Opinions on Brickadia

Author Topic: Opinions on Brickadia  (Read 25835 times)


what’s this about bloxcity you speak of

According to gyt it's being developed by zeblote and they're offering both high and low level weapon systems which is great because I no longer have to abide by the godawful state system

That's all I'm interested in a blockland clone- the weapon scripting system. If that sucks the game sucks too
« Last Edit: August 07, 2018, 08:23:21 AM by thegoodperry »

According to gyt it's being developed by zeblote and they're offering both high and low level weapon systems which is great because I no longer have to abide by the godawful state system

That's all I'm interested in a blockland clone- the weapon scripting system. If that sucks the game sucks too
yea im pretty interested what modding will be like for brickadia

to give a serious answer im curious how difficult making mods for the game will be considering unreal engine is a lot less inclined for community mods

I don’t think brickadia will be successful

not interested unless it has pcss and some form of gi
its unreal engine. so

not as good as bricktown

to give a serious answer im curious how difficult making mods for the game will be considering unreal engine is a lot less inclined for community mods
it's going to use the blueprint system repurposed. Either that or they'll probably make a high level scripting language. The native unreal (and unity) languages have no runtime support which means the game has to compile everything and can no longer add new compiled code until the build is closed unless you use a dll. it's a huge setback because it means that testing a mod will require you to restart the game. So hopefully they introduce dynamic runtime scripting for the purpose of easy updating and testing of mods

It's actually pretty expensive and time consuming to write your own scripting language and it usually takes whole department's in game design studios just to make custom scripting. So it's highly likely the brickadia dev team will take advantage of unreal blueprints instead. The idea of using blueprints instead of a typed language is already worrysome imo
« Last Edit: August 07, 2018, 09:45:40 AM by thegoodperry »

How does Brickadia run correctly? Tickadia.
What do you get when Brickadia is horny? Lickadia.
To be fair, you have to have a very high IQ to understand Rickadia and Mortimer.
Who was the singer of the Rolling Bricks? Mickadia.
What does Badspot say after banning someone? User was banned for being a richardadia



it's going to use the blueprint system repurposed. Either that or they'll probably make a high level scripting language. The native unreal (and unity) languages have no runtime support which means the game has to compile everything and can no longer add new compiled code until the build is closed unless you use a dll. it's a huge setback because it means that testing a mod will require you to restart the game. So hopefully they introduce dynamic runtime scripting for the purpose of easy updating and testing of mods

It's actually pretty expensive and time consuming to write your own scripting language and it usually takes whole department's in game design studios just to make custom scripting. So it's highly likely the brickadia dev team will take advantage of unreal blueprints instead. The idea of using blueprints instead of a typed language is already worrysome imo

psst were working on adding js support

we are going to release info soon ish so stay tuned

psst were working on adding js support

we are going to release info soon ish so stay tuned
make sure you add a complimentary bitcoin miner into his copy

for anyone in the dark, brickadia is very pretty. almost too pretty. also turn on your flashlight with f

psst were working on adding js support
this is good. as long as you can parse scripts during runtime that's a that really matters. also please add high level implementation of low level enumerators like sorting and foreach because that's really where blockland also falls flat. It's incredibly difficult to make efficient searching in ts and like it takes like 50 ms just to iterate 400 items which of course makes pathfinding harder

psst were working on adding js support

we are going to release info soon ish so stay tuned
why js

literally anything would be better why does everyone have to make that god awful language standard

im super excited to see what you guys got tho