Author Topic: Blockyard - What the hell?  (Read 19152 times)

Nice, but Fort wars would be nice too. Two teams have 5 or 10 minutes to build a fort, and then they fight. Simple :o EDIT: Fort wars ctf would be better, same rules as original, but your fort becomes a base for your flag.
If this was implemented I would play this game A LOT more.

If this was implemented I would play this game A LOT more.

I'm VERY interested in getting competitive team play integrated with Blockyard. 

Would love to have a Warcraft III style model where individuals can create their own maps that others can then play (either individually or in a team setting).  To be clear, I'm not mentioning Warcraft III because I want Blockyard to be a RTS game -- I'm mentioning Warcraft III because they had a very successful community building, sharing, and playing custom maps.

So, you might create a killer fort map that everyone wants to play.  Your fort map might have an interesting terrain (after we implement the tools to modify the terrain) and perhaps some static blocks (can't be destroyed) to define areas.

 Is there a player model?

Is there a player model?

Just a simple energy ball is shown at the moment for each character.  Adding a real character model is on the to do list.

Is there saving/loading yet?

if not, when will it be in it?

Is there saving/loading yet?

if not, when will it be in it?

Well, things are auto-saved now as long as you are logged in.

I'm planning on working on "Maps" next which I think really addresses what you want -- you can create new maps, open existing maps, delete maps, etc.

When a new update comes out, you should be shown a change log either before or after you install it, in game so you can tell whats new quickly.

I have noticed the website is down.

Did you die?

If this was implemented I would play this game A LOT more.
Build a box around flag.

Now what happens?

When a new update comes out, you should be shown a change log either before or after you install it, in game so you can tell whats new quickly.
Also I wish you could change back to the old control sh-acme, it was a lot quicker then shift-R'ing everything to delete it.  Plus you can't move when you're holding shift.

Also I wish you could change back to the old control sh-acme, it was a lot quicker then shift-R'ing everything to delete it.  Plus you can't move when you're holding shift.

Thanks for the feedback.  So, the tradeoff is having keys available to assign to motors, jets, launchers, etc.

You'd prefer to use non-shift keys for the commands then and live with a limited selection of keys left for motors, jets, launchers, etc. or would you perhaps use shift-keys for the motors, jets, launchers, etc ?

Thanks for the feedback.  So, the tradeoff is having keys available to assign to motors, jets, launchers, etc.

You'd prefer to use non-shift keys for the commands then and live with a limited selection of keys left for motors, jets, launchers, etc. or would you perhaps use shift-keys for the motors, jets, launchers, etc ?
Shift keys for jets motors and launchers sounds good, that way we can build things with more then one type of block faster, and still have all the keys available for motors and such.

Shift keys for jets motors and launchers sounds good, that way we can build things with more then one type of block faster, and still have all the keys available for motors and such.

I'll plan to make this change (non-shift keys for commands, shift keys for motors/jets/launchers).  I'm not that crazy about how it works now either.

Build a box around flag.

Now what happens?
Create vehicles/weapons and blow the box up.

Create vehicles/weapons and blow the box up.
Box is made of static breaks.


What do