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I tested more smaller changes and I had no success. I added a big quad to the test track but it cant be seen in the game. I added a cube to the test track but it does not show up. I changed the last 8 positions (vertices) of the test track and they was not visible. Except one very long triangle when I was in a special area. I moved the track 50 down so that it was like the car is flying. And voila: only special areas will be visible when the car is in a defined area. So I satrted looking in the other files in the test folder. And here is what I found out about the BDB files: There are 3 sections: k_27 - here a binary tree is defined k_2a - here regions of the track are defined k_2b - here is defined which regions will be visible In detail: k_27: There are two different types of subsections: k_28 - a node of the tree k_29 - a leaf of the tree In detail: k_28 (node): (int) parent - the parent node (int) child1 - the first child (int) child2 - the second child (float) x (float) y > - a normalized vector (I only had z = 0 up to now) (float) z / (float) w - unknown I do not know where the 4 floats are for. k_29 (leaf): (ushort) parent - the parent node (ushort) offset_GDB_2E - a offset of entries from the matching GDB file (in the 2E section) (ushort) number_GDB_2E - the number of entries from the matching GDB file (in the 2E section) (short) region - the region from k_2a the car is in (short) offsetVisualRegions (short) numberOfVisualRegions offset_GDB_2E and number_GDB_2E will be the reason why my first test (replace the test track with a very huge quad) does not work. k_2a: Six values define a cube (the region). The first three are the bottom left front corner - the other three the upper right back corner. k_2b: A list of ints that define which regions from k_2a are visible. I do not know yet why the tree is needed or how it is analysed but the leafes of the tree define: When the car is in the region of the leaf (defined by the region) then the regions in the lists in k_2b will be visible (use numberOfVisualRegions at the offsetVisualRegions). (Maybe the tree is not so usefull in the test track but a powerfull sructure in the unidirectional racing tracks?) The tree for the test track looks like this: | +-0---------------------------------------------------------+ | | +-3---------------------------+ +-29--------------+ | | | | +-5-------+ +-17------+ +-31-----+ +-37----------+ | | | | | | | | +-7-+ +-9---------+ +-19-+ +-21--------+ +-33-+ +-35-+ +-39----+ +-45-+ | | | | | | | | | | | | | | | | 1 8 +-11--+ +-15-+ 4 20 +-23-+ +-25--+ 2 34 32 36 +-41-+ +-43-+ 38 46 | | | | | | | | | | | | 6 +-13-+ 10 16 18 24 +-27-+ 26 30 42 40 44 | | | | 12 14 22 28 I will try to upload a few images tomorrow.3 points
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Hey there! It's that time of the week again for me to release another track for you to enjoy! Here it the all new "Remember". https://www.youtube.com/watch?v=qkASvmDeSH0 This time with RRU's own artist Fushi, who created the Remember Cover Art. Thanks! Let me know what you think!3 points
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LEGO Stunt Rally development artwork
JrMasterModelBuilder and 2 others reacted to k-g for a topic
@JimbobJeffers: 1) Jamesster answered that one correctly. 2) As far as I remember, the themes never changed. Although perhaps a bit cliched, they were a good fit for the various toy themes. 3) These images were made really, really early. The whole "stunt" angle hadn't even been developed yet. The fan and magnet were just the first ideas we had. The fan made it in, but of course blowing upwards instead of sideways. 4) Yes, stay tuned. @kajeuter: More playable characters would've meant creating many more in-car camera animations. I think for this reason we chose not to make all the characters playable. @jojo337: Nice model!3 points -
Video Game Proposal: LEGO Ultra Agents: Retake Astor
noghiri and one other reacted to Ayliffe for a blog entry
2 points -
Howdy
Ayliffe reacted to IncogM for a topic
Hello I'm IncogM. I've been lurking here for a little while. I came across these forums while hunting for some older Lego catalogs and Google took me to a thread started by Pereki. I wanted to ask him a question, that required making an account to message him, so I might as well make the occasional post on the actual forum, right? I've never actually played the Rock Raiders game nor owned a Rock Raider set, but I've got a couple shelves full of '90s Lego Space and I spent plenty of hours on Lego Island when I was a kid. I've been itching to replay Lego Racers too. Nice to meet you.1 point -
Ayliffe messes about with a Hunger Games Simulator (OR "The Jamesster Games")
Ayliffe reacted to le717 for a topic
Or rather, the lack thereof.1 point -
Bring your LEGO to Life
Ayliffe reacted to emily for a topic
I wonder if the App Bricks in the Ultra Agents sets are a test run for technology they are developing for this. LEGO Dimensions is conspicuously close to being synonymous with LEGO Universe, so we may be looking at another multi-theme mish-mash game here.1 point -
1 point
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Ayliffe messes about with a Hunger Games Simulator (OR "The Jamesster Games")
Ayliffe reacted to Astro-Space-Guy for a topic
Dang! please don't tell me i'm too late, that is if we are having a new round already.1 point -
Bring your LEGO to Life
BerixMaster2010 reacted to Ayliffe for a topic
...so apparently it's going to be called "LEGO Dimensions". Ah. As for my opinion on the whole thing, as long as it's compatible with standard Lego and isn't just some heavily moulded things that happen to look like a bit like a minifigure, I'm all up for it.1 point -
Video Game Proposal: LEGO Ultra Agents: Retake Astor
Cyrem reacted to McJobless for a blog entry
What separates you from your enemies? © Ben Steenson 2015 Note! This is a work in progress! Come back every day for new updates, gameplay features, story, images and more! Welcome to the design proposal for a new video game, LEGO Ultra Agents: Retake Astor! This proposal is being written as a hobby of mine and is not intended for real production, but with that said, I would like it serve as an example of the cool things you can do with LEGO in Video Games without the limitations that TT Games set in place by using their horrid formula. As a general rule, this game will be darker and edgier than most LEGO products, and for the most part the previous two revisions of the LEGO Agents line (2008 - 2009) will be ignored, with maybe a few mentions here and there. I have considered a multiplayer mode, but decided against it at this point in time only because it would mean its own entirely separate design document; the multiplayer mode would still be part of the main game, but would require new gameplay elements outside the scope of this current project. Proposal Overview What Is This Game? LEGO Ultra Agents: Retake Astor (name pending) is a Single-Player Third-Person Platformer/Shooter hybrid (with Metroidvania-elements) which teaches and stresses the importance of creativity, consistency, teamwork and respecting a good framework. It features mainly characters, locations and themes from the LEGO Ultra Agents line, but also uses a few things from both the Agents line and the Alpha Team line. Why Would People Care? LEGO is an extremely popular and powerful toyline, but its presence in digital media has been unfitting for its powerful abilities to teach children and inspire adults. The TT Games have been following the same old formula for long enough now that people are starting to realise that the games don't have a strong or interesting core, and it doesn't help that the games are grounded in technical issues due to a reduced development cycle. This game is a fresh new take on the LEGO Media medium, and is actually built with the core themes and messages of the LEGO brand in mind. This game has been designed to be open enough to allow all players their own means of expression, giving freedom through both the gameplay as well as the customisation. Who Is This Game For? This game would primarily be for children and adults, aged 12 and upwards. The darker themes of this game and its gameplay mean that it's less suited towards children younger than 10, and the game's similarities to the Batman: Arkham-series of games means that adults will likely find enjoyment that younger audience members will not. This is a product aimed towards those who already enjoy the LEGO product, and more specifically to those who are excited by the concept of Heroes and Villains, since the game's antagonists are all essentially super-villains using special powers. While there is no real gender-preference, conceivably this game will appeal more towards males. The client for the game will be The LEGO Group, and we hope this is a title that they can proudly boast as representing the company's key goals of the LEGO product, even if it is less suited towards their usual younger market. Gameplay Elements Goals and Objectives The overall goal of the game is to defeat every single Super-Villain and disband their associated gangs in the streets of the city of Astor City. There are 3 Acts of the game; Act 1 and 2 are similar, built to train and reinforce the same concepts which will become important in Act 3. Act 3 represents the Point of No Return, and it is here where the player's skills are really tested. Act 1 & 2 In Act 1 & 2 (both being based off of Series 1 and Series 2 of the Ultra Agents line respectively), you are given a set of Super-Villains to contain, as well as a stack of side-quests which may be required (depend on the player's play-style) in order to complete the overall goal of defeating each Super-Villain. There are no barriers preventing the players from chasing down each villain whenever they want, aside from how the player wishes to accomplish each target, and the tools they need. Each antagonist NPC is spread over different parts of the city, and are actually active within that area. When the player feels they are ready to attack, they simply need to locate each target NPC (by listening to radio reports, following police squad cars, flying around etc) and either give chase or defeat the villain. Each hostile NPC holds its own behaviours and strengths/weaknesses, and this will be something players need to adjust for. One NPC in each Act will require that every other NPC is already caught. These NPCs (Terabyte for Act 1, AntiMatter for Act 2) require the use of every single power you used to capture the previous NPCs (for example, you need water to finish off one individual NPC, and then water allows you to stun Terabyte for long enough to use other powers so that you can eventually capture him). This is a way of reinforcing to the player that different abilities have more than one unique use, and that the player should mess around with each item and power in order to find new strategies. In order to acquire the powers and tools needed to finish off the NPCs, you need to have access to Bricks (more details in the Resources section). Bricks can be acquired in several ways; By defeating all the members of a gang patrol roaming the streets. These only give you limited bricks, and you cannot get any special items, but defeating a patrol allows you to interrogate a member of the patrol (using the dialogue gameplay mechanic) for hints on special locations, such as the location of the associated NPC or the nearest vault. By raiding a gang vault with stolen bricks and confiscating those bricks. You will get a larger amount of bricks this way, and you will also get access to special bricks and possibly even other treasures. By finding NPC "treasures", such as their plans, laptops, vehicles and other items. These give you limited bricks, but you also will damage the NPC/Gang's reputation/power, meaning there will be less patrols (which is important earlier in the game, as patrols have very powerful weaponry and armour) and the NPC will be easier to find and possibly even less powerful. By completing Civilian Quests. These are quests given by citizen NPCs, and usually involve defeating a gang patrol before they rob a store or doing surveillance work to determine who is blackmailing citizens. Completing these gives you limited bricks, but you also get access to the police network through the Constable who requests your assistance. The Police Network will grant you radar scanning abilities, and will also allow you to summon either Police or Super Secret Police to a specified location on request. These missions will also permanently open up new interior areas. These are all types of measured side-quests. A player simply looking to get through the story will only need to do a few of these to get the items they need to capture the NPCs, but will of course find the game more difficult. Furthermore, while there are permanent changes between Act 1 and Act 2 (some of the buildings are destroyed, characters and gangs change etc), all of the original side-quests are still completable, alongside a stack of new ones. Act 3 The final Act of the game introduces a new villain, and starts with the levelling of nearly the whole city. The player's single goal now is to take down the final Villain, and in order to do so they must learn as much as they can about the villain's behaviour, set appropriate traps and then attack once the villain is inside the trap. In order to set the traps, the player will need to convince each of the captured NPCs to help them through dialogue scenes. Successfully convincing each NPC will give the player new intel and items which they can place in the world in order to effectively create traps. The player can only successfully interrogate each NPC if they are able to establish information about the new villain. By watching the villain do something (such as blow up a water reservoir), the player will unlock dialogue options. The more dialogue options unlocked, the more routes and the easier the player will find it to convince the NPCs to help the cause. Players can also talk to the remaining citizens, ex-gang members, police officers and Agent NPCs to see if they know any important information. The very final battle between Player and Villain will require the player to build the "ultimate weapon", and depending on how well they studied the villain, they may be capable to defeat the villain in one hit, or it make take them a long time, based on the upgrades and bricks they use. The game creates a special autosave once the player enters Act 3 that allows them to return to before they finished Act 2 so that they may complete all the side quests, similar to Psychonauts. Other Goals There are a few more goals which can impact a player's experience through the game; The player can "witness" enemies using certain attacks, and learn new special combo moves. In order to trigger a witness-moment, the player must find a gang which is either attacking another gang or is attacking a citizen. If the player uses their scope and stays watching the gang, they may be able to unlock a new combo. These combos are randomly generated. In order to grant the use of the largest vehicles, the player must complete a number of "challenges" for the Overseer. If the player completes these challenges (usually involving finding specially-highlighted gang members or citizens, or using a specific move to take out a target), the player is granted Authorisation and will be given the chance to call in either the Mobile HQ truck or the Helicopter while outdoors. Challenges are not measured towards game progress, and Authorisation(s) is/are not required for game completion, but may help. Hostage Situations and Alpha Team Member rescues. The Ultra Agents and the Alpha Team members are all being held captive, and now that the original Agents have either been fired or permanently terminated, the situation is dire. There are phones ringing around the city; if you manage to pick one up, you will enter a dialogue scene, and you will decide the fate of that agent. Meanwhile, the Alpha Team members apparently do still exist even though they were officially disbanded years ago. They've been captured and locked in individual vaults under the city, which can only be opened by locating the guards in the underground tunnels that have the keys. Successfully saving each member will unlock you new prefab vehicles and character customisation parts, as well as a limited amount of bricks. Actions, Rules and Procedures As this is a hybrid of multiple genres of game, there are a combination of gameplay elements, as well as character states. Players must earn new gameplay actions by completing goals listed above, and the more effort a player puts in, the more elements of the game they will get out. Default Character State The default state that your character starts in is as such; Player can freely roam the entire exterior city without restriction. Most interior buildings are closed off, the main exceptions being the Ultra Agent HQ and the Police Station. The player cannot fast-travel until they unlock at least one significant location. Player can move forward, backward, left, right (with a locked-strafe mode by holding a button down, similar to Ratchet & Clank 3: Up Your Arsenal). Player is allowed 1 level of jump, and can sprint by holding the sprint button. Player can climb ledges and small walls (things like chain-link fences). Player can tap the sprint button while holding a direction button to roll. Player may use their own vehicles or any vehicles parked on the street. Flying vehicles are not available until Act 2. Players will not get access to Challenges/Authorisation until they meet the Overseer. Player has two weapon slots they can switch between. At the start player may use their default weapon, a lazer pistol, and will need to find or build another weapon to fill slot 2. Player may do simple punch melee by pressing the melee button, or a heavy melee attack by holding the button down. Player has access to 1 special combo; by pressing the melee button in the right order, they can activate a knockout-punch. Player may target enemies by using the targeting button. Player may initiate dialogue with any friendly or interrogated NPC (interrogated NPCs will have a dialogue sequence inside a locked room inside the Ultra Agent HQ). Player will not have access to all dialogue options. Player cannot initiate customisation options until they collect a brick and report to Ultra Agent HQ after receiving a briefing from the Overseer. Afterwards, player may use the remote customisation device to customise their appearance, and create weapons/vehicles on the spot. Said device only works outdoors. Players may also use a fixed device (a "Customisation Station") that do the same things, and are spread all over the map. Player cannot respond to citizen requests until they meet the Police Chief. Player can access the Journal and Area Map, but will need to fill in the extra content by playing through the game. Player cannot use the Police Radar (double-tapping the Radar button, opens up the Journal/Area Map interface but adds the police communication audio and locations to the Area Map) until they have completed a single citizen request. Players can use the Local Surveillance Scope (an infra-red scanner that highlights NPCs, objects and any quest-relevant object within a certain range) by pressing the Radar button. Player cannot save the Ultra Agents until they see the Overseer, and they cannot save the Alpha Team agents until an announcement plays on the big screens from Terabyte. Completed Character State This is the final list of abilities the player has (additions and changes to the default character state only), without the use of player-selected upgrades; Player has access to a number of interior locations, as well as the entire exterior city. Player can also traverse the aerospace and the underground tunnel network which provides shortcuts and can be trapped. Player can climb walls, provided they visit Ultra Agent HQ went after receiving a message about training. Player has access to cars, trucks, planes, helicopters, mechs, bikes and boats. Citizens will offer their vehicles to player, and player can also hijack gang-vehicles. Player can use a wide array of weapons, and may also take weapons from enemies for a limited period of time (until the end of the enemy encounter). Player has a number of combos which involve multiple buttons, but can take out many enemies at once. Player will have witnessed all events, seen enough locations and unlocked enough other content in order to open up all dialogue options. Brick Customisation One of the big elements of this game is the ability to customise and create your own solutions to problems. Bricks as resources will be discuses in a later section. There are 4 levels of customisation. Each also includes prefabs, so that players can build off of a stable prototype; Character Customisation: This part of customisation is purely aesthetic, and does not require bricks. Players collect new body parts as they progress through the game; meet each Ultra Agent unlocks the Agent body parts, defeating the Villains unlocks the Villain parts, helping citizens unlocks miscellaneous parts and so on. There are a few categories, and players may enable or disable certain parts like hats and capes. Character Abilities: A number of these will be outlined in a little bit; they give the player unique abilities, but the player can only have a limited amount of them active at one time. They are unlocked by either finding power bricks (only in Gang Vaults) or doing specific side quests. Weapon Customisation: The player is allowed to build their own weapons, or use prefabs as a base. The size of the weapon they're allowed to build is determined by how many bricks the player has collected (weapon size = the weapon's power; you don't spend bricks on increasing the size, but rather as you receive more bricks, when you hit a certain range you unlock the next size of weapon). In order to make the weapon actually work, players need to add power bricks, and can only add a limited number, depending on how many big bricks they have. Vehicle Customisation: Similar to weapon customisation, except that the type of vehicles you can build is also dictated by how many bricks you have. Once again, power bricks unlock new bonuses for your vehicle. A few examples of the different types of abilities you can unlock with Power Bricks: Character Abilities Tracker: A tracker device you apply to yourself or others. It allows you to keep constant track of that character through your Radar, but more importantly allows your NPC allies to also know where you or the tracked target is so they can provide assistance on your call. You can throw the tracker onto another character by switching weapons and throwing it, but you cannot recover it. You must get a new one through the Remote Customisation Device, but this will also disable your current one if you have one active on a target. Jump-Pack/Jet-Pack: The former allows you to double-jump, while the latter allows you to hover and fly to a certain height. Obviously, one is accessible before the other one, and you can only have one on at a single time. Treasure Mapper: Displays all of the side-quests on the Radar. Hacker: Allows you to overload any nearby equipment and also shock/stun enemies that are vulnerable to it. Lead-Weight: Allows you to fall on enemies with enough force to immediately knock them out. Weapon Abilities Skeletonizer: Immediately converts an enemy to skeleton, causing them to run away in fear. Water Jet: Creates a thick stream of water which can stun or incapacitate enemies depending on how long you shoot it at them for, and can also create puddles. Harpoon: Allows you to create ziplines that you can travel on, but also allows you to drag enemies towards you and even stop cars. Hwacha: Fires rockets down on a selected area like rain. Vehicle Abilities Nitro Boost: Makes the car go faster. Claws: Allows you to grab onto other cars, and even rip bricks off them. Different players will have different ideas and skill levels for customisation. While the prefabs should give less-inclined creators the ability to still pick and choose, the building system is set up similar to LEGO Digital Designer, the only exception being that there are minimum and maximum height, length and breadth values, and that players will only have access to a maximum amount of bricks based on the level they've unlocked. For the vehicle designer, players are not required to use a vehicle base, but must have a minimum amount of wheels/engines/rudder etc, while the weapon designer requires players to select either a base piece the minifigure can hold, or use a backpack base as seen in the Ultra Agents sets (this latter option means that players cannot use certain abilities such as the Jet-Pack). The vehicle/weapon designers also include smaller prefab "Components", which are pre-built sections that the players can put together. While they are not full vehicles or weapons, they do represent a chunk of pre-constructed parts, and the player may remove the individual parts from this section once it has been placed (i.e., after placement, a Component becomes individual bricks). For example, a component might be the front bumper with a number plate and car grill, or it could be an entire engine-design. Individual bricks each have their own unique properties which can be edited via a special window; for weapon Power Bricks, you can assign each brick to one of the either two triggers (meaning you can fire multiple "gun pieces" at one time), and you can also change each brick's colour and if they have a sticker/print, even after placement. Vehicles can have an "Alt-Mode". All prefabs contain an Alt-Mode until the player modifies the prefab (changing the layout of the bricks may make the Alt-Mode impossible). Players can also design their own Alt-Mode for any customised vehicle; they're not allowed to add or remove any parts, but may flip hinges or detach pieces and reassign certain parts (for example, wheels might become booster rockets and the Alt-Mode might be a hover-bike). The player can use the Switch Weapon button to change between the different vehicle modes in-game. Finally, each different customisation item can be shared amongst different people by simply copying the save files (each new custom item you save is saved to a new, individual file). These will appear in the "Saved Items" tab, which is next from "Prefabs". If you don't have access to the bricks required to build saved custom item, that item will appear greyed-out. This means you can also share items between your own multiple game saves/careers. Dialogue Another core gameplay mechanic is the dialogue system. Dialogue operates similar to most RPGs; you can approach any NPC in the world, and provided they have conversation options available, you will be presented with a list of potential dialogue options. This conversation continues until the player selects appropriate dialogue option that ends the conversation, or in an emergency instance where, for example, the player/NPC comes under attack. The dialogue system in this game is focused entirely on what the player character knows and learns. While some dialogue options are available by default (Such as "Who are you?"), others need to be acquired, similar to trading cards. Since the player character is new to Astor City and the Ultra Agents, this gives the justification for the player's "amnesia"; they simply know nothing about the situation they are in. Some of the ways you can learn about the ingame story and unlock extra dialogue options include; Long Dialogue Chains: A smart player can simply talk with multiple NPCs, and in doing so they may unlock information about a location, person or so on that they haven't actually physically seen yet. Locations: Whenever the player enters a new region of the city (which will be discussed in a later section), or comes across an important landmark, they will unlock new fast-travel points, but will also open up any dialogue options that relate to those locations. NPCs: By either looking at, talking with, or seeing a picture/listening to a radio report etc of an NPC will unlock that character's related dialogue options. Unlike locations, there are actually levels of information about an NPC that the player can know about. For example, knowing that one of the villain's weaknesses is ice might not be immediately obvious, until you talk with more NPCs or stumble across the correct information source. Hints and Abilities: Either through use of your own unlocked abilities, witnessing an NPC use an ability or through normal discussion, you can unlock tangential information on how to defeat bosses or do interesting things inside the game. Dialogue is recorded to a log inside the Journal. If the player hits the "Log" tab, they can view all the previous conversation chains, whereas if they view the "Information" tab, they can see a summary of everything the Player Character knows about the game world. There is also a "Quests" tab (name pending) which gives them some information and stats on how many villains they need to deal with, how many vaults are left etc; the side-quests do not actually show up until you find the first of each. It is yet to be decided if the total number to find is displayed, or if you must purchase/find/use dialogue to unlock the total number. Movement and Combat - Normal Gameplay (Non-Bosses) During normal gameplay, the player has access to a movement and combat suite which give them freedom to explore the map and defend themselves/engage threats. With everything unlocked and without the use of the extra abilities, the player can climb up walls, similar to Assassin's Creed, jump/roll/slide over small ledges, car bonnets and other obstacles, lock-strafe like in Ratchet & Clank 2/3 and have the ability to do a single jump and sprint. Players should ultimately feel as though the world is their playground/sandbox, and their movement through the world is what will define that feeling. Players need to be encourage to explore the bounds of the movement system, as this will give them incentive to actually study enemy behaviour and unlock new gameplay, and also lead to players acting more tactically. The Player Character is an Agent, and therefore is not as physically strong as some of the opponents they will be going up against. Similar to the Fallout health system, each limb has its own health, and the total health bar is a composite of those bars, as well as some other factors. The factors to take into account when deciding player's health are as follows: Overall Health: The player has a health bar, and can take a finite amount of damage before that is reduced to zero. While taking off the player character's limbs will reduce the player's health to low levels, they will still be (barely) alive. The player must continue to take just enough damage to permanently kill them. Limbs: As mentioned before, each limb has its own health, and when they reach critical damage, they will simply pop-off the character and the player will no longer be able to use that limb. This usually means limiting their move set, and reducing the amount of damage they can deal with a melee attack. Players can actually still be alive, so long as they still have their torso and head, but they will no longer be able to attack or do any form of parkour, and instead can only crawl around. Limbs can be reacquired by going to a Hospital, the Agents/Police HQ or any customisation station. Bleed-Out/Environment Damage: If the player starts taking damage, or if they enter an environment that can cause lasting harm to them (such as sub-zero temperatures or a gas-filed sewer), players will start losing health, and the rate/length of this is determined by the player's current state (a healthier player will put up a better resistance) and the level of the damage (a bigger blow to the head or breathing in deadly toxins will do far more damage than other forms). Losing a limb will cause permanent bleed-out until the limb is replaced. Abilities: Some abilities may increase health, auto-heal the player or reduce the amount of bleed-out/environmental damage. When the player loses all of their health, they fall apart (literally). After a black-out transition, they will wake up in either the Agents HQ or a Hospital (whatever is closer), where they will be (again, literally) reassembled. If they will killed during fighting a gang or taking a boss, any damage they did/NPCs they terminated will persist. NPC gangs only respawn after you take out their entire gang and some time has passed (and if their associated Villain has not been defeated), and Villains will occasionally attempt to heal themselves back up to full if you die too many times or take too long getting back to their location. Combat in the game can be performed through the use of vehicles (either by mounted weaponry or by using the vehicles as battering rams), weapons and the player's melee abilities. Vehicle ammo is infinite, but may operate slower than minifigure weapons, and the weapons can also be ripped off by enemy NPCs. The player's weapons do not have ammo, but can overheat, similar to Mass Effect. Certain weapon abilities, such as the Harpoon, do not overheat the weapon and can be operated while the weapon is overheating, but do not do any damage themselves. The player's melee ability involves the use of combos; by pressing the buttons in certain sequence with the right timing, they can do devastating damage to enemies. A list of potential combos will be added in a later update to this document. Just like in Batman: Arkham City, there are a variety of enemy types, and each enemy will be part of a different faction. Unlike in Batman: Arkham City, gangs will now attack other if they believe they are encroaching on each other's turf. Players can use this to their advantage, but otherwise must analyse each group of enemies beforehand and plan accordingly. Some of the types of generic enemies that are non-specific to gangs: Grunt: The bare-bones troop. They can punch, and that's about it. Their punches are very hard, so players will need to either get an Armour upgrade ability, or dodge with a roll whenever the enemy gestures to attack (enemies use the 1/2-second gesture from the Ratchet & Clank series so that players can pre-empt their attacks). Grunts don't have armour and don't generally use cover, but will hide if they see the player mowing them down with guns. Troop: A step up from the basic Grunt, they use guns (randomised between tasers, laser guns and rifles) and will use cover sparingly (preferring to stand out in the open), but otherwise are essentially the same. Heavy: These guys are armoured and make use of Rocket Launchers, Chainguns, Flame Throwers and other heavy weapons. They move a lot slower and don't use cover at all, and their head/part of the back is unprotected, so a player who is a good shot or can sneak up on them will be able to defeat them quickly. Sniper: Low armour, high-accuracy. They can instantly remove one of your limbs with a well-timed shot. Similar to the Jackal Snipers in Halo 2/Halo 3, their eye gear glows to make it a bit easier to see where they're hiding. The key is to remember that if you can see them, they can see you. These "generic" types of enemies will appear in all gangs. Aside from these, each gang will have its own specific special enemies; these special enemies have powers based on their boss. Some bosses may have a few types of special enemies, others may only have one. A few of the special enemies you might encounter include: Flame Spitters: Enemies with a resistance to heat-weapons, and who have a grenade-launcher that throw two types of ammo, "Inferno Grenades" and dynamite. The Inferno Grenades explode on impact and will set whatever they touch on fire for a period of time, whereas the dynamite will explode on impact and create a crater in whatever they impact with. They are specific to Infearno's gang. NerveTroops: Toxikita's personal guard (a sign that you are getting closer to her position). They have stealth field generators that make them partially invisible, and they like to stab enemies with their Nerve Toxin syringes. The Nerve Toxin causes the player to loose control, and the player will need to keep pressing QTE-buttons; failure to do is will cause the player's limbs to start falling off until they die. Robo-Spiders: Spyclops' little pets. They create web traps (either making a web that covers a pathway that the player might walk into, or shooting web-balls at the player) that the player will need to use QTEs to break out of. The spiders are rigged to explode when they get close to the player, and they can also move close together to become a massive spider, similar to the Constructicons in the Transformers universe. This big spiders acts as a mini-boss and mostly uses its front legs to try and squash the player. Lastly, every Boss/Villain and his/her gang is affected by a "Reputation" bar. The Reputation bar represents how much power they hold within the city. As the player finds and confiscates vaults, defeats gang patrols and saves Alpha Team/Ultra Agents, the reputation of that gang goes down. In the story of the game, this means the black-market providers for the equipment and goons have less confidence in the Boss, and are therefore providing them with less. In terms of gameplay, as the reputation bar goes down, more and more patrols will disappear. The special units will become far more rare, and the Villain may become weaker, as they can no longer source whatever powers their weapons/abilities/vehicles. On the converse, a player who dies a lot will increase reputation of that gang/villain, giving them more power and more patrols. It is not just the player who affects reputation. Every Villain is looking to expand their individual control of the city, and so there are frequently gang wars, where bordering patrols will attempt to duke it out to see who can gain more ground. Obviously, the winning gang will walk away with a higher reputation, while the losing gang will walk away with a lower one. Furthermore, any time the gang positions change, different gangs will take control of the Vaults, giving them further reputation boosts. Movement and Combat - Boss Gameplay While specific stats and tactics will be discussed in a later section, the Villains/Bosses change up gameplay slightly. Each Villain at the start of the game owns a district. While their ownership of the map changes as their reputation changes, the Bosses are all active in the gameworld, and for the most part can be found at any time, provided you hit the right "trigger". The exceptions to this rule are the 3 Big Bads, Terabyte, AntiMatter and Ogel, who can only be found after dealing with all of their subordinates. The Villains you encounter and their triggers are as follows: After Triggering/Locating a Villain/Boss, you have the opportunity to capture them, provided you can knock them unconscious first. Knocking them unconscious requires different things for each different boss, and while the overall logic remains the same, there are a number of ways to solve each boss. The logic for each is below: For further explanation: Tremor: He pays little attention to the damage he does, only thinking ahead. This also means he's easy to sneak up behind, because his helmet and gloves make it physically difficult for him to look back. Psyclone: His over-reliance on technology is due to his own lack of confidence in his physical abilities, and he uses the size of his equipment to make himself look far bigger than he actually is. Unfortunately, he isn't a technical genius like Terabyte, and so his equipment comes apart fairly easily if put under enough stress. Infearno: Infearno is the newest villain, and spent most of his money on the hover-board and the flame-throwers. Infearno actually has a fear of water, and since his equipment is poorly constructed, being splashed with water all means his stuff will short out. Spyclops: Spyclops' power is actually connected to his robot spiders, as he has connected himself up to the hive-mind system they use. Invizable: His main skill is running away to a point where he can enable his stealth technology, since his invisibility takes a bit to activate, and whenever he enables invisibility he becomes extremely susceptible to damage. Drillex: Drillex is hinted (within this game's story) to be Tremor's twin brother. While their appearance might be different and their original career might also have gone down different paths, they both share similar traits. Drillex doesn't look behind him, and he doesn't care to support any of the tunnels he makes because he believes he can dig himself out of any situation. Toxikita: Again, she's a biologist and an environmentalist, not an engineer. The main problem is that she has such little faith in technology, she attempts to create toxins and other biological tools to destroy technology, but then uses technology to distribute her toxins. She's also not completely immune to the toxins she creates, even though she has visible skin defects from the various surgeries she performs on herself to give her as much immunity as possible. Hence, in Act 2, she has to create a special dome she can hide in. Adam Acid/Retox: Adam Acid acts as Toxikita's Clyde during Act 1, but he really dislikes the cold. Retox is actually an undercover agent during Act 2. Terabyte: Terabyte might be a technical genius, but he tends to push his equipment too far when the situation gets dire, since he doesn't want to back down. AntiMatter: AntiMatter is incredibly powerful and requires a brand new, specific use piece of equipment. He is the one Villain who has only one solution to taking them down, which hints at the amount of power he has unlike the other villains. Many of these hints can be found by talking with NPCs or by exploring the world, as explained in the Goals/Objectives section. -explain multiple solutions further-1 point -
I was reluctant to say this, but felt it needed to be.
Zed reacted to Sadie Meowsalot for a blog entry
I don't intend for this to come across as something in the vein of self-pity, as I know we all have our own hardships with which to deal, but rather I intend it simply as a venue through which to express some of my deepest feelings. I don't necessarily know that anyone is necessarily any happier than I, as I know nothing of their lives in their entirety. But I do know that for a long time now I've felt significantly unhappy due to a multitude of things, one of which is something among the more paramount facets of my life and of myself, but which I don't feel comfortable elaborating on in-depth here. But it's something that poses a hindrance to my becoming more independent, and because of it I'm very much a recluse, and it's uncertain whether it's something I'll be able to surmount. Another thing is that, however much I aspire to be as understanding, compassionate, kind, and perceptive a person as I have the aptitude to be, I haven't always shown or employed such attributes with some people, and unfortunately to the detriment of my relations with them. And whilst some have been more forgiving, others outright hated me and showed no willingness to attempt to understand me. It's very disheartening though to see these people harbor such resentment towards me, because I care for them deeply, especially so because they're very emotionally damaged people, and it makes me feel almost as though I failed them as a friend, I failed to help them and to make them ultimately happier. It hurts me so because I don't want them to continue on in life in such emotionally tortured states of mind, I want nothing more than for them to be happy. But we're all very flawed, imperfect, but yet beautiful unique individuals. And I suppose what we did in our pasts is nothing more or less than could be expected of us, because we only ever can think, behave, and deduce as far as the immediate expanse of our knowledge-base, as far as what we immediately know in the present moment. I only wish this understanding were shared with the aforementioned people. Moreover, I try to don a personality with which my subconscious conflicts because of my current circumstances, and so often to no avail. But in light of all of this, even if I can't fully live a life of happiness, I try to make a concerted effort to live one of meaning through the resulting contributions of the development of my various archives, through providing emotional support to others wherever and whenever possible for me to do so, and generally trying to enrich the lives of others and their individual happiness. This is why I do the work that I do to research and archive every known retro LEGO comic, storybook, and animated cartoon as thoroughly as is possible, because I know that it's something important to at least some members of this community, and something that provides them happiness and enriches their lives. I do this because I care about you, and it would be a tremendous waste of my life to forever be self-absorbed in my own problems and be oblivious to the struggles of everyone else I share this beautiful world with. In conclusion, I hope you never forget how much I care for all of you and for this awesome community as a whole, just as I hope I never forget how much you in turn care for me. I hereby extend my deepest and sincerest thanks to those of you who have shown me forgiveness, tolerance, and most of all friendship, however difficult I might be sometimes. And I extend my deepest and sincerest apologies to any of you I've unnecessarily hurt in any way. With love, ~Sadie1 point -
Ayliffe messes about with a Hunger Games Simulator (OR "The Jamesster Games")
Ayliffe reacted to aidenpons for a topic
Okay, this is a little late, but I wanted to point this out: So, a landmine died today! Stay tuned for more action soon...! also Xiron died. RIP Xiron The two remaining characters trucing. SEEMS LOGICAL at least this game progressed quicker than Mafia Round 10 ... There's still one question. WHY?1 point -
LEGO Stunt Rally development artwork
Jimbob reacted to lol username for a topic
Oooh, this is gonna be good. :D1 point -
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Ayliffe messes about with a Hunger Games Simulator (OR "The Jamesster Games")
Ayliffe reacted to MaelstromIslander for a topic
At least he didn't fall into a hole like Ayliffe blow up in a landmine! Lets give a big "Hoorah" to Fushigisaur for poisoning pereki by doing absolutely nothing. However, i do have to say, Pereki was close.1 point -
Ayliffe messes about with a Hunger Games Simulator (OR "The Jamesster Games")
Ayliffe reacted to emily for a topic
rip me guess I should have given up and retreated I really can't turn down the opportunity to avatar that!1 point -
Let's Make a Game
Jimbob reacted to Ben24x7 for a topic
The white writing underneath are just quick animation notes. One thing I'd suggest, if possible, is to loop the two pictures in the "Floating" bit when the character falls/flies/etc. As for the game's current progress, I finally got around to playing it, and its on a good path from what I see.1 point -
Cave Raiders (Rebuild of Rock Raiders)
Yajmo reacted to Packer for a topic
An editor like that would be perfect, it would need a layer type function for buildings/spawns etc but would fit the job nicely. Here's the first screenshot of the Player HUD, I'm quite happy with it at the moment, I may make some small changes depending on what I need to add but overall I think it works. The stars upgrade image represents XP, XP is gained through dropping off resources. The Cyan crystal and ore icons on the top right represent if you're carrying one of each or not. The ore and crystal underneath next to the XP counter is the Global resources. The health cross empties when you take damage. Chat on top left, I will likely remove the current notifications displayed, also rejigger the colours. And those with a keen eye will noticed the new building on the right, it is off a Rock Raiders set which I've purposed for being the interface for constructing buildings.1 point -
RRU Quotes 2: Reckoning
Starrocks923 reacted to Antillies for a topic
@MaelstromIslander: Is there an RRU archive where you can view things before 2013? @jamesster: yes, it's called RRU1 point -
Let's Make a Game
Fluffy Cupcake reacted to Drill Master for a topic
Ok so here's another video. The first segment has the original loop base line in it, and the second segment has it removed with the new base line alone. Both moving lines of both loops are still present. https://www.youtube.com/watch?v=gpkz4dxDmLs&feature=youtu.be See which one you prefer.1 point -
Ayliffe messes about with a Hunger Games Simulator (OR "The Jamesster Games")
MaelstromIslander reacted to emily for a topic
Fishing. With my WOODEN SPEARS, like a TRUE MAN1 point -
Cave Raiders (Rebuild of Rock Raiders)
le717 reacted to Packer for a topic
New stuff so consistent I'm double posting. So whats been happening as of late, is that I've actually got addicted to working on this project so much that it's affected my school studies. That's ok because my school studies are game dev related anyway and its early days yet... (hoping that doesn't back fire too hard) *Explained further down What I've done: Cave Raiders - Renamed the game from what ever the confusing thing I was calling it before. Cave Mining - Cave walls update the exact way you expect it to from RR while you mine. Tool Store Interface - Players can walk up to it and use the 'use' button to access the menu where they can pick and choose items to hold in their inventory. Teleport Pad - Players can purchase vehicles from an interface and it detracts it from the Global resources* Building Structures - Players can open a build interface and select which building that would like to build and place it in real time* Player Inventory - Players can choose which tools they want to take out with them and swap them back at the Tool Store. Crystals and Ores are held in separate slots from your tools allowing you to continue using tools.* Player XP - XP will be used to purchase upgrades to your character such as more Inventory space, this is the same idea as the "Upgrade Rock Raider" from RR. What I've got to do: Power Paths - I can do a very basic version for now for functionality but I want to recreate the tiles that update and link up. "Power" - Power so players can't access if power is offline, This will take some redesign from RR, I may only include linking buildings to the power station and power is limitless. Rock Monsters - Big bad rock dudes with attitude. I have a rough idea how I will accomplish this, I haven't done enough AI yet. Slugs - I always forget these guys are even a thing, I will consider how to implement them. Mission Objectives - Collect 5 Crystals, win. Simple objectives such as collection shouldn't be a problem, more complicated solutions may prove difficult. Update Visuals - Still plenty of buildings and vehicles that haven't been updated yet, I haven't yet modeled several vehicles and structures as well. Implement more Vehicles - Loader Dozer doesn't know how to shovel, several vehicles will need some serious balancing to successfully integrate to the gameplay. What I'm not including A landslide - has not occurred, not only because of the pure evil that is landslides(Landslide.wav), when you're playing in First Person and you suddenly die from something you had no way of preparing for, really sucks and adds nothing to gameplay. Cave Height - It over complicates and increases the workload. Adds nothing to gameplay. New Textures - As you have or haven't seen in my screenshots, I'm reusing RR textures. This is for 2 reasons, 1. I want to retain the RR feel as much as possible and retexturing all the cave pieces and icons will be very time consuming, not saying I'm not, just not now. 2. As far as Legal goes, RR hasn't been in the limelight for a very long time and I don't think Lego really cares about a small project.** What I'm aiming for: More Combat - While the original RR game isn't about 'combat', I want to expand upon combat for a more interesting dynamic for the players to consider while mining. e.g. Rock Monsters are like mini boss battles than just 'stealin yo crystals'. Single Player - I realized in the past couple of weeks that people more often than not will be playing alone in this game, realistically the audience for it isn't very big for large scale servers.* Custom Map Support - At a surface level, I've already got this; Its just not user friendly. I believe custom content for this game will keep its longevity going and people entertained.* RTS Mode - Now, this is something I'd do absolutely last. I would like to have a RTS mode that more or less recreates the entirety of RR but with actual players and bots alike. HOWEVER, this is a huge undertaking and I'll likely not get anywhere near doing it for a very long time. So that's what I've done as of late, I've probably missed a bunch of things I wanted to get into some specifics. * - Cave Raiders is a game based around cooperative play and it recreates certain aspects from RR. With that said there needs to be a lot of changes for this game to work as a First Person. Global Resources - Like RR, players collect and deposit resources, these resources are then added globally for everyone to use. In the future I likely will put feature in to only allow the hosts or certain players to use said resources but for now anyone can use them. This brings me to... Players building structures. So again, any players can use the global resources to construct structures such as the Power Station or power paths. I'm interested to see how this pans out in multiplayer. Big feature of Cave Raiders is the player progression (Limited to per session), When the player starts off you can only hold 2 tools at one time, by returning resources back to the Tool Store you gain XP which then can be spent on more inventory slots or vehicle training. I'm also considering a player upgrade that increases your characters speed. In RR the raiders would carry individual crystal or ore back and couldn't do anything else while doing this. In Cave Raiders picking up a resource now gets placed into an inventory slot specific to that resource, so you can carry 1 crystal and 1 ore piece and still mine/shovel/shot. This change is necessary as early on I noticed how repetitive and annoying carrying resources was, mainly due to the fact you have to do it all yourself one by one. Multiplayer, the biggest issue with this area was realizing that the user base would be low, likely an average at best of 1 player per day online. Hopefully organized Coop groups will emerge. With this in mind I decided to label missions/levels with ideal players. e.g. Lost Raider (4). On top of this I also plan to focus on low player levels than anything large scale. 1-4 Players is my current target, this doesn't necessarily mean you can play with more people on them or even less, just means for the game to flow at a nicer rate you'd choose your group size level. Custom Level Support, biggest issue with this at the moment is the lack of a map editor, I've developed a simplistic solution for the cave layout which involves: 55555 52gg5 52gg5 55555 5 = Solid wall, 2 = loose rock, g = ground. Simple yeah! Biggest problem is this doesn't include Buildings or resource allocation (aka this wall piece has 2 additional crystals in it), with that said I haven't personally done and UI coding before, I'm still early days in C++. If you're interested in helping me create this system get in contact with me. The output code needed is several txt files with simple syntax, can show examples etc. That aside, Custom levels will be a thing. My current systems are very straight forward and with a proper Map Editor creating a new level should be a pinch. Here's a list of a few features that will exist or already do through other means. Cave Tile Placement Pre-built structures placement Cave tile resource allocation Level lighting and fog control Monster Placement Level Objectives Choosing between the Rock, Ice and Lava themes. ** - Additional help would be great, as stated before I'm reusing the RR textures and icons. If you have any texturing experience (Photoshop or others) and wouldn't mind redoing some artwork for me that would be a great help. Recreation of the Cave textures (Rock, Ice and Lava) and icons in a nice high resolution would do wonders. As for 3D stuff I haven't quite got a need but doesn't hurt to see what you've got. Send me a message over RRU if you're interested. So any ideas or suggestions post them! Screenshot time!1 point -
Ayliffe messes about with a Hunger Games Simulator (OR "The Jamesster Games")
aidenpons reacted to Ayliffe for a topic
And now, the moment quite a lot of you have been waiting for, it's THE FIFTH NIGHT, where SOMEONE WILL DIE! So... I died. Oh.1 point -
RRU Quotes 2: Reckoning
aidenpons reacted to Ben24x7 for a topic
Does this also count as being selfish?1 point -
Let's Make a Game
aidenpons reacted to MaelstromIslander for a topic
Will it be Green with Red stemmed White Flowers with Glasses and a long torso? *Joke about Infoperiac* I meant to say Boomba, but instead i said goomba. Yes, they're called boombas, because they look like bombs. (The red flying one is called a Kaboomba because it has dynamite as its main weapon) And yes, how could i leave out an infoderpiac reference Edit: Done. "And, you can change flowers!" Edit: Done with the infoboombiac. It took a long time to make and i still don't like how it turned out.1 point -
I was reluctant to say this, but felt it needed to be.
aidenpons reacted to emily for a blog entry
I know it sucks when people actively show dislike for you. I struggle with this too, but really I think it's important to let things like that go - there's no way in the world that anyone is going to please everyone. Someone resenting you or whatever doesn't have to be a reflection on your character in any way. In any case, I think you're a pretty rad person with a rad approach to life.1 point -
Ayliffe messes about with a Hunger Games Simulator (OR "The Jamesster Games")
Quisoves Potoo reacted to emily for a topic
I now have TWO wooden spears. That means TWO TIMES the wooden spear power.1 point -
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Ayliffe messes about with a Hunger Games Simulator (OR "The Jamesster Games")
aidenpons reacted to PeabodySam for a topic
Well, looks like the Random Number Gods were ever in my favor for once and I was not selected as tribute this year. Excellent. That means I'm guaranteed to survive... at least, for another year... Unless the Random Number Gods happen to change their mind (like they're prone to do whenever they support me) and I catch dysentery. Then, I can get buried next to Andy, Peperony, and Chease on the trail to Oregon. I hope I'm not the only one who immediately thought of that when I read how MaelstromIslander died... In the meantime, let's grab some popcorn for all of us (except the ones who are dead) as we see who wins this Ultimate Showdown of Ultimate DestinyTM which has no actual bearing on our real lives except for the possibility of permanent death.1 point -
Ayliffe messes about with a Hunger Games Simulator (OR "The Jamesster Games")
Quisoves Potoo reacted to Shadowblaze for a topic
Thanks for having specified. I always had the doubt wether I could resurrect in case I got that illness.1 point -
Ayliffe messes about with a Hunger Games Simulator (OR "The Jamesster Games")
Quisoves Potoo reacted to le717 for a topic
Excuse me, but when is death not permanent?1 point -
Ayliffe messes about with a Hunger Games Simulator (OR "The Jamesster Games")
Quisoves Potoo reacted to noghiri for a topic
Dysentery is an inflamation of the intestines, accompanied by bloody diarrhea, and other things, and without proper medical treatment can result in permanent death.1 point -
Ayliffe messes about with a Hunger Games Simulator (OR "The Jamesster Games")
aidenpons reacted to Ben24x7 for a topic
Brings a tear into my eye... ...a tear of laughter... ...a tear of *evil* laughter...1 point -
Ayliffe messes about with a Hunger Games Simulator (OR "The Jamesster Games")
Quisoves Potoo reacted to Ayliffe for a topic
You know what time it is? DO YOU? No seriously what is the time my watch broke OH WAIT ITS ARENA EVENT TIME! So Alcom, Jimbob, Grapheme, McJobless, Le717, mumboking, Drill Master and Quistaros Pugant are ALL OUT of the competition! So much death...1 point -
Ayliffe messes about with a Hunger Games Simulator (OR "The Jamesster Games")
aidenpons reacted to emily for a topic
yeah sorry fushi, but I've had it with your "giving up and retreating." I don't care if you're from my home district, this fire is mine. Same goes for you, Alcom and mumboking. You better watch out for my deadly wooden spear1 point -
Ayliffe messes about with a Hunger Games Simulator (OR "The Jamesster Games")
Quisoves Potoo reacted to Jimbob for a topic
Gah, where are antibiotics when you need them...1 point -
Ayliffe messes about with a Hunger Games Simulator (OR "The Jamesster Games")
aidenpons reacted to Ayliffe for a topic
Nah, no advantages like that allowed ...And now back to your scheduled programming of killing eachother! THIS TIME: The first night! Aaaaaaaaaaand MaelstromIslander is OUT! So much for that then1 point -
Ayliffe messes about with a Hunger Games Simulator (OR "The Jamesster Games")
aidenpons reacted to Jimbob for a topic
Nooo, Arthuriel! I will win this game for thee... Starting by knocking off RR Rocks. Mwahahahaa. Also, le717 stealing? These are clearly desperate times.1 point -
RRU Quotes 2: Reckoning
aidenpons reacted to le717 for a topic
Eagle98: (10 March 2015 - 06:37 AM) I looked at LRR again and I kind of see why it didn't have as much as an appeal to other people as it did with me JimbobJeffers: (10 March 2015 - 06:41 AM) Because the Rock Raiders kill themselves? Because a landslide occurred? Because another landslide occurred? Because your air supply is running low? Because the game crashed on Frozen Frenzy? Because you see the Tunnel Transport but can't use it un-modded? Because yet another landslide occurred? Because slimy slugs are invading your base? Because Rock Monsters are mashing up your base? Because slimy slugs are still invading your flippin' base? Because another frickin' landslide has occurred? Because that stupid lost Rock Raider took a whole team to locate? Because the Energy Crystal seam in Explosive Action is unreachable? Because A LANDSLIDE HAS @~#!&^$ OCCURRED?! JimbobJeffers: (10 March 2015 - 06:41 AM) Nailed it.1 point
