Author Topic: Block Party (Terrain Ex. Pg.124 - 2Million Blocks)  (Read 285628 times)

make sure tha you DONT use unreal engine
because it doesn't work on integrated graphics (like mine)
think its about time to get an upgrade pal

think its about time to get an upgrade pal
Not everyone can afford it though. It's much better for a developer of a game like this to use a well optimized easy to run engine, than using one that requires a 80 dollar or more GPU just to run it okay.

Holy stuff I'm sso loving ignorant i have no idea why i even posted that. Im so sorry, I have no idea why i even decided to post that. I meant like it doesn't really suit blockland, I really didn't mean that it looked bad, I was just not used to seeing the typical blockland character model than that more original one. Im so sorry everyone, I deserve all the hate i just got.
does shizza have you at gunpoint right now because this is a really profuse apology

On a completely different note, It'll be so much easier to mod in something like this:
https://forum.blockland.us/index.php?topic=293309.0 aka super-awesome-fortwars-miniempires-hybrid

Needs simplification.  Like, a LOT of simplification, but its definitely possible from what we've seen with From the Depths (which people make their own mods for as well)

on the contrary, it will be far harder. modding is incredibly easy in BL, and less so in unity. the main problem is 1) having a modding system that works and is safe and isnt liable to allow servers to install exploits on users and 2) the way unity handles code and objects

on the contrary, it will be far harder. modding is incredibly easy in BL, and less so in unity. the main problem is 1) having a modding system that works and is safe and isnt liable to allow servers to install exploits on users and 2) the way unity handles code and objects

Oh, my mistake.  Good point on security.  I never thought of malicious exploits.
How would complex mods be uploaded, if at all?

EDIT:  I just remembered that one time when that one person re-uploaded mods and inserted code that automatically made him SA when he joined.  How would we monitor for those sorts of things?
« Last Edit: July 20, 2017, 11:20:18 AM by C-Zech Chrome Ind. »

Oh, my mistake.  Good point on security.  I never thought of malicious exploits.
How would complex mods be uploaded, if at all?

EDIT:  I just remembered that one time when that one person re-uploaded mods and inserted code that automatically made him SA when he joined.  How would we monitor for those sorts of things?
you cant. every mod you install has the risk of allowing whoever made the mod to put their code on your client. this is why places like drama exist, since theres no addon reporting system in BL (past the smf report post to moderator)

that said the majority of modders arent out to take control of other servers and find fulfillment in making mods people enjoy and use, and making backdoors is inherently detrimental towards that.

theres some key aspects towards developing netcode esp regarding games and generally it has to do with not trusting clients or servers except for the bare minimum, eg assets like models and sounds and textures. the moment you allow scripts to be passed through exploits will appear, eg why having eval access on a server/client is a huge deal

that said there are safe ways to vet scripts and code like guis to be sent to the client, and generally it means the system is restrictive, or like in steam workshop: someone is accountable if any exploits are found, and its possible to uninstall it from all users if taken off workshop

on the contrary, it will be far harder. modding is incredibly easy in BL, and less so in unity. the main problem is 1) having a modding system that works and is safe and isnt liable to allow servers to install exploits on users and 2) the way unity handles code and objects
Oh, my mistake.  Good point on security.  I never thought of malicious exploits.
How would complex mods be uploaded, if at all?

EDIT:  I just remembered that one time when that one person re-uploaded mods and inserted code that automatically made him SA when he joined.  How would we monitor for those sorts of things?
I'm not sure how difficult modding will be as of yet, it's too early in development to tell. But, if it is a problem, I'm sure there are work-arounds available. Modding is going to be a major focus of the game, so I would like to have a system (similar to RTB) for managing and sharing player content.

I think it would be pretty neat if there where multiple player models based off different toys.

The game itself looks pretty good so far.
Yeah, a toy-theme is the direction I'm leaning towards right now - it could lead to a unique art style.



Minor Update: Currently working on getting the brick-group functionality working with modifying builds. As mentioned before, you can recolor bricks based on groups you set up while modeling them. So you'll be able to repaint planted bricks either based on those groups, or based on the entire brick itself. I also would like to find a way to support permanent brick coloring.

Edit: Once I get the brick-group system fully working, I'll post a new video showing off recent progress.
« Last Edit: July 20, 2017, 12:36:29 PM by [GSF]Ghost »

upgrade the character to look less like a roblox guy

upgrade the character to look less like a roblox guy
he has not even picked a character and im sure he wont pick the psuedo bomberman for sure

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

bricks are made out of plastic.

dont over complicate this more than it should
that kinda stuff would be pretty cool to see though
« Last Edit: July 20, 2017, 01:20:02 PM by gr8dayseth »

does shizza have you at gunpoint right now because this is a really profuse apology
its genuine

Not everyone can afford it though. It's much better for a developer of a game like this to use a well optimized easy to run engine, than using one that requires a 80 dollar or more GPU just to run it okay.
And not everyone who can't afford it should expect to be able to play everything. You get what you pay for.

And not everyone who can't afford it should expect to be able to play everything. You get what you pay for.
I'm confused, are you arguing that game devs shouldn't try to optimize their games to run okay on normal hardware?