Author Topic: Block Party (Terrain Ex. Pg.124 - 2Million Blocks)  (Read 284997 times)

Haven't read through the entire topic so I'm not sure if these have been brought up, but some nice things to see:

    terrain generation system.
holy

Haven't read through the entire topic so I'm not sure if these have been brought up, but some nice things to see:

  • World-based design as opposed to "saves". Gives a lot more continuity to maps, works well with a terrain generation system. Somewhat ripped from Minecraft, but it works very well for sandbox games. Loading/Saving maps could still work but I feel like it somewhat breaks immersion and shows a lot of barebone elements of how the game works.
  • Chunk saving and dynamic loading. Blockland's octree is technically chunk based I suppose, but this is a much better design system overall optimizing rendering, netcode, and real-time saving.
  • Asset based building. Being able to place pre-built multi-brick components. This is what I want to pursue in Blockland still, but support for something like this from the start would be amazing. Instead of downloading brick packs, you can download someone's "City Pack" and suddenly be able to place benchs, lamp posts, etc. as pre-constructed elements. It makes large builds much more attainable.
  • Scratch-like eventing system. Eventing is important in Blockland but does have a bit of a learning curve to it. Making something more visual and similar to scratch has a much softer learning curve and you can do some neat stuff with it that is complicated with events, like inherit variable support, conditionals, loops, etc.
All of this (except the events) sounds like that one Lego game that was released on steam and then everyone forgot about it.

Anyway, I much prefer Blockland's save/load system and static maps. Sure, a map generator could be included as an extra thing, but I think we should stay away from the "worlds" concept.

Also if you're going to have easy-bake scripting, there has to be an option to just type the stuff in instead, otherwise it becomes a chore.

I'd actually like a terrain generation system that uses slopes like v20, but isn't just a looped map, but actually generated like MC
and for the assets, it'd be kind of like the newer duplicators/macro saver, but would be cool if it there was a zone specifically for making assets, either a new world accessed from a GUI temporarily, or in an ingame computer could be neat (probably wouldn't fit this style though, was thinking of it for other projects)

  • Scratch-like eventing system. Eventing is important in Blockland but does have a bit of a learning curve to it. Making something more visual and similar to scratch has a much softer learning curve and you can do some neat stuff with it that is complicated with events, like inherit variable support, conditionals, loops, etc.

this actually sounds interesting, at first i thought it was for addons but for events it seems like it might work?

I'd actually like a terrain generation system that uses slopes like v20, but isn't just a looped map, but actually generated like MC
and for the assets, it'd be kind of like the newer duplicators/macro saver, but would be cool if it there was a zone specifically for making assets, either a new world accessed from a GUI temporarily, or in an ingame computer could be neat (probably wouldn't fit this style though, was thinking of it for other projects)
personally i would highly prefer not having separate zones to make assets since that makes building from scrath less social, which is blockland's most fun part. the moment you make it a non-multiplayer part of the game is the moment it stops being a game and more of a simplified development engine, which most people wont really find entertaining for long.

like imagine block parties where instead of building together people just pasted in saves. it overall would feel less interactive and more singleplayer/boring

slob on me knob
« Last Edit: April 02, 2018, 01:33:13 PM by Edd Eddington »


Also, I really love what you're doing with this project so far. I think it has enough potential to be popular.

Hope you get far.



If you want some player model concepts, I can draw some variations just in case you haven't made a final decision.


If you want some player model concepts, I can draw some variations just in case you haven't made a final decision.

YES PLEASE

btw I couldn't draw a cute face for my suggestion so I had to copy yours



EDIT: Also, I hate to be rude about this, but I feel that you should have developed this game further before revealing it. I'm worried this is going to die or end up being disappointing. :/

I really hope you succeed with creating this "blockland successor" game. There are so few games that allow for the level of creativity Blockland or even ROBLOX allows.
I understand the concern; I know there's been a lot of announced projects that were never finished for Blockland. However, I'm prepared to continue developing this game for as long as it takes until completion - I usually finish what I start. Plus, revealing it early allows the community to have input during the development process.

If you want some player model concepts, I can draw some variations just in case you haven't made a final decision.
That would be awesome. I haven't made any decisions yet; I'll decide on the final design later on, a long with the theme / style for the game.

Also, I really love what you're doing with this project so far. I think it has enough potential to be popular.

Hope you get far.
Thanks =)

Haven't read through the entire topic so I'm not sure if these have been brought up, but some nice things to see:

  • World-based design as opposed to "saves". Gives a lot more continuity to maps, works well with a terrain generation system. Somewhat ripped from Minecraft, but it works very well for sandbox games. Loading/Saving maps could still work but I feel like it somewhat breaks immersion and shows a lot of barebone elements of how the game works.
  • Chunk saving and dynamic loading. Blockland's octree is technically chunk based I suppose, but this is a much better design system overall optimizing rendering, netcode, and real-time saving.
  • Asset based building. Being able to place pre-built multi-brick components. This is what I want to pursue in Blockland still, but support for something like this from the start would be amazing. Instead of downloading brick packs, you can download someone's "City Pack" and suddenly be able to place benchs, lamp posts, etc. as pre-constructed elements. It makes large builds much more attainable.
  • Scratch-like eventing system. Eventing is important in Blockland but does have a bit of a learning curve to it. Making something more visual and similar to scratch has a much softer learning curve and you can do some neat stuff with it that is complicated with events, like inherit variable support, conditionals, loops, etc.
Great ideas; asset building is something I can look into, while still promoting building with bricks. I'll also look into scratch events.

I think you should go to other building forums and get some ideas from there

that's if you want to make the game different from BL