Author Topic: Reviving "Underground" - Alpha coming?  (Read 3403 times)

If you wanted traps to not be visible for other players, you'd do that in the client mod

The idea is thus:
- You place it, it creates a trigger zone for the trap
- Send a clientcmd to the owner telling them the position and type of trap
- The client mod then creates a staticshape at that position representing the trap

Clients other than that will never be made aware of the trap at all (actually, I'm pretty sure triggers do ghost to the client but it's not something easily available to the average joe; if you really wanted to ensure nothing at all is sent to clients to prevent skiddying you'd have to use position checks on a loop, ie simulate zones, which would probs be kind of slow)
Having "traps" made of bricks would be totally pointless because HEY THIS LOOKS TOTALLY NATURAL especially if they're made of prints given that prints tend to be visible in low light - if you derender the bricks, they're still visible with only a very simple function call or holding a default tool (unless you disable that but hey)



Also, using Mono 2 for color groups is a silly idea. What if someone wants to use it as a color not as a recolorable? Having them set using a color effect (rainbow, because it's a) not commonly used at all in furniture, b) representative of color-shifting) rather than just a color gets around that

If you wanted traps to not be visible for other players, you'd do that in the client mod

The idea is thus:
- You place it, it creates a trigger zone for the trap
- Send a clientcmd to the owner telling them the position and type of trap
- The client mod then creates a staticshape at that position representing the trap

Clients other than that will never be made aware of the trap at all (actually, I'm pretty sure triggers do ghost to the client but it's not something easily available to the average joe; if you really wanted to ensure nothing at all is sent to clients to prevent skiddying you'd have to use position checks on a loop, ie simulate zones, which would probs be kind of slow)
Having "traps" made of bricks would be totally pointless because HEY THIS LOOKS TOTALLY NATURAL especially if they're made of prints given that prints tend to be visible in low light - if you derender the bricks, they're still visible with only a very simple function call or holding a default tool (unless you disable that but hey)



Also, using Mono 2 for color groups is a silly idea. What if someone wants to use it as a color not as a recolorable? Having them set using a color effect (rainbow, because it's a) not commonly used at all in furniture, b) representative of color-shifting) rather than just a color gets around that
So as far as traps not being visible, I'm not going to get intense with hiding them. They're there for fun, not to really hurt a player in any way, so there is no reason to truly "watch out" for them. Also, even though the command to show hidden bricks is easy, only a fraction of BL players probably know how to use it, so I'm not going to regard it as a big issue.

And mono-2 is really just a placeholder, as none of the current furniture utilizes that color. The script to implement furniture as purchasable and re-colorable items hasn't been created yet, so we haven't run into that issue :P

As far as an inventory update, it's going well, we've been able to organize everything, create ID's for all gems and colors (for example the ID for an Amber Phallyx could look something like 04:08. Haven't decided the most efficient way yet), and a way to send that from the server to the client is being created right now. I don't have any cool pics to show (yet), but I'll be sure to post when I do.

Oh also another planned feature are explosives which can be created or purchased, which will allow for instantaneous mining of blocks. The bigger the explosive, the bigger the block that can be mined.

Do the traps increase in intensity for the other traps?

Either way you're making this perfect. <3

Do the traps increase in intensity for the other traps?

Either way you're making this perfect. <3
Yes infact, I thought I brought that up.

Do the traps increase in intensity for the other traps?

Either way you're making this perfect. <3
Ya so theoretically on the teleport one, the higher the intensity, the farther you can be teleported.

And walls thicker, etc


So it's been a bit quiet because I've been hard at work creating a functional inventory system that doesn't allow for cheating, and is aesthetically pleasing. It's coming along well, I have most core functionality down, but adding little detailed pieces here and there to make it more enjoyable for the player.

Me and Alphadin have been brainstorming as well and figuring out more things to give the players and how it would fit in. Hopefully a more intensive update will be posted in the next day or two, and maybe I can get an alpha stage rolling out after this week.

You're using the grid-based inventory system I suggested? :D

You're using the grid-based inventory system I suggested? :D
Damn straight we are.
We have only a few minor adjustments however

How long until it's playable?

How long until it's playable?
At this point I can't tell quite yet.
Not sure about lil however
Just saw, "Maybe I can get an alpha stage rolling out after this week"
No pun intended I think
« Last Edit: July 02, 2012, 01:22:26 PM by Alphadin »

I worked on the GUI a lot today and made good progress. Inventory works between the server and client, cheating isn't possible, and it's looking pretty good if I do say so myself. I'm finalizing some things on the GUI for an alpha such as help topics within the GUI, gem information is accurate, and you are able to purchase bases from within the GUI. I can probably finish all that either tomorrow or the next day (4th of July plans),  then I'll make sure bases work in their most basic form (you can buy one and not do much else), and then an alpha might be in order.

Once I can openly host the server, I'll start working on implementing things such as:
  • More functionality with GUI (such as moving gems around)
  • Traps
  • Furniture buying/selling furniture from vendors and placing in base
  • Displaying gems as prizes
  • Expanding your base (you can essentially expand your base infinitely horizontally)
  • Trading things with other players
  • Implementing mechanical items and fossils
  • And a lot more that we have planned, but I can only process so much at once (Alphadin just keeps coming up with good ideas :P)

Also, I've got a question for all who read this. Many servers nowadays have their own client mods / GUIs to enhance the player experience, so I believe that players are now expecting things such as these for big server mods and such. Many servers won't let you join without their add-on as there isn't much you may be able to do without it, which can be frustrating as you have to download it, and then restart Blockland, and then re-join the server.
Now the question is: Should I let players join without the GUI, they just can't do much except explore, or just keep them out until the latest GUI is downloaded?

I'm currently planning on letting players join, just if they want to participate (such as pick up gems, purchase a base, etc.), they will need to go grab the GUI.
« Last Edit: July 04, 2012, 03:18:37 AM by lilboarder32 »

Hey guys, I'll move this to a gallery topic when the server is up. So an alpha is right around the corner, but before I host it, I want to get your guys' opinions. So alpha stages oftentimes have a lack of content, functionality, yet with many bugs. That is what alphas are for, to test the main concepts of the game and make sure things are working when stress tested. But I certainly don't want to host something that people get bored of quickly, due to not being able to furnish bases, or trade/show off gems.

The alpha that I have been planning to release will consist of:
  • Mining cavern walls for gems
    • Thousands of possible unique gems
    • Gems can be picked up and stored in a GUI you are able to download
      • Without this GUI, players will not be able to pick up gems, just mine around and explore
      • Viewing gem details, or selling them to a nearby vendor
      • The GUI will have some documentation on getting started
    • Will add security to gems (Only those with build trust or greater can grab your gems)
  • Purchase a base anywhere a door can be spawned
    • This base will be your personal base, registered to your BLID
    • (Some cool spots to place base entrances have been built, try and find em!)
  • A cavern system where all players will be
    • Small size so that players' bases are not far and few between
    • Future: Will expand base upon requirement, and might add hidden "themed" caverns
      • Examples: Volcano theme, Dark Crystal theme, Albino theme (I just made these up on the spot, no guarantees on their creation)

I realize many of you have waited for a playable version of this for a while, but I want to host quality material, so should I hold off a bit longer to initially host more valid content? Or should I focus on stability right now and host, then progressively add content?

I say release often. Anyway, I don't think mining should be possible without the GUI either, just exploring.