Author Topic: Blockland 2  (Read 26886 times)

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  • Kompressor would more likely make a BL2 than Darklight
  • Learn grammar.

a) I don't understand, why?
b) creepbear isn't funny, child.  Hush.

you cant make a sequle to a sandbox game so you have a point

*Cough* GTA 1, GTA 2, GTA 3, GTA: VC, GTA:SA, AND SO ON *Cough*

Also dont forget *Cough* LBP 1, LBP 2 (although it doesn't seem like much of a sandbox game, it sort of is) *cough*

*Cough* GTA 1, GTA 2, GTA 3, GTA: VC, GTA:SA, AND SO ON *Cough*

Also dont forget *Cough* LBP 1, LBP 2 (although it doesn't seem like much of a sandbox game, it sort of is) *cough*
You should take some cold medicine you sound awful

SWEARER!

forget you you piece of mother loving dip stuff starfish!!

how bout that

I dont see the point for a sequel, there's no storyline and all servers are private servers with their own themes.  If a server wants a new version they can make a new version, no entirely new game is needed.

Why would badspot pay more money and spend lots of time when he could just update?
Also, what would be new in a sandbox?
Peas and chips!


what


why would there be a Blockland 2? It's never going to happen. Why make a sequel of a sandbox game?
If you think sandbox sequels aren't worth buying/playing, then explain just cause 2.

If you think sandbox sequels aren't worth buying/playing, then explain just cause 2.
whyyyy did you bump thisss

Because OP is too handicapped to read Wedge's obviously sarcastic posts:

The long awaited sequel for the hit-cult game Blockland has finally been announced. The game will follow the traditional gameplay focusing on the construction of miniature plastic objects, with some new twists, and upgrades that fully take advantage of the capabilities of modern computational power.

Phsyics

Yes, physics. Long awaited, and long requested, Blockland 2 will feature physics! But the physics go far beyond what anyone previously imagined. You will be able to knock around bricks (which are fully destructible now, including gibs), other players, and vehicles. With enough force, you may even move large physical objects like the bed in bedroom, or knock down the lamp on the dresser.

The new physics engine is upgraded massively. Collisions are represented as a bunch of nodes representing the atoms of the structure, connected through rigid bones, which freely rotate. Every object expresses a small amount of "give" when someone bumps into it. Solid objects have rigid bones, liquids are simulated with loose bones, and gasses have no bones. Objects and movements are now simulated down the the molecular level.

Furthermore, there is a new fluid dynamics calculation system. Solid objects act on the semi-rigid nature of fluid to push them in a realistic manner. You can now trap liquids in containers. You can also trap gasses in some containers. Moving objects around influences the air, creating small changes in the air patterns (much more noticeable as a mini-figure, you can push people around with the wind). Flowing liquids push and create force against physical objects. If enough force builds up, weak containers may break or rupture.

Next feature... AI... Coming soon.

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Fighting.

The new physics abilities of the new engine allow for more fighting possibilities then before. However, playability had to be balanced with capabilities. Even though players could move each arm or leg independently, it is difficult to push 4 keys at once just to move forward. Standard player movements are used for the most part. A movement editor lets you modify the way you move each arm or leg, allowing you to modify every aspect of how your virtual characters moves. You can maximize speed or mobility. With the movement of each arm independently, and maximizing on the physics engine, you can create specialized hand movements for decapitating your foes even faster then before. You can customize how your player holds and swings swords and maces, even how your player holds a gun. Every movement of the player is editable.

Each part of the player has a set number of hitpoints, when these are reached, the item is lost. Since the head of a mini-fig contains no vital organs, these can be removed without physically stopping the player. Only when the chest is destroyed can players be completely killed, as this is what binds all of their other pieces to the body.

Losing an arm or two isn't as bad as you might think. To counter for the disadvantage of being unable to use any weapons, you gain the melee attack bite and the ranged attack torcreep, which folds your body up and launches you forward. These options can be turned off for a more realistic playing style.

Items.

Hundreds of new items have been added to the game. Items can be bent and used as bricks. For example, if you are having trouble reaching a location, you can pile up a dozen hammers and jump up it. Similarly, you can drive a spear into a wall, and use it to launch yourself to higher locations.

Weapons.

Many new weapons populate the land of Blockland. Weapons have a random colorshift applied to them, depending on the location. For example, in a desert, weapons may have a slight brown tint to represent the dirt of the environment. Weapons also have slightly randomized attack speeds, damage, and reload times, within a certain margin. You can also save weapons between servers, if you find a great AK47 in one server and want to stick with it, you can save its qualities. Next time, when you find an AK47, you have the option to substitute your own. Servers have the option to disable this.

You may customize your saved weapons with a variety of decals and spare parts, and can even change the colors of existing parts.

Coming up next... Community, Player Customization, Deathmatch, and Co-op Missions.

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Community features.

The new community system includes the website front integrated into the game. While on the forums, you can see who is logged on the game and even what server they are in. There is a button on the profile which allows you to join their server. You can check your messages and send new ones both in-game and on the forums. The join server screen features an IRC lobby. Much of the communication in Blockland 2 occurs through IRC. There are 3 official channels, Lobby, General, and Forums. Everyone on the lobby is automatically logged into the lobby channel. People in servers log into the general channel by default, but can also join the lobby and forum channels. The forum channel has replaced off-topic.

Player customization.

As stated earlier, every movement the character makes is customizable. Custom colors can be defined to color in parts of the minifig. Decals are now shapes made in the game, players can make custom decals in game in addition to using default ones. Using an in-game tool, players can carve their own leg and arm shapes. Various customization items can also be modified to some extent, for example, the air tank item allows you to change the number of tanks and the valve shape.

Deathmatch.

The new deathmatch GUI allows you to select from several base game modes, such as capture the flag, or racing, and then modify them. Although standard free for all and team deathmatch is included, more options are available then before. Included with the stock game are the aforementioned CTF and racing game modes, as well as reverse capture the flag, one flag capture the flag, king of the hill, defend the fort, among others.

Pre-constructed builds are included to play in, in addition to the ability to build your own.

Co-op missions.

Before I go into the co-op mCIAons, I should probably mention the singleplayer campaign.

Campaign mode.

In addition to freebuild, there is now campaign mode. You begin as a lone mini-fig, liberating the house of the evil human presence. Using various constructions, weapons, vehicles, and even normal human affects, you retake the house. You must sneak throughout the game without being seen by the human players, solving objectives, and battling giant insects, rodents, and other animals. If seen moving by a human, you immediately lose. If you freeze though, the humans may ignore you. If you complete all of the objectives, the humans are driven out of the house, leaving you control over the entire property.

Co-op mode allows you to play through the campaign. The AI is much smarter in this mode, and there are many more enemies, some unique to multiplayer only. Puzzles are upgraded to require team work to accomplish, and dynamically scaled to the number of players in the server.

Next... Custom Content.

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Through optimized networking code and updated relay software lag is greatly reduced. (Laughed my loving ass off)

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We would get stuck rendering models using tris unless we rebuilt Source from scratch. We'd also have to modify the engine to support hiding unseen faces on bricks. Kompressor's brick optimization probably wouldn't work with bricks with physics.

If we take the physics out of source, there isn't really any other reason to use it. Its a good engine, and with a purchase of HL2 for $40 you can pretty much start designing games for it, but if you strip the physics out of it, it really doesn't have that much of an advantage over any other engine, other then the fact that its really affordable.

If you think sandbox sequels aren't worth buying/playing, then explain just cause 2.
What is this? The national bump-an-old-thread day?

and even with a post that long, i am still ignored
nobody even bothers to tl;dr

Why do you think we have versions? So we are going to work our way up to V21, and then instead of V22 we decide to call it Blockland 2?

and even with a post that long, i am still ignored
nobody even bothers to tl;dr