Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Wrapperup

Pages: [1] 2 3 4 5 6 ... 108
1
I thought this thread kinda died after I posted so I haven't checked in a bit :cookieMonster:.

im no game developer, but most games "mod support" is are like frameworks that the developer themselves create (the modding capability is not something built into the engine) that allows content to be loaded into the game externally. for every itsy bitsy little thing they wanted to be 'moddable' they would have to make its own framework for. things that replace assets like player models, textures, sounds, ect. or even stuff like custom maps. are simple frameworks to make. that means easy modding capability those games have is only in the span of whatever framework the devs decide to create. to get brickadia to be even closely as moddable as blockland there would have to be some sort of quote unquote framework for literally everything in the game, as blockland was created on an engine that was created to BE moddable all around, requiring no framework to be made (well, sorta).
generally speaking, games made with mod support in mind from the start will basically make their game with the mod framework, or depending on exactly how you go about things, you just make your internal developer tools public. you don't have to create additional APIs for modders afterwards, because you already made them for your base game. this is more true with sandbox games than it is anywhere else, and blockland is a great example, because the base game's guns, vehicles, maps, prints, etc. are all literally just add-ons to begin with. everything else is the engine itself, which is not really relevant to your potential mod creators

with source for example, the hammer editor you use to make gmod maps is the same as the hammer editor valve used to make the maps for all of their source games. the APIs you use when you're making mods for source games (not including gmod's lua stuff which is a different thing) are the same ones they used. the source SDK is basically just their tools that they used, made public. same thing with bethesda's dev tools for TES and fallout games

We already are using Unreal's "modding framework" (aka the asset system, PAK files) for everything in Brickadia. How we add content and a modder adds content is identical: You cook a PAK/IOStore file (whether that is with the Brickadia Unreal Editor or however you produce it) and have the game load that at runtime. Basically everything (except C++ additions) we've created are already using the same tools you would use to make your mods. Most UE4 games have absolutely garbage editors, I agree. I don't know how the forget they are able to work on their games if their mod editor is that bad, this is certainly not the case with Brickadia. There are a huge number of modules and things that modders will probably never touch, so we can make the editor much lighter. In its current state, the Brickadia editor loads miles faster than the editor we use at work, so some work has already been done there.

One of the differences in making Brickadia mods though is that you use Behaviors for logic/code rather than make it in a blueprint/c++ mod. Mods will mostly be for adding content (bricks, weapons models, maps, things that are nice to use the editor for). We do plan on moving a ton of things to Behaviors as it becomes more developed, currently we are transitioning our components system. Behaviors in design are very similar to components in Unity/Unreal/ROBLOX, where they can add functionality to bricks, players, items, minigames, the server, etc.

i can't say i know a whole lot about unreal, but A Hat in Time is on UE3 and has mod support with a steam workshop, so in theory this would be possible for Brickadia too? or is hat game some weird exception?
UE3 is quite different, it's the last UE to support UnrealScript

Yes it is possible, but there are some differences due to licensing.

UE3 and UE4 are very similar in their modding tools (with the exception of UnrealScript being replaced by Blueprints, but they run on the same VM and do the same things). The major difference is in licensing, you needed to buy a fairly expensive license to use UE3. With that, you could distribute the editor and game together, which is why a lot of UE3 games can have their editor on Steam or bundled with the game itself.

UE4 changed the license quite a bit, making it easier to access but at the cost of restricting where you can distribute the editor (Github or Epic Games Marketplace). This license also means that the editor and the game code must be seperate, so we cannot copy/paste the editor's implementation of importing static meshes into the game for example and add hot-loading static meshes in a day. There are plugins that add runtime import for those things, but the main flaw with them is that they load from a format that is useful for storing everything about that asset (for example, an FBX file stores an ENTIRE scene), so the real solution is to actually create an optimized PAK/IOStore file that the game can load, which Unreal will happily do so at runtime.

Our goal is to reduce the need for the UE4 editor whenever possible / we have the resources to do so, which is why Behaviors has grown in scope a lot. Personally, I would love to trash the whole editor and just have everything done in-game, but there are a lot of things the editor does that optimizes PAK/IOStore files that we would have to recreate. Keep in mind that the engine/editor is easily several million lines of code, that's not possible for a small dev team to just throw away. s&box (when it was on UE4) also did away with the editor and recreated many things by themselves. In about 2-3 years of (full-time) work, they were able to add static mesh and skeletal mesh and hot-loading shaders/material graph, all still using Unreal's asset system (they create an optimized PAK file that the game loads at runtime). That's a tiny fraction of what the Unreal editor can do, but honestly that's probably enough for 90% of mods!

The great part about us using Unreal's asset system is that you could replace the editor at any time along development and cook PAK files yourself that the game recognizes and loads, though it's not a focus since it would be a huge endeavor to replace the editor. It's such a huge endeavor that even game engine games like CORE (which is also built on Unreal) also haven't done this, even though they have the resources to do so. They've just went with the "kit-bashing" approach like old school Roblox.

We do want something like Steam Workshop, but since our goal is to put Brickadia on our website and any storefront we can put it on, we plan on making our own version of it called the gallery.

its been said publicly in the br discord theyre holding out for the return of uescript in ue5 before deciding whether or not to commit to writing their own mod support, so the return of uescript could help a lot in making br particularly moddable

As mentioned earlier, the scripting language in UE3/4 basically use the same underlying system and are equally as capable. UnrealVerse is something we are looking forward to, but not because it changes anything about modding but because we can finally trash Blueprints. The main thing we are looking to see with Fortnite modding how Epic supports loading/unloading PAK files at runtime. Loading is easy, but unloading is a lot more difficult because we also have to cleanup any references to those mods being unloaded (A very difficult problem). Behaviors is the scripting language we are developing to replace the need for blueprint/code mods essentially.

m8 I ain't trying to learn how to program, I just want to forget around on a lego game.  Having an event system like this is off-putting to me.

While we are working to make Behaviors easy to learn, it's still a scripting language even if you can use it visually. We are working on the wires system, which is much simpler to use.

unity c# reflection go brrr

ue4 c++ reflection go brrr

game is already having collabs lol, i guess the game is going down the yandere sim route
*in Yoda voice* Surprised by this are we?

Context: The game we collabed with was developed by Pandan, who we've been friends with for a long time and is also a long time Blocklander. Not sure what the issue is.

2
Hi, someone brought this up and I've read the whole thread. I am a bit sad some of you guys don't like us as a team and think we have biases (which may be true, I'm curious specifically what you think about that). Honestly I do hate how divided everything has become about Brickadia (BTW, it is perfectly fine to not like Brickadia!). I say this as a dev, but we do try to keep put in many perspectives. but we just like making cool tech mostly so idk. Either way, your feedback is always welcome to me. The bridge of communication here has been fried since we are fairly shut into the Discord (something I've wanted to change for a while but I digress) and registration requires Discord. And there isn't really a big Brickadia community outside of the Discord either. I left BCC a while ago cause I got really annoyed and pissed off after being mocked about this stuff, that was the one place I was sharing stuff. I do miss talking to people outside the Brickadia Bubble™ about the game, and there is a lot of misinformation about it outside of it.

Of course updates are content but I mean they are only updating the game with content that should be modded in. I dont think a update with modding will come and if it does it wont be as versatile as blocklands.

You're somewhat right about UE4 mods. The kinds of things UE4 mods can add are much more than you might expect, but changing other assets is not something it can do by itself. The advantage Blockland (Torque specifically) has over UE4 modding is hooks/packages, but the nice thing about Unreal specifically is that we can modify the engine, and we do it all the time. Unity for example will cost you about $40k in licensing fees to get access to the editor/engine source. Thas was one of the main reasons we didn't consider Unity (also, it does not have replication/networking built in, and most working solutions are terrible IMO). This was something we looked into for a little bit when researching modding before we decided we would focus on Behaviors (and our hatred for Blueprints :cookieMonster:). But that's exactly why our visual scripting language has grown in scope for what it can do.

Our Behaviors system will be brown townogous to what Torkscript is to Blockland (but of course it will feature a fast VM and one day JIT compilation), but with the ability to convert back and forth between the scratch-like block code and script code. Calling it an events replacement is both fitting and not, since it takes the spot of all your scripting (and eventing) needs (you can attach a behavior to nearly anything including bricks, players, items, minigames, "the server", etc). The main concern at the moment is keeping it easy to learn (well beside it also being very hard to develop, but Sixmorphugus/Chrisbot is really good at this stuff), but that's why we also are working on Wires right now as a more approachable way for beginners to make simple contraptions, and Behaviors are ways to make custom components (which can interfact with wires). I guess wires are similar in scope to events in that respect?

Also it's important to know that Behaviors are very ECS like, which means there isn't "classes". Polymorphism comes from adding a different combination of Behavior components. If you've messed with ECS at all, this may seem familiar to you (it's archetypes! kinda...)

So where does that leave the other kinds of mods? We plan on covering most all scripting mods in Behaviors, so UE4 mods will pretty much only need to add content for Behaviors to use (models, bricks, player parts, etc) which is perfect because UE4 is great at these kinds of mods. We're also waiting to see what Fortnite modding will bring to UE5, so that may bring more possibilites for mods. One thing we're eyeing for is loading and unloading assets at runtime. Of course, the road to getting Behaviors to the feature parity we want will take a very long time, we've all gotten jobs so development has been going a bit slower. And people underestimate how difficult all of this is :panda:

Anyway, that was a wall of text. TLDR: Brickadia will have mods in any plan we come up with. Heres a good brown townogy: Blockland mods make cool stuff, Brickadia Behaviors (scripts) + UE4/5 mods (content, like bricks, weapon models, player parts, maps...) make cool stuff. It's a tall order, but that is the plan.

I think microbrick spam wouldn't have become the meta so quickly if there was a proper selection of rounds and etc. for people to use.
I too am a micro brick hater, but I've seen a few cool microbrick things. I think a lack of brick content is driving up the use, we're working on that (slowly...).

Glad to answer any other questions. I think I answered most of the questions that were in this thread already in this little essay. Also, happy new years eve everyone.


3
gotta hand it to the Block Gang for the sophomore-dropout-essay tier manifesto

speaking of essays, mine's due today :cookieMonster:

4
I'll take disingenuous facetiousness and obnoxious teenagers over grown men who are so obsessed with a lego game's development that they'll cover for the project manager's little boy rape special interest. None of us were interested in helping Dr. Kost rip-off Kidalex's aeonara thread but over time it's become clear that the Brickadia devs will literally never respond to the calm and methodical approach to removing child enthusiasts from their dev team, you have to make a stink about it, or they'll try to get away with it. They will always try to cover it up. So you can throw conjecture about how I don't actually care about the several grooming accusations but at the end of the day the guy was determined to be guilty and he was removed from the dev team, and some of y'all would happily sit back and let people be groomed by the dev if it meant you got loving A5 on time

Just don't look at kiddie research or groom kids. That's literally all they have to do. You people act like going after child research artists in the Brickadia dev team is wrong because Bozo the Clown is the one doing it. He just happens to have a really obnoxiously loud voice.

You are right, though absolutely no one is obsessed with development to the point where we want to defend CP. Unfortunately, the only time I get to hear about this is when the stuff hits the fan. I woke up today with Discord exploding, it's not a good time to read that something not so dissimilar to last time is happening again.

I have no qualms against anyone here, but I think it should be fairly obvious I don't hang around the forums anymore. Please, if you do get wind of something like this, CONTACT ME: Discord or Steam. If not me, a moderator. I think anyone else can vouch I will get things escalated if they are very serious. It may not seem like it, but we do care. I care at least.

We don't have a lot of time to dedicate on this project for the time being (work and school), and none of us were prepared to deal with what happened today. I know you don't like Brickadia, and that is fine. That shouldn't discredit your (or anyone's) opinion about how we run things, the direction of the project, or how we handled things. It's not easy, and I never thought I'd have to deal with ANYTHING like this, ever. We don't want people who do this on our game or near it.

5
Their silence is deafening

We've removed Evar and are working on a statement.

6
it just keeps happening

Yeah, it really is disgusting. Someone you trust is just so careless. This is personally the first time I'm hearing about it.

7
This is absolutely disgusting. I've been developing this game for way too long, there is absolutely no way forward like this. I do not defend this, and I NEVER will defend this.

8
Drama / Re: Key Compromise
« on: May 02, 2020, 10:11:14 PM »
I haven't played BL in ages, never used Glass either, but my key was compromised. I did link it to Steam when it first launched on there, but I think it may be related to the CBMHosting leak that happened a few years ago. That was the only other time my key got compromised (nothing happened) til now.

Honestly, if it's possible to deactivate just the key and keep the steam account linked, that would be cool. I understand if you can't.

9
General Discussion / Re: [BG Official] Brickadia Hate Thread
« on: September 10, 2019, 07:35:01 PM »
Likely not, but it still shouldn't warrent a perma ban.

Hi, this was a long time ago and we've relaxed on the meme dumping stuff by making #dumpster, if you wanna get unbanned just DM me your handle on Discord or here (though I almost never check on here). Sorry about that.

10
I think the normal maps are also inverted in Blender for some reason, which is why the top of the brick studs looks like they dip inward even though your light source is mostly centered, rather than going around the brick to create that look

A way to fix that would be to invert the value of the normal map's intensity

Although, why include normal maps anyway when Blockland doesn't use them?

Why not? Looks cool.

Also I believe the green channel is the only thing inverted (from a standard normal map) so inverting a normal map entirely will produce incorrect results. If you bake a normal map in blender it'll be correct anyway.

11
Don't use the bump node, make a proper normal map for the stud (if you wanna use the stud as a normal map anyway) and plug in the normal map. Generated normal maps don't work properly in Eevee which is why they look pixelated in the material view or even the Eevee renders.

You could bake out the normal map generated from the bump node and use that, as long as you use the normal map. The normal map node is gonna work better 99% of the time :cookieMonster:

12
General Discussion / Re: [BG Official] Brickadia Hate Thread
« on: August 22, 2019, 10:04:40 PM »
static maps already dont have a place in a building game, but with brickadia's procedural brick grids and stuff then it really won't be needed

Well, not only that, but you can also make a proper map in Brickadia!

13
Off Topic / Re: Blender 2.80 is out
« on: July 30, 2019, 08:20:19 PM »
2.8 good

14
Off Topic / Re: Tier List Weekly Megathread | Best Controller
« on: June 28, 2019, 06:15:00 PM »
i play hella melee and i think the GC controllers are overrated. you basically gamble on if a controller is good or not every time you buy one, and nearly all the ultimate controllers come with issues. That being said, the GC controller is pretty nice, though the D-Pad sucks ass

15
Add-Ons / Re: Item_Hunting_Vest
« on: June 27, 2019, 11:53:11 PM »
looks like my render won the contest

Pages: [1] 2 3 4 5 6 ... 108