• Brick - Now, I know what you're thinking...
    193 replies, posted
[QUOTE=Uberman77883;25081979]It looks exactly like minecraft.[/QUOTE] And apparently people have said this looks like shit, yet you say it looks exactly like minecraft.. See where I'm going with this? There's plenty of shit you can criticize about this but there's no reason to bring minecraft into it.
[QUOTE=layla;25082147]And apparently people have said this looks like shit, yet you say it looks exactly like minecraft.. See where I'm going with this? There's plenty of shit you can criticize about this but there's no reason to bring minecraft into it.[/QUOTE] it looks exactly like minecraft are you blind
I'm pretty sure minecraft wasn't the first game to arrange 6 quads into the shape of a cube. Unless I'm missing the part where Notch invented cubes.
[QUOTE=layla;25082233]I'm pretty sure minecraft wasn't the first game to arrange 6 polygons into the shape of a cube. Unless I'm missing the part where Notch invented cubes.[/QUOTE] Thanks Layla. That's one of the things that bothers me, the idea that Notch was the first person to use Voxels. They're nothing new.
john fu is a terrible troll who likes to yell at people when they disagree with him ignore him, and add him to your ignore list as well, like I did anyway, game looks good, hopefully it'll go far
[QUOTE=Cael;25082306]Thanks Layla. That's one of the things that bothers me, the idea that Notch was the first person to use Voxels. They're nothing new.[/QUOTE] I think its more of the voxels+pixely art style but I agree with you and Layla.
I think it's just more of a convenience than a style. If you use linear filtering instead of nearest filtering then you need pretty detailed textures for it to look nice.
It looks really good
ITT we ignore blatant and all encompassing similarities and bring it down to how voxels aren't original in order to make it look like there are no similarities.
ITT, an angsty hypocrite.
How come a grid of 128 takes ages to load?
[QUOTE=Overv;25085536]How come a grid of 128 takes ages to load?[/QUOTE] I use a number of functions multiple times to generate the grid and terrain. The number of times a function is used is based on gridsize, and many iterate through the entire grid. As a result, the time it takes to generate increases exponentially with size. I'm looking into quicker methods/only generating the terrain once needed.
Just created a selection of items, currently loving the game so far. Everyone should stop comparing and play the game for what it is. And create some items!
[QUOTE=Clever_Balls;25088867]Just created a selection of items, currently loving the game so far. Everyone should stop comparing and play the game for what it is. And create some items![/QUOTE] That's exactly the attitude I was hoping to see. And on that note, I've begun explaining how to make events in this new blog post [URL="http://brickology.tumblr.com/post/1202073627/heya-its-me-again-so-when-do-you-plan-on-doing-the"]that you can find here, and hopefully if I make this long enough everyone will be able to see it. You know who you are.[/URL]
I thought the title read Brink No screenshot? not even on brick blog? no features list:O?
[QUOTE=Cael;24889862]I guess I could reverse it. It's not an issue on my end. And yes, I do think that those will be substantial additions. I expand IRE on a need-to-have basis, and right now, I 'need' to have wool, so expect actor framework in the future. I also want gamemodes to be very much possible. In addition to an RPG one, I have a city-esque mode in mind where the camera is at the top of the map and even though you place blocks in the same way, they would 'unfold' into buildings. (The unfolding is technically already there. It's how trees are made.) I love suggestions, both for new content and for new functionality, so keep it coming.[/QUOTE] I don't know if it's been said yet, but you should add customizable controls
[QUOTE=XIII_GT;25101710]I thought the title read Brink No screenshot? not even on brick blog? no features list:O?[/QUOTE] I've posted screenshots. Just... Not in a well advertised manner? D: I shall remedy this. Only, I can't really think of a list of features that won't make people go "Hurr, Minecraftminecraftminecraft." [editline]10:56PM[/editline] [QUOTE=dill6869;25101722]I don't know if it's been said yet, but you should add customizable controls[/QUOTE] Yeah. The framework is there for that. I just haven't added the interface for it yet.
[QUOTE=Cael;25101935]Only, I can't really think of a list of features that won't make people go "Hurr, Minecraftminecraftminecraft." [/QUOTE] People that do that can go fuck themselves. Notch didn't invent cube-based games.
Dude. You are awesome. I think I said that mainly because it is stupid to make people pay for an alpha. Anyway, I think that if you manage to keep this going, you'll hit gold. (I made a punny) [editline]03:01AM[/editline] [QUOTE=MadCatMkII;25102018]People that do that can go fuck themselves. Notch didn't invent cube-based games.[/QUOTE] Hurr.... pongpongpongpongpong Also: Hot damn man. I like the graphics. And something about this just seems better than minecraft. *Braces for Impact* Edit ONCE AGAIN! Feedback: Inventory is good, but needs different key, maybe tab. It seems too hard to open and work with and close quickly. Inventing system should be a slight bit more intuitive. And maybe set a generic cloudy sky instead of black nothing. Keep up the awesome work! Update: Just got some weird black clipping error thing. [IMG]http://img689.imageshack.us/img689/9267/proofos.png[/IMG]
first time opening it the game crashed and changed my screen res.
Also. The crafting system is a bit weird. I think it's just a bit too picky.
I really like how this game strives to deviate from Minecraft but Jesus christ, someone with relative art skill needs to help with this project. I can't stand looking at this, I feel like begging for someone to stab me in the eyes. However, this game looks great in chances of mod-ability since Minecraft is coded in compiled Java which is far too difficult to mod on the client as of yet. Once this gets going to a level of relative playability, I'm sure this will get a decent modding community to go with it. I may even join in. I also have some requests, such as the ability to designate individual texture folders for different material blocks and the ability to modify the texture on all six sides of a block individually. I also wonder whether or not the border lines previously screenshotted on the texture demonstration will be permanent (assigned to the texture), because I personally hate the look of gigantic grids across a landscape. Another request to make those borders removable, though. They just split up the terrain far too much. Tl;dr: Good game, best mod-ability, needs a better texture artist because it looks like arse right now. My recommendations: DEFINITELY continue along a possible space path. Long has the community waited for a good dynamic space block game and Brick could definitely fit the bill. Shaders are low priority, but shadowing is a MUST right now. Continue to develop your game, prioritize improving the textures and optimising the block loading a lot. Once you have the base of your game completely ready, decide on a theme. Remember that most people are quite satisfied for fantasy, so a space RPG with sandbox properties? Yes please! [editline]02:31PM[/editline] Here, I made an image of my dreams. [IMG]http://filesmelt.com/dl/Brick_in_the_future.png[/IMG] [b]PLEASE DON'T CRUSH MY DREAMS[/b]
Instead of doing this, you should really contact notch since he's starting up a company of several people not, not just himself.
[QUOTE=Chickenfoot;25102716]Also. The crafting system is a bit weird. I think it's just a bit too picky.[/QUOTE] This post made me think of a recipe discovery system, where if you try to craft an invalid recipe, a hot/cold bar shows you how close you are to a valid one. How does that sound? Also, for your clipping error, did you turn the view angle up? [editline]05:17PM[/editline] [QUOTE=Crimor;25105444]Instead of doing this, you should really contact notch since he's starting up a company of several people not, not just himself.[/QUOTE] As cool as it would be to work with Notch, that would mean the death of Brick, and I've put in too much work for that. I also have my game design 'career' planned out, and neither Brick nor Minecraft are a part of it. Plus, why would Notch want to hire me? [editline]05:19PM[/editline] [QUOTE=gta-man12345;25102584]first time opening it the game crashed and changed my screen res.[/QUOTE] Large monitor? Go to/make AppData/Brick/Settings.txt and put 'Resolution=XxY:32" and replace XxY with your resolution. If you're on Vista or 7, it's AppData/Roaming/Brick. [editline]05:25PM[/editline] [QUOTE=DireAvenger;25102906]I really like how this game strives to deviate from Minecraft but Jesus christ, someone with relative art skill needs to help with this project. I can't stand looking at this, I feel like begging for someone to stab me in the eyes. However, this game looks great in chances of mod-ability since Minecraft is coded in compiled Java which is far too difficult to mod on the client as of yet. Once this gets going to a level of relative playability, I'm sure this will get a decent modding community to go with it. I may even join in. I also have some requests, such as the ability to designate individual texture folders for different material blocks and the ability to modify the texture on all six sides of a block individually. I also wonder whether or not the border lines previously screenshotted on the texture demonstration will be permanent (assigned to the texture), because I personally hate the look of gigantic grids across a landscape. Another request to make those borders removable, though. They just split up the terrain far too much. Tl;dr: Good game, best mod-ability, needs a better texture artist because it looks like arse right now. My recommendations: DEFINITELY continue along a possible space path. Long has the community waited for a good dynamic space block game and Brick could definitely fit the bill. Shaders are low priority, but shadowing is a MUST right now. Continue to develop your game, prioritize improving the textures and optimising the block loading a lot. Once you have the base of your game completely ready, decide on a theme. Remember that most people are quite satisfied for fantasy, so a space RPG with sandbox properties? Yes please! [editline]02:31PM[/editline] Here, I made an image of my dreams. [IMG]http://filesmelt.com/dl/Brick_in_the_future.png[/IMG] [b]PLEASE DON'T CRUSH MY DREAMS[/b][/QUOTE] That sounds really cool, and I like the picture. While I won't center Brick around that, I can definitely see that as being an added gamemode. The borders on the textures are an homage to Infiniminer. If you want to get rid of them in the meantime, you can play on Medium graphics and still have relatively nice 32x32 textures. Basic lighting can be simply enabled with a single command, but it will look really bad and will originate from the player. Anything nicer than that will require too high of a load on my laptop for me to develop with. I'm hoping to get a better laptop soon. Blocks with different sides can be obtained by simply not including 'Uniform' as one of that item's qualities. The only caveat is that the image has to remain a power of two, and as a result is 8 times wider, rather than 6. Other than that, just open up the trampoline Targa to see how it's done.
OP, keep going with this. I agree with DireAvenger, a space-themed sandbox RPG brick thingy game is something I really, really, really want to play. [editline]11:17PM[/editline] but don't make it a grindfest like EVE Online
[QUOTE=DireAvenger;25102906] Here, I made an image of my dreams. [img_thumb]http://filesmelt.com/dl/Brick_in_the_future.png[/img_thumb] [b]PLEASE DON'T CRUSH MY DREAMS[/b][/QUOTE] Yes do this
[QUOTE=DainBramageStudios;25116695]OP, keep going with this. I agree with DireAvenger, a space-themed sandbox RPG brick thingy game is something I really, really, really want to play. [editline]11:17PM[/editline] but don't make it a grindfest like EVE Online[/QUOTE] Yeah, I can make that happen at some point. Just gotta figure out how the specifics will work.
This game has serious potential. Do you need any play-testers for bugs and whatnot? I also *might* be able to do artwork for cubes and other small things. Will definitely stick with this game for a while if it doesn't become a Minecraft clone (which I'm sure you won't let happen). Also, to everyone saying "graphics = shit", press esc in game, put quality/graphics on high. *EDIT* P button is fucked, is it pause? Whatever it is it breaks the game.
Hmmm....How 2 craft?
[QUOTE=flyboy463;25139257]This game has serious potential. Do you need any play-testers for bugs and whatnot? I also *might* be able to do artwork for cubes and other small things. Will definitely stick with this game for a while if it doesn't become a Minecraft clone (which I'm sure you won't let happen). Also, to everyone saying "graphics = shit", press esc in game, put quality/graphics on high. *EDIT* P button is fucked, is it pause? Whatever it is it breaks the game.[/QUOTE] Thanks. I'd love help with artwork. Multiple options for players to pick from would be even better. I promise to not let it become a Minecraft clone. As for p, it's one of my emergency keys. 'p' pauses the program and it won't resume unless you alt-tab to the accompanying console box and press a key. '9' will save your game in case you change your settings to the point that it borks your current game. '0' will insta-quit in case something stops you from quitting properly, such as the aforementioned borked settings. [editline]10:35PM[/editline] [QUOTE=dill6869;25141832]Hmmm....How 2 craft?[/QUOTE] Some sample recipes: Ore + Ore = Metal Block of the same type CC CC Where C is Cotton Plant, will give you a cotton block. I I Where I is an Iron Block, will give you an iron bar. XIX IXI Where I is an Iron Block and X is nothing, will give you an iron spring. CCC BSB Where C is a Cotton Block, B is an Iron Bar, and S is an Iron Spring, will give you a trampoline. Recipes are location-specific.
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