I'm not super on board with this idea. Any game about creativity should allow you to, well, be creative. I've never liked games that try to limit that - as much as I loved LittleBigPlanet, I hated that you didn't have the full set of tools at the start. "Earning" geometry seems like a contrived way to pad out gameplay in a game that you seem to be making creativity-oriented.
But, hey, you do you.
it can make be interesting in some situations, but a 'creative mode' type situation is probs gonna be pretty necessary
regardless, a game like that isn't going to be able to be like blockland unless they're just optional features to turn on
If I do end up including that feature, it will be toggleable; I may also end up including a baseplate rules option (in which players would have to build on baseplates) and a scavenge mode option (where you have to take bricks from existing builds), both of which can also be toggled. I'm hoping to include various options so you can set up a server to your liking. You won't be forced to use them though, they are just more options for your server. A creative mode is also a given.
I'd rather he go the roblox way and "sell" the creations. Or he could make it so you can only sell decals, music, memberships for your server, vip for your server, etc
I'd much rather that than a generic minecraft clone. I trust Ghost as the creator to make a fun game that does what blockland can't. Blockland gets boring for most users after 5 or so hours because the only thing you can do is join the average freebuild or go to a boring jailbreak server, or worse, go to a family rp. In the game Ghost has made, you would be able to join a demo server for a server which showcased the vips in it, maybe the builds or something so you would be more inclined to buy it. Maybe it would have game modes like gmod, maybe ragdoll combat or something like that, where you have to use your custom characters and the stuff the server gives you and stuff you can buy to make a fighter to compete with the best, to try to knock them off while also trying not to be swarmed by the lower ones, would be a tun game. Maybe a game where you have to run to shoot snipers? It would create interesting situations like people meeting up in running groups and raiding buildings while running and people going putside and spinning in circles to try to disorient people? You can also buy temporary upgrades to run faster or slower or something like that. Things like that would keep new users hooked.
I'm open to that idea, but am also slightly skeptical of having users charge for content like that. It all depends though.
I have some really great ideas for the game that I want to incorporate, especially involving maps; map-making can be taken to a whole 'nother level with this engine, especially with remastered versions of maps like GSF Paradise. I'm hoping to have greater incentive for building as well: such as sharing finished builds with the community (via an in-game network) where users can comment, rate and download them to try themselves (credits will be maintained of course); you'll be able to build interactive objects which you can turn into a physical entity (like the soccer ball included in Blockland, except if would be made out of bricks); build-able vehicles; etc.
Made more progress; I have most of the building system figured out. I'm trying to make importing custom bricks as easy as possible - instead of converting a model to the .blb format, setting up a brick grid, setting the brick bounds and collision, etc., so far all you would have to do is model the brick / collision mesh and save the .blend file in the game's bricks folder; the game takes care of the rest. I have brick positioning mostly working, along with super-shifting.
Also, I finally figured out how to color bricks while having a material applied. Right now, vertex colors are random, but you'll be able to color bricks uniformly using any opaque or transparent color you want - you're no longer limited to colorsets consisting of 64 colors: