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The future of Blockland

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Ipquarx:


--- Quote from: Blockoverlord on February 07, 2012, 08:14:55 AM ---Well someone asked if there could be brick generated maps with blocks that cannot be broken, thus making cubescapes, and maybe if that was added we would be able to generate our own custom scape.
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There are so many problems with that, I can't even begin to explain.

Chrono:


--- Quote from: Lalam24 on February 10, 2012, 08:07:59 AM ---There's a difference between forcing creativity and promoting a redundant, insufficient use of bricks.  Brick terrain isn't user friendly (depending on the size, it'll almost definitely create some sort of lag -- have you ever walked on brick terrain? Err, jumped from block to block in it?), looks absolutely hideous, and will almost definitely exceed a specific brickcount.  This is, in no way, an effective way of changing the game.  It's a step backward, not a step forward.  I've yet to hear many solid arguments that actually state the benefit of losing terrain/interiors.. or, rather, ones that aren't easily contradicted by the above statements.

Here's a quote justifying my argument entirely:

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You seemed to have missed my post, and many others' posts (including Kompressors), that states when implementing new features (NOT JUST SHADOWS), making them work around interiors and terrains is a major hassle, and that's why it's been taking long to get new updates. Once they're removed, we should expect many, many more updates much quicker. Some things Kompressor mentioned looking at is improved vehicle physics, day cycles (going light and dark periodically), implementing our own methods of rendering the game (shaders), and I'm sure this list could go on.

Vehicle physics are poor because in the code, what do you know, has terrain and interior in it. Makes everything a mess to fix.
Shadows and day cycles were completely avoided because in terrains and interiors, lighting is just burned into them after a huge mess of calculation and lag. Doing that every second would not work. I'm sure getting terrain and interior shadows to show up on players and bricks would also take a lot of effort as well.

I don't remember what else was asked and answered.

tl;dr: Removing terrain and interiors is NOT just for shadows and shaders. They are in the way of making anything good come out.

I hope terrains and interiors rot in hell, and no, not just because I want people to be more creative and build. Because I know how much of a pain they are, to the devs and modders alike.

WingZero:

To be honest, I support this update. Since the removal of terrains and interiors will open up a path to create even bigger and better updates, maybe in a later time Badspot and Kompressor would be able to implement terrains and interiors again while being compatible with the other updates soon to be developed.

MrMcCakey:

Somebody in that thread said something about coding Blockland on a different engine. I didn't read the whole thread to see if kompressor had anything to say about it, but he and Badspot should consider that.

Chrono:


--- Quote from: MrMcCakey on February 10, 2012, 06:55:15 PM ---Somebody in that thread said something about coding Blockland on a different engine. I didn't read the whole thread to see if kompressor had anything to say about it, but he and Badspot should consider that.

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They said something along the lines of no.

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