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Messages - martindoolittle

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1
Ideas / Re: Component configuration block
« on: July 28, 2016, 10:21:58 AM »
That's a good point, I suppose that if a C.C.B face is covered by a wide object, that it could render the CCB unusable, so part of the issue could resolve itself. However if two components are spawned along a surface that overlap, maybe the blocks that overlap could be deleted, although that would cause issues if one of them contains water or lava. One way to make sure that doesn't happen is if the builder tests their Build's spawn issues before sharing them.

Another possibility is for the game to detect collisions and if it cannot find a object that fits, to just deactivate the ccb.

Btw I'm substituting C.C.B for Component Configuration Block. Just realised that it might be confusing considering PWRBTTN's last post

2
Ideas / Re: Component configuration block
« on: July 27, 2016, 06:50:38 AM »
Yeah Dryym that is a good use for them, so if you built a large structure you could build it in bits and it would auto construct when you paste the component. It might work well with scripts for dynamic architecture. You hit a button and all the numbered blocks switch places so that the rooms all shift around too.

Yeah PWRBTTN the block would be pretty plain with a bright side that is numbered. So when you place it, a text box opens to let you pick a number. The number you pick would then be printed on the bright side. The bright side is the face that the twin numbered face will snap to when the component is spawned/pasted. You would have to make sure that the block is along the outer most edge of the component, otherwise the geometry of the rooms might collide in weird ways.

Once the component is spawned the block would either match the textures of the blocks surrounding it, or maybe you could pre-pick it's texture when you place it, just like the camouflage block.

My idea is to make procedurally generated dungeons that have been designed by the community. That way survival worlds would feel more lived in and rpg like. Also I imagine that the variety would be incredibly varied.

There are probably lots of different ways of using these blocks, like you could have towers that have different configurations, so you would have a selection of bases, but the middle sections could all share the same numbered spawn blocks, so they would spawn with an array of different sections and also be different heights. The top section would have the same numbers on its spawn blocks as the base of the mid section, so once the game spawns a top section, that dictates the height of the tower.

Thanks for the Kudos Jaz

3
Ideas / Component configuration block
« on: July 26, 2016, 07:49:22 PM »
Component configuration block

I suspect that something like this has been suggested before, I have had a cursory look at the ideas but with 187 pages, I gave up pretty quickly.

The idea is for a numbered block that is used for organising component packs so that they can spawn in various configurations.

The way it would work is that you could build a room or building and in a doorway you would place a numbered block facing outward. You could then build another room or hallway and add an identically numbered block on its doorway. The idea is that when the numbers of the blocks match, the outward faces would join when the component pack is spawned in a world.

The reason for doing this is that you could have various different rooms or buildings in your component pack with the same numbers so that the game could place them in random configurations when the world is spawned.
The idea is to give the game assets that it could randomly place in the world. These could be villages, castles, dungeons or even cities in the sky. By using the Component Configuration Block, players could set up their component packs before the world spawns and the game would scatter them throughout the world in random configurations.

When you save your component packs you would get the option of saving it as a spawn component pack or as a normal component pack. If you pick spawn component, the game would ask you what level the pack should be spawned, that way you could spawn towns on the ground, dungeons deep underground or even have floating cities in the sky. There could be other options like should the pack spawn underwater, in lava, air or in the ground. How big should the pack’s footprint in the world be, or even how rare should this pack be.
At the Lobby screen You would be able to add a number of different spawn component packs and they would be scattered throughout the world at spawn.

In this image I used coloured blocks to represent numbers, to demonstrate as simply as possible how a dungeon component could spawn in several different configurations.

https://gyazo.com/d0285e05091cc7f7a2d0a4fdb300bc1c


4
Total Miner Discussion / Re: 2.1 General Discussion
« on: June 13, 2014, 04:38:02 PM »
Technically there is only one Dev, Steve and I just make arty stuff.

5
Total Miner Discussion / Re: Cellanys Great Build Idea Compendium!!
« on: June 10, 2014, 03:47:49 PM »
Cheers Diamondback, truly praise from Caesar. :D

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Total Miner Discussion / Re: Cellanys Great Build Idea Compendium!!
« on: June 10, 2014, 07:05:33 AM »
I made a few space ships using the test build. Most of the testers have already seen these.

I suppose that these fit the bill for Sci-Fi and battlecruiser.

Spoiler for Hidden Content:

Spoiler for Hidden Content:

Spoiler for Hidden Content:

Spoiler for Hidden Content:

7
Ideas / Re: Avatars
« on: August 08, 2013, 04:19:20 AM »
I believe the plan is to experiment with what works well with the ram resources and also looks good.
I suspect that the finished product will be a few differently proportioned box dudes, with a wide range of different skins. I am also hoping for jointed limbs, knees and elbows would make for much better animations, especially for battle animations.

Whatever happens, I will do my best to make things look cool.

8
Your Art / Re: Drawing of a few Faces
« on: April 19, 2013, 06:13:50 AM »
These are very good, you have a real talent there Alamantux.

9
Total Miner Discussion / Re: 1.8 Peer Review discussion
« on: April 18, 2013, 06:02:43 PM »
Ha, I'm glad it didn't and I'm really glad you liked it :)

10
Total Miner Discussion / Re: 1.8 Peer Review discussion
« on: April 18, 2013, 05:39:12 PM »
So what did you think of it Johnbee523?

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