooo

Something like BL on a modern engine sounds fantastic. Can't wait for it to be playable.
I'm planning on releasing a playable demo soon for the community to try out. =)

ue4 or bust
Future playtesting will help determine if I should stick with the engine or switch to something else.



Update: Scripts for modifying planted bricks have been added! Bricks are automatically combined together into a single object to optimize performance. However, you'll be able to recolor, destroy or possibly even reposition bricks that have been previously planted. You'll also have the option to turn your builds into physics-based objects you can interact with:


191
Games / Re: Blockland-Inspired Project
« on: July 14, 2017, 10:56:21 PM »
Okay, i'm here to clear up these stupid nuances that people seem to have about unity.
I'm not sure why there's so much disdain for the engine, it runs great for me and has everything I need.

how would the addon system work?
similar to BL and torquescript or more like how unity scripting works?
I haven't gotten that far yet, but I would like to make it similar to how Blockland handles add-ons. You'll be able to package them in .zip files (or possibly in Unity prefab files). You'll also be able to script in Unity Script (which is based on either c# or Javascript, whatever you want to use). However, it's possible to add support for Lua and Python as well, which I'll look into.

this is nice and all but will we be able to make weapons
Yes, it'll support user created content like custom weapons, bricks, etc.

192
Games / Re: Blockland-Inspired Project
« on: July 14, 2017, 08:09:35 PM »
thing about more freedom in using a real game engine is that its also harder to learn and mod for. unity needs script compilation unlike bl too which means no ingame realtime modding, even though modding the actual game is probably fine cause compilation time is fast

also its like harder to use than blender and about only a quarter of the people who actually manage to learn how to use blender actually end up using it well/efficiently/using all the features correctly
What are some things you can do in-game in Torque that won't be possible with Unity?

you should remake some of your old blockland maps for this
I would like to remake at least a few. I was limited before by the engine and the software I was using, but now have much more freedom.

If you're this far in development already, contact badspot and make sure he's actually alright with this. It might seem like a big "forget you" to him.

If i made a game that was a % of my income and someone else decided to make something questionably better something almost identical then i'd be pretty pissed if it was drawing away from my profits.

Edit: Actually that last sentence wasn't written correctly. I'm too tired, forgib.
Right now I'm using Blockland as a reference, so it looks very similar. Although, it'll be evolving over time into something unique with it's own style, so it shouldn't be a problem. I remember Badspot even saying to someone else that he didn't mind if they made a game similar to Blockland, just as long as they didn't use his assets. So it should be alright, but I'll contact him if necessary and ask.

193
Games / Re: Blockland-Inspired Project
« on: July 14, 2017, 07:31:12 PM »
holy god damn that's really good

are some of those screenshots your old maps? because they look familiar
I was working on a remake of the Mike's House map at one point. There's much more freedom with this engine to give greater depth to maps.

1. do you have an idea as to what avatars are going to look like and if not can there be a contest to design them
2. is addon/mod downloading going to be easier than here by default
3. can we plsplsplsplspls get the old city maps like san_andreas plsssss
No idea yet as to what the avatars will look like. Actually, a contest for their design is a great idea.
I would like to implement an RTB-like server for add-ons. That'll be a challenge to script though lol.
I am planning on bringing city maps back; GSF Paradise is going to be fully remastered.

in-game downloading with categories/tagging system and popularity tracking features would be absolutely fantastic
I'll add that to the OP.

194
Games / Re: Blockland-Inspired Project
« on: July 14, 2017, 07:02:03 PM »
If you'd like for someone to help with sounds for the project, I'd be happy to give some.
That would be great. I'll be getting to sounds later on, but could at least add effects for building, the player, etc.

the only thing that would make this better would be slopes
A slopes remake is certainly possible.

cool stuff but im concerned about good networking. bl works well cause its multiplayer and i hope you consider it a key selling point with this game of yours
Yes for sure, multiplayer is going to be a major focus of the game. Thanks to mods like PTG, Item Storage / RPGx, etc. I have a lot of experience with client / server communication. But, I'll be doing research into how Unity handles multiplayer, and look into minimizing bandwidth, features like prediction, etc.

as a modder i wouldn't be too upset if the option were at least available, but it'd probably be a bad idea for anyone to use it anyways unless it had a substantial enough community
I was thinking it could be allowed at least on rare occasions. We'll see though, it all depends how the community feels about it.

195
Games / Re: Blockland-Inspired Project
« on: July 14, 2017, 05:54:29 PM »
"ability to buy higher end mods" forget no

Don't loving monetize mods please if at all possible
Yeah, I prefer keeping mods free as well; it was just included it just to see what the community thought. But, I'll remove it from the list.

I want that loving cave map

right
now
Caves will be included with generated landscapes. =)

hehe woops
lol that's alright; I forgot to immediately reserve the post after making the OP.

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