So essentially everybody should silence the bickering and wait till an opinion is inquired by Ghost and at least try to make the bare minimum of effort to be constructive. If there is a rivalry or debate about what the player's eventual appearance should be, a poll NEEDS to be created. A large portion of time has been spent on trying to figure out a silly cosmetic feature that is truly in it's entirety, pointless. To reiterate: What the player looks like should be saved for near the end of development, or at LEAST not this early on. I'm not trying to be rude or ignorant to other's ideas, but most of this information serves little to no purpose and only clutters this thread. Suggestions and inquiries, in my stuffty opinion, should be PMed and taken more seriously.
From what I'm understanding from this project; it seems that it really should call back to it's predecessor (Blockland), but yet in its own right should branch off and actually be it's own independent title, not a sequel. I believe that the core functionality of the game really needs to be the only focus at this point in time. Keep in mind, the early designs and construction of Blockand's functionality are generally set in stone; that's why we are left with a game that is extremely difficult to continue to upgrade with features and optimization. I'm not saying it's impossible to enhance Torque, but it does take a lot of man hours to achieve even the basic implementation of a new renderer. Excuse my tangent, but I see that this project can eventually become something huge. Unity is a very powerful tool, and if used wisely I believe you can satisfy the pre-existing Blockland community along side with newcomers to the project.
well the whole purpose of the thread is to generate hype and interest and start discussion about these things. its not detrimental to his progress to discuss these things, it would only be if we started demanding things rather than tossing around ideas.
also its to help gsf figure out what really should be at the core.
BL has so much different things cause the core doesnt push you towards thinking this is anything other than pure sandbox with extensive mod support, meaning anyone can create anything vs "oh it has medieval stuff and survival elements by default, i guess this is a survival game" gist.
im not so sure about your second paragraph but it sounds like grand scheme of things kind of stuff and talk about how game development works without knowing how it actually works. blockland isnt hard to make features and updates for; its actually probably one of the easiest to do in fact. its just the lack of good documentation that makes it more difficult to get started.
comparatively, adjustments to unity's engine is probably far harder, but is better documented. however even with such documentation it takes experience and knowledge to make adjustments without breaking everything (while BL's engine code overall is more resilient and easier to read afaik)