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The Ultimate Blockland RP - A Theoretical Discussion

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Doomonkey:

I think a set of "bones" should be released, which people could customize to their needs, and there would be a few pre-made modes for it.

Killer2:


--- Quote from: Corbiere on July 09, 2010, 10:45:49 AM ---Stop with this ALREADY!

Ephi's right, and I hadn't realised it before. RPs need to have building in them. Medieval RP, Egyptian RP or w/e don't really include free building. City RPs are too open ended and get boring.
Building randomly: No
Building to achieve a goal: Yes

--- End quote ---

A big problem is raised when I hear this.

The problem is you can only do so much for building something to achieve a goal. And, you also only have a limited amount of things to build before you can't do anything at all.

For me, a good RP would be the people having to make buildings, in order to achieve a goal, and yet still being able to expand so you can create more buildings, even if it has already been made.

I also say that fighting should be apart of the RP, because the second thing of Blockland that is unique, is that it isn't just a building game. it's also a fighting game. Defending areas, attacking area, and etc. would include that aspect.

And the last thing that should be in this RP is the imagination aspect. This RP should be compatible for any theme(s). Because, everything in Blockland, when it comes to TDM's, Buildings, Mods, whatever, thrives off imagination. This game couldn't have been created, without imagination.

Red_Guy:


--- Quote from: Reactor Worker on July 09, 2010, 02:04:45 PM ---Mr. Wallet's "Rise of Blockland" remains the best game-mode I've ever seen in BL. It was focused around building, and was constrained by a simplified economy. Structures had purpose (to sell the resources necessary to play the game). Even in its simplest form, the game-mode earned itself a hearty core of dedicated players, but I think the idea could be developed further.  Starting with More interesting surroundings, more ways of using the resources you have earned, and methods to encourage better buildings, would all make the game-mode more interesting.

--- End quote ---
This is very close to what ive been trying to come up with in my own experiments -- any clue where to get more info on it?  doing a search didnt help much.

One of my own pet peves with a lot of RPGs is the game world is always static. Vendors always sell the same stuff (theres almost always vendors). they stand in the same place - except for a few who run on standard routes.
the "stuff to do" is always the same:  Kill X of monster Y. go collect X number of Y widgets, go talk to an NPC.  with a few variations here and there - everything falls under those basic types.  Blockland's building mechanic has the ability to change all this.
Ephialtes idea to build a bridge across something is a really good example, but once one person has done the work.. its not really needed anymore. 50 bridges across one river makes it into an underground stream...
That can be taken care of by some kindof a decay - but if my bridge is eventually going away.. im not going to put a whole lot of effort into building it.

Ive tried to add a building stuff component to the mining mod I run - but other than for use in primitive forts in a deathmatch, theres little incentive to build anything.

The other big issue with building stuff is it takes up space on the server, and eventually the landscape will fill up, and nobody can go anywhere (brings back bad memories of starwars galaxies MMO).  Decay and maintence can be put in place so stuff thats abandoned will eventually go away - but then it eventually turns into a "job" just to keep your stuff alive.  Nobody wants to see their hard work vanish in a server crash or have it dissapear when they go on vacation for a week.

Im all for adding a building mechanic into a RP style game, but unless we can solve the problem of having it run for a really long time.. its going to be really hard.


agentbanana:


--- Quote from: Doomonkey on July 09, 2010, 10:16:51 AM ---Blockland Main Adventure mode.

--- End quote ---
i that idea

Nitramtj:

Laremere basically gave my solution to the dull RP problem. The problem with the space station build/rp was that I had to manually check every module that was flown up. Also, many people wouldn't get the concept in their minds and would build nice looking modules, but they didn't fit the restrictions. That's why I'm working on brick manipulation scripts right now, just very slowly.

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