Author Topic: if you were in control of blockland what would you do  (Read 6024 times)

Fix bugs that are known by the community
Optimize ghosting and rendering
Add new engine features such as more player controls (set hitboxes/health/max energy/jump force/etc)
Fix AiClient class
Make pathfinding more possible in the engine
Change engine to unreal engine but make old torquescript still work into the engine
Fix random crashing
Increase max integer limit (to 64bit)
Fix torque math
Update ascii table
Port the game over to 64bit instead of 32bit

me no like change
if you can support both shaders and maps why wouldn't you

terrain may suck but you cant deny the quality of a lot of interiors maps and how fun it is for newbies or kids to just explore and find secrets and such

Yeah but he had to remove them to make way for all the other cool things he added, such as:







Nobody wants to put mods and stuff on steam workshop??

Nobody wants to put mods and stuff on steam workshop??

Not when there's no regulation.

Reading this thread got me so excited for big change on what's possibly a finished game 😥

if you can support both shaders and maps why wouldn't you

There's literally no good reason to have maps back other than 'muh nostalgia'

There's literally no good reason to have maps back other than 'muh nostalgia'
there are many reasons for it?? modter collision is far from perfect, is far laggier when trying to create things on the scale of the bedroom or larger, and is not as compatible with water bricks and the like? they also take far longer to create when it comes to large scale creations.

for example, if you were to make a dayz map, it would be far easier to use interiors or even terrain to create the island, then add builds and such as necessary, without compromising how drivable/compatible with vehicles the map is, having underground/deep areas in the island while having an ocean of water outside and around the main island, and controlling the scale and layout of the build without spending lots of time ingame running around/rebuilding pieces/moving camera to get a sense of the scale and spot problems.

also, if you didnt notice, the draw distance limit has been severely cut down from pre-v21 levels, which contribute to the anti-big-scale environment status of the current version. in the past you could see the entire ice palace build and road within an 1250x780 frame, zoomed in to the lowest fov. if maps are going to be gone forever, this cap should at least be raised so its more possible for creators to create large scale works, even if it takes them far longer.

compared to this, your only reason to not bring maps back is that it looks dated. In the hands of the right creators, it is possible to make it not look as dated, or allow them to focus time on other aspects of their server to make it feel more polished and thus draw attention away from the dated aspect.
« Last Edit: April 16, 2017, 01:56:46 AM by Conan »

Make a sequel. Imo there's lots of lost potential with this game. Making things like buildable vehicles possible in a non-hacky way would probably draw a lot of interest to the game, and make things like racing game modes much more fun.
I plan to do something like this, but not actually use the Blockland name unless somehow I get it from Badspot.
Somewhere around here there's a thread describing my attempts in Unity and Unreal, I've got the general idea of how the building system would work code-wise, and I started working on some stuff in Unreal to move blocks around but I never got them started attaching because I didn't know the structure of Unreal too well

I plan to do something like this, but not actually use the Blockland name unless somehow I get it from Badspot.
Somewhere around here there's a thread describing my attempts in Unity and Unreal, I've got the general idea of how the building system would work code-wise, and I started working on some stuff in Unreal to move blocks around but I never got them started attaching because I didn't know the structure of Unreal too well

I don't think you realize how complex an efficient brick system is. This isn't something you can do as a beginner with unreal engine...

There's literally no good reason to have maps back other than 'muh nostalgia'
what are you, stupid?

Nobody wants to put mods and stuff on steam workshop??

Steam workshop is garbage compared to what a custom-built site could do. Especially the game integration can be so much better when you have full control over the whole system. The only problem is finding someone who wants to make it...

also, if you didnt notice, the draw distance limit has been severely cut down from pre-v21 levels
That update happened in v15, just so you know.

14 to 15

...
  • View distance slider now sets maximum distance rather than a multiplier
  • [0]Added option to automatically adjust view distance based on framerate (default = on)
    ...
In previous versions you could crash your game by joining a server with terrain, then cranking the view slider up.
Blockland did not appreciate viewing lots of terrain at once.  Did anyone make a .dll to increase the view distance yet?

I think I would introduce some basic optimizations for the game. Such as LOD's and occlusion culling, or frustum culling.
« Last Edit: April 20, 2017, 01:07:40 PM by A.P.X. »

I think I would introduce some basic optimizations for the game. Such as LOD's and occlusion culling, or frustum culling.

LODs for bricks aren't as easy as you think they are. Most bricks are already as simple as they can possibly be, so you need to find something that can dynamically simplify whole chunks of a build together. And it has to be incredibly fast too.