The easiest way to piss people off, most of all being your own dev team, is to present-pre-produce. That is, to present the
idea before it's anywhere near ready for demonstration. I understand the OP is a "leaker", but supposedly they had your permission, and that puts some pretty serious negative light on the management of this project. What you've given is us a Trello board with a couple tick-boxes checked and some Blender-tier screenshots. The screenshots don't actually demonstrate the breadth of the work that you're saying you've done. If anything, I'm actually more confident that there's some major levels of bullstuffting involved,
especially because you only created the Trello cards at the tail-end of August. There's no way that you completed that much of the core-system in about a month. It's possible you created the Trello board after working on the game, but the Trello log indicates that some time happened between you making the cards/checkboxes and you actually ticking them, so.
As people have said, there's some major issues with the originality of the project. This isn't some "loving fan-game", designed to resurrect a dead franchise or improve upon a concept done poorly by the developers. This is straight up, blatant misappropriation of somebody else's quality work. While the jury is still out on the legality of this (I don't think Badspot could actually sue you as game mechanics cannot be trademarked, but on the other hand the visual designs of the bricks are 1:1 (and possibly taken directly from Blockland)), the point is that if you people were as good at making games as you
say you are, you wouldn't need to rip off pre-existing ideas. Blockland already exists. There (apparently) exists mods to play with maps. This was completely unnecessary, and opens up questions over how much people can trust you to understand the security issues that Badspot has had to dealt with.
What is the point of this game, and why wouldn't I just continue playing with the copy of Blockland I bought for $20 that has an established user-base and years of tweaks and security fixes with a developer who has a known, positive reputation?This leads to questions that Conan raised about sustainability and viability; there's no discussion on the distribution model of the game, on how the online service will work, how you plan to keep the player-base more active than Blockland and so forth. There's no details over who the target audience is, exactly, and I feel that if this project was ever "finished", it'd fall flat on its face because of how late you guys are to the party and how small you truly are in the game design world. Games aren't just released via a download link and everybody plays them. There's a serious art to the idea of promotion, but the more people you get the more potential security risks your exposing to the network when working on multiplayer games, and I'm still getting a vibe that you haven't got a grasp on how to protect your game from people who will find ways to exploit it.
I mean, I could go in depth about how the quality of the produced screenshots and the actual targets on the Trello cards are...sub-optimal, but since I need to head to work where I make games which aren't directly ripped off by a bunch of inexperienced children, I need to hurry this the forget up.
I'd love to see you get a full on sandbox MMO with more features than Blockland.
You first.
Your average MMO can lead development costs into the hundreds of millions quite quickly, due to the amount of content and network security features which demand for highly paid professionals to ensure accurate delivery. You're not making an MMO because your servers
will not be capable of handling that load, nor will they be able to protect against the most basic exploits/attacks.
I also enjoy the "more features than Blockland" bit.
Show,
don't tell. I haven't seen anything that Blockland (or I) is incapable of doing yet.
I'd also like to say that the player-model isn't merely done, for those who think it's "poo poo" ;). It was simply a decoy to work with until I've gotten to the point of character customization, within the clothing area, that is. I've gotten color customization in so far.
They're called "placeholders", not "decoys". Real game developers know that.
Once again, show, don't tell. How about instead of arguing on an online forum you actually get around and do some work? Your attitude is just pathetic, and it's enough for my to throw away any reserved feelings that this may actually be good.
And thank you to the ones whom have rooted us on, and have been watching our progress for a while now.
What, for a month?
That wasn't a Blender scene render, that was an actual in-game screenshot I had taken. I'll list the features we've gotten down so far;
Bricks: Creation, placement, dragging, fakekill (WIP), scaling, getUpBrick(), getDownBrick(), relay, onRelay, loading/saving
Player: Customization for colors, animations (WIP), customization loading and saving, randomize button
Maps: Two done, and a WIP
Nature: Starfish, new tree model
You can't say "these features are down" and then say things are "WIP". Down implies those features are in and working correctly.
And for the third loving time, SHOW DON'T TELL. The burden of proof is on you to demonstrate that you're not firing stuff out the arse.
Lastly I'd like to say that this forum post wasn't truly expected. We weren't really wanting the news of our game to be given out to the forums quite yet, as we have yet to get the essential base-scripts in.
Modder, Anthony, Tumblr, more, and I were talking about development of BL 2. We are all friends of Anthony so he would talk to us first and gave Modder permission to leak.
although unreal would be a nice touch, we can't include modder support, and some main features of the game we want to implement. it's not really the best idea but it's all we have to go with.
Absolutely, undeniably wrong.
https://wiki.unrealengine.com/Modding:_Adding_mod-support_to_your_Unreal_Engine_4_projectYou've dug yourselves a hole long before you ever actually needed it.