Poll

How should brick ghosting work?

ALL bricks ghosted before spawning
12 (75%)
ALL bricks ghosted after spawning
0 (0%)
VISIBLE bricks ghosted after spawning (leave as is)
4 (25%)

Total Members Voted: 16

Author Topic: Future Development Suggestions  (Read 4107 times)

This thread is for default feature suggestions.  I have compiled a list of useful suggestions that would improve Blockland's overall performance.  Any posted suggestions will be added if they are deemed default-worthy.

- Anti aliasing
- Better shadows and shaders
- Better vehicle/brick collision
- Precipitation blocked by bricks
- Increase brick limit (512,000?)
- Option to ghost bricks before spawning
- Option to ghost all bricks (not just visible)
- Support for Physical Address Extension
- Weather cycles
- Day/Night cycle gradient transitions (skybox?)
- New water physics (allowing submerged structures)
- Better vehicle physics
- Datablock limit increase and efficiency
- Increase light limit
- Better brick lighting
- Server search
- Music brick range slider
- Game mode creator
- Raise maximum packet size
- Bots & events
- Allow disabling shaders effecting emitters
- Fixed building while in orb mode
- More player customization options
- More images attached to playermodel
- Support for attaching models
- Raise colorset limit
- Smaller font in server set-up options
- Preserve chat message HUD
« Last Edit: December 03, 2012, 11:40:56 PM by Wesley Williams »

Who decides what's high priority?

That is definitely a big one.

Datablock increase and efficiency
No idea what you mean by efficiency.
The limit isn't a problem if you're using a reasonable amount of add-ons

Who decides what's high priority?

Anyone can really.

No idea what you mean by efficiency.
The limit isn't a problem if you're using a reasonable amount of add-ons

I mean compressing the amount of datablocks used by a single add-on, such as a projectile using three rather than one.  I don't know a lot about the workings of datablocks though.

-snip-
- New water physics (allowing submerged structures)
-snip-

By submerged structures you mean ones that aren't filled with water, right?


I mean compressing the amount of datablocks used by a single add-on, such as a projectile using three rather than one.  I don't know a lot about the workings of datablocks though.

Compressing the amount of datablocks is not something Badspot can do through future updates. It is entirely up to the people who make add-ons. And, to add to that, they're already using really few datablocks. You're seriously just enabling random unneeded add-ons if you reach the datablock limit.

- Better vehicle/brick collision
- Better vehicle physics

What's the difference?

- Precipitation blocked by bricks

Use zones.

- Weather cycles

This could easily be done as a normal add-on.

- New water physics (allowing submerged structures)

Since when aren't submerged structures possible? You can build in water just fine.

- Datablock increase ...

So you want add-ons to use more datablocks?

- Server search

Already exists.

I just wan't point light falloff to be removed, or at-least the range of them extended.

What's the difference?

Use zones.

This could easily be done as a normal add-on.

Since when aren't submerged structures possible? You can build in water just fine.

So you want add-ons to use more datablocks?

Already exists.
poking at all of his suggestions, how annoying. "using zones" is such a stuffty method why would you even suggest it? he's suggesting that precipitation doesn't go through bricks so you dont have to do crap like that, it should already be included in the game.

the datablock system sucks if you want anything with a shape to be dynamic.
What's the difference?
whats the difference between physics and collision? are you kidding me?
vehicle physics as in how the vehicles turn, fall, fly, and collide with eachother.
vehicle brick collision as in how they react when they collide with bricks.

"using zones" is such a stuffty method why would you even suggest it? he's suggesting that precipitation doesn't go through bricks so you dont have to do crap like that, it should already be included in the game.

What's wrong with using zones? Also, using zones set up by users would deliver vastly improved performance in comparison to letting every brick individually do precipitation "blocking".

vehicle physics as in how the vehicles turn, fall, fly, and collide with eachother.

With the exception of the "collide with eachother" (which works fine, by the way!) part, that isn't something that could be "fixed" in a future update; it's simply because all the vehicle add-on creators pretty much copy all their datablock values from something with really bad handling.

With the exception of the "collide with eachother" (which works fine, by the way!) part
i really hope you're kidding. ram two helicopters into eachother and watch what happens. ram 2 skiers into eachother and watch what happens.

By submerged structures you mean ones that aren't filled with water, right?

Precisely.

And Port, these suggestions don't have to be limited to just minor updates.  They can also be engine related no matter if it's possible or not.  I don't expect most of these suggestions to be implemented.