Author Topic: Block Party (Terrain Ex. Pg.124 - 2Million Blocks)  (Read 283892 times)

I'm confused, are you arguing that game devs shouldn't try to optimize their games to run okay on normal hardware?
it doesn't look like that is the point being made
he's arguing that as the consumer, one should expect that not all games will run on a toaster
some things are just not possible to be ran on outdated hardware, like GTAV or KF2 I would not expect to run on equipment from the 1990s or 2000s

I'm confused, are you arguing that game devs shouldn't try to optimize their games to run okay on normal hardware?
They should. Definitely. But if you can't afford even an 80 dollar GPU, then you shouldn't expect to run much.

Alright, so I drew up my ideas for what the avatar should look like. I took inspiration from both the regular Blockhead avatar from BL, which has at least nine customizable parts, and the new R15 avatar from ROBLOX with at least 15.



The final design is boxed at the bottom right.

I took a lot of cues from Trogtor's avatar idea because it looked so clean-cut and cute. I didn't agree with full arms though; they just seemed awkward. So instead, I looked to the R15 avatar and to the BL avatar and I combined them into an arm with floating parts, like the BL avatar but with another small part in between to signify arms. I did the same with the legs. This means that you can differentiate between jackets, t-shirts, jeans, and shorts without the arms and legs seeming stiff and stocky.

People were complaining that the stud on Trog's model was awkward, so I flattened it out. I also took inspiration from the shape of Trog's torso, combined with the anatomy of R15's torso, and combined it into a torso with upper and lower parts. These can't move independently from one another; that'd look weird. Instead, the torso twists at the waist, which is something else I took from Trog's design. Instead of a single piece like with Trog's, as I said earlier, I separated it into three parts; the foot, the leg, and the asscheek.

I also threw around some ideas about customization anatomy-wise. Because of the two-part torso, you could basically make it so that your character has a BMI. I also thought of an idea utilized for at least some time by ROBLOX where you could customize the shape of your head. And I couldn't finish the design of the character off without making some Blocko feet.

After I finished with the design of the avatar, I threw around some ideas on studs for the game. That came out pretty "bleh" though so you can just ignore that. The avatar design is subject to any changes people want to make.

I accidentally posted on the game design topic, but.

Building suggestion: Brick fundamentals.

Hey Ghost, will you implement a way to build off of a 'universal' brick grid, perhaps implement child/parent grid system where you can build at a 45° degree angle, or even 21.56° if desired. I was thinking last night while I was on a server, and it would be interesting if I could create let's say a static train that has a wagon attached in the back, but it's tilted slightly on the vertical z-axis, giving it a natural lego equivalent of contrapposto, lol.

Here's a free of charge visual:


To prevent spamming, maybe the baseplate determines what angle you can build on, and perhaps to maintain simplicity, keep the smallest angle increment limit to 15 degrees.
« Last Edit: July 20, 2017, 04:13:18 PM by Riot »

Alright, so I drew up my ideas for what the avatar should look like.
im sorry but imo that just looks bad
the floating bits between the joints is weird, and the rest just looks like you took the blockhead body and the roblox head. imo the avatars should be a lot more original, it seems like everyone is trying to make blockhead v2

i like the way blockland building mechanics works already and it should stay that way instead of making the building mechanics basically building with static shapes

i like the way blockland building mechanics works already and it should stay that way instead of making the building mechanics basically building with static shapes

A blockland brick is already a static shape until it isn't. Also, Blockland already exists, so there's no problem in playing that building system.

guys can we please all wait for the design contest before we go sharing our concepts here :C

but to be honest I think tactical nuke's could work best with some changes

i dont really care until there even a working stable game here

A blockland brick is already a static shape until it isn't. Also, Blockland already exists, so there's no problem in playing that building system.
bricks are not static shapes - they're far less graphics and processor intensive compared to static shapes, as in like 100x or more.

and the point is people want a successor so thats why everyone wants building to be the same way


also yes i dont think idea spamming is going to help the project, it would be better to expand on the aesthetic and core content. imo it should be barebones like blockland (but not as barebones) so that 1) more focus and time is put on making a good modding system and 2) it doesnt feel like the game is designed around any one aspect of sandboxes and game design/creativity
« Last Edit: July 20, 2017, 03:54:36 PM by Conan »

bricks are not static shapes - they're far less graphics and processor intensive compared to static shapes, as in like 100x or more.

Thank you for that lecture, maybe I should of used a different word other than static, because technically I didn't mean what people though that meant.
Brick bedroom ≠ Bedroom.

I meant it as 'non-vehicular-immovable-object'. Back to topic.




woops sorry i missed the context there

either way with unity there wont be stupid vehicle physics unless its intentionally brought back, which would mean brick based maps is very possible and not gonna always be stuffty with vehicles

getting and downloading mods should be as easy as the free models section on ROBLOX

jeez there's lots and lots of controversy on what the player should look like in here

i feel we should just move on from that for now tbh we don't have to have it set in stone this early on i guess unless ghost already has one in mind
that kinda stuff would be pretty cool to see though
and
i dont really care until there even a working stable game here
pretty much

Question:  Expanding on my other post that talks about in-game editors for avatars and weapons, would it be a good idea to have an in-game editor for creating terrain maps on the fly?

Alright, I did a few changes on my character model.

Suggested by GSF, I added joints on the arms and legs to give it a more toy look, and it also gives more possibilities for animation.

UPDATE: Added shoulder joints so you can do this.

      
« Last Edit: July 20, 2017, 06:13:22 PM by Filipe »