StewartG Posted July 10, 2014 Author Share Posted July 10, 2014 Thx MADMAN for the video, I'd like to explain the problem, if you have a small drill that removes say 5pixels of rock, then you get a gap that is 5 pixels wide, if you need twenty pixels to fit a vehicle through, then the player has to dig in four places wide to make a tunnel big enough to fit through. Imagine as he moves across to drill one of these 5 pixel sections, that he moves just 4 pixels across, that will result in the gap being only 19 pixels wide, this can happen anywhere down a long tunnel, or worse at a curve or bend, so when you vehicle tries to fit through it works fine for some distance then part of the way down it gets to a 19 pixel wide section and it will catch on the side of the tunnel by one pixel. Its probably not so bad for a small vehicle getting stuck in a small tunnel, but imagine you have a huge vehicle 500 pixels wide and it can't get through a tunnel because it is only 499 pixels wide, you will be looking at it and thinking it should fit through. Getting stuck is annoying and frustrating for the player, so its a better game design, to make gaps bigger than the sizes of the vehicles, so we standardize vehicles into set sizes, small medium or large, and only create gaps that are (bigger than) small medium or large, basically we dig out 'blocks' so paths line up, and the player doesn't get stuck - or at least it is obvious that they will, or will not, fit in a tunnel. In the video, you can see that the developers have coded it so you can't create rocks less than a certain size - the size of that pinnacle. That is their 'minimum block size' and any thing smaller than this 'explodes into rubble', this prevents thin slivers of rock being created, however the tip of that sliver in a tunnel, would still prevent a large vehicle getting though. its just a question of how small a block size you want to goto. Currently the AI is served out on the first come first served basis, so the nearest Rock Raider, doesn't get the job, just the first in the line for new orders, I can see that checking the list of available orders and matching these with all the possible tasks, would improve the AI, these could be handed out more appropriately, and we should also add in outside influences, like monsters, so the nearest or best suitable will respond and then delegate their order back to the list for another RR. This is very possible. At the time, too many AI checks would have slowed the game down, but with modern processing power this would be easy. McJobless, aidenpons, The Ace Railgun and 1 other 4 Link to comment Share on other sites More sharing options...
Cyrem Posted July 11, 2014 Share Posted July 11, 2014 I can agree on that dig sizing issue. In Space Engineers, I'm always having the issue of not digging wide enough or the mesh just touches the area of building... it is annoying and I've ended up just building tunnels huge to avoid this issue when building. How is the project progressing? McJobless 1 Link to comment Share on other sites More sharing options...
Popular Post Polaris Posted August 19, 2014 Popular Post Share Posted August 19, 2014 I've got some things to say. This little rant is meant to be read by both the developers of the new Rock Raiders game and the fans and forum posters alike. So this is going to be a long post - I apologize in advance - but it is only because I feel very passionately about this issue. The final word count clocks in at 2,100+ words, but good words, I believe. I encourage you to read through what I have to offer because I think it is some of the most CONSTRUCTIVE advice you're going to receive. Also included in this post are several illustrations I made trying to convey the concepts I have in my head. I'm sorry if they are confusing or difficult to read - I'm not the greatest artist, but I'm also not a tech guru, and I felt that a pencil and paper would better represent the thoughts and suggestions I had. Okay, let's dive in! First things first. There is great concern for the whole "Minecraft" thing being a large part of this game's inspiration. Though I too share this concern, I want to explain and possibly defend the developers stance on this. Minecraft is a game which is so deceptively simple to learn and universal in its approach that it has won the world over. What developer wouldn't want to make a game like this? Also, the obvious connection between mining in Minecraft and mining in Rock Raiders is valid and an understandable conclusion to make. In addition to this, there are many great features of minecraft that would serve a Rock Raiders game well - like a large sandbox to explore and mine in! I remember being a kid and playing the mission "Frozen Frenzy", (one of my personal favorites). I knew darn well where the Tunnel Transport was, (it was in the only spot of the map that when you scrolled over it, the screen dipped down because of the hidden waterfall!) but I would play the level just to collect resources and build my base as big as possible, just like a sandbox game. And that's where the similarities end, and honestly, should end. Someone once told me that Minecraft is the Pac Man of our generation. I wholeheartedly agree. 20 years from now, people will remember the cultural legacy that this game has created and any game that follows too closely in its footsteps will be forgotten in its wake, just like all those Pac Man clones of yesteryear. I'll get back to the Minecraft thing in a bit, but for now I'll move on. So from the looks of this discussion, it seems the developers have come to conclusion that there are two ways to approach the mining in this new Rock Raiders game - I'll lump them into two categories titled "Freeform" and "Grid". Here's a picture comparing them both: In a previous post, there was concern for "Freeform" mining because it would be tricky to fit vehicles into tunnels you create and I 100% agree. "Freeform" is not the way to go. Well that leaves us with "Grid" mining like Minecraft right? Wrong. "Blocks" are the devil. Remember that. It's important. If you make a game world out of blocks, you are making Minecraft. Simple as that. I could stop now honestly. Minecraft's influence over culture is so strong that simply making your game world consist of blocks that are breakable and buildable, you are creating a game that can and will be seen in the public eye as a Minecraft clone. Same with making an objective-less open world sandbox game with an emphasis on mining - you are making Minecraft. Simply put, do not make Minecraft. But let's get real. There is money in Minecraft. And money is important! It should be! You, as a game designer, have every right to make money off of your product. Hopefully, a lot of money! But I have to explain something that is vitally important to this new game's success - as it stands, there is literally NO market for this game in its current direction. Let me explain. You have two fundamental fan bases you are targeting: fans of the original Rock Raiders and fans of Minecraft. Original Rock Raider fans aren't actually that hard to please! They understand that legal limitations restrict certain things and mainly just want a game that plays much in the same way and recaptures the spirit of the first game. For the most part, they don't care that it's not Lego, or that you can't reuse music or textures or whatever. They just want something faithful to the original. Not really a tall order if you ask me. Then you've got the other targeted fan base: Minecraft fans. This is where the real money is. It's important that you get these people to buy your game! But here's the truth: Minecraft fans don't want this game. At all. I'll try to explain why by using an example. I'm a big guitar guy. I have many electric guitars and one of my favorites that I own is my Gibson Les Paul. If you're not familiar with guitars, think of the first guitar shape that pops into your head. Then think of another - it's that one. Anyways, say there is a new guitar company coming out, and for the sake of this comparison, let's call them "Raider" guitars. So Raider guitars come up to me and tell me that they've made a guitar they think I'll like. So I take a look at it - and it looks just like the Gibson Les Paul I own and love! Not only that, but they've got new features like and 3rd pick up and a whammy bar - things I don't have on my guitar! For intents and purposes, this guitar could sound even better than the one I have right now! But I hate it. I can't explain it, but for some reason I hate it! Logically speaking, it meets every criteria I look for in a guitar so I should naturally like it, right? Well, there's a little part of my brain that shouts "it's nice and all, but they just copied my Gibson! They just emulated the Gibson and added fancy features. They didn't innovate on an original idea". This is so important to understand. The Raider guitar didn't fail because it was a bad guitar, or because it was competing against an already well established guitar - it failed because it tried to take on a powerful BRAND. It's stupid, I know, but we are but animals and brand loyalty is a powerful, sometimes unbeatable force. I'm somewhat partial towards Gibson guitars, so I passed up the opportunity to play that Raider guitar. I gave up the chance to play a better guitar. And now, more to the point. Minecraft is the Gibson of gaming. No matter how great your product is, if it specifically emulates Minecraft features to reach that audience, they will hate it. If you try to take on the brand of Minecraft, you will lose. So how do we fix this? We hide our influences. Right off the hop, "blocks" are a dead giveaway, so we can't do that. Also, marketing your game as Lego + Minecraft isn't doing anyone a favor as you own the rights to neither, so what are we left with? Rock Raiders. Of course! The answer was there all along! So let's look at the original Rock Raiders and what it did right. IMPORTANT: Now is the time to really tune in, because this is where things get CONSTRUCTIVE! So here's the basic layout of an RTS game, like the original Rock Raiders: It's awesome! Keep it. So let's look at the basics that made the game great. The game was based on a single flat plane in which a grid system dictated where you could build, mine, and move. Mining was done in the form of breaking down rock "walls" that allowed passage to new areas previously unseen. I have to stop for a second to point out that this is brilliant. This format of mining based solely on "walls" is so brilliant, creative, and easy to understand, it baffles me why you would look anywhere else for inspiration. Game designers should be copying your system of mining, not the other way around. So this is my proposition for the direction you should take with this new game. It should be a grid based RTS mining game set on a flat plane that utilizes the "walls" mechanic from its predecessor, with the option to play the traditional "mission" styled gameplay, or a sandbox mode. That should be the basics. Forget "blocks", (they're the devil, remember?) "walls" are where it's at, brother. So now I'll give you some ideas expanding on this premise that may inspire you! First off, I understand the need for verticality. You want to mine deeper and deeper for new materials - I get that! I do too. But the flat plane is essential to make the "walls" format work, so here's my solution: Multiple planes. This diagram will show it better: So let's say you start on Level 1, (LV1). There are some materials and resources for you to gather, limited monsters, and that's about it. You don't have access to the better materials you need to make better buildings and vehicles. So you need to dig deeper. The deeper and deeper you go, the more difficult the game becomes, with more monsters, landslides, and other hazards. In addition to this, this allows for interesting color schemes and level features as you progress to deeper layers, greatly expanding the creativity you can pool into your project. Now, either at predetermined spaces or at viable spaces based on what's underneath them on the lower level, you will have the ability to build "ramps", allowing you to travel into a deeper level, in this case LV2. These pictures will show it better: Now you may be thinking, "how will I keep track of all these different levels during gameplay?". Well to be frank, that's your job as game developers, but here's one way I think would work great - basically, only one level will be "active" on your HUD at a time, the others will move to the top or bottom of the screen and become greyed and translucent, moving them effectively out of the way, while still keeping them "within reach", so to say, so each separate level doesn't feel like a whole new map. Then you simply could scroll the mouse wheel up and down to switch between levels quickly. In this instance you'd scroll up to move to LV1 and down to LV3. On the Wii, all it'd take is a quick upward or downward sweep of the hand. Simple. Effective. Awesome. Beyond that, please continue with some of your great ideas - the vehicles, (and possibly buildings) based on parts is also brilliant! This would work flawlessly in the format I have suggested. Basically, make this game an expansion on the direction you originally took with the first Rock Raiders and you'll please everyone. The original fans will love it because it gives them what they already love. The Minecraft fans will like it because it is DIFFERENT enough not to offend them and offers things that Minecraft doesn't have. This makes it appealing to everybody - the true thing that made Minecraft so successful. If you've managed to read this far... thank you. I am very passionate about this matter and it made it very easy for me to go on forever about this, so I apologize again for the lengthy read. And if the developers of the original game actually are reading this, I only have one more thing to say to you. Thank you. I cannot express in words how much your original game meant to me in my childhood. It was basically my first step into the world of gaming. I spent countless hours playing and replaying missions, (never could beat that last one though! And I love the Rocky Horror Picture Show reference there!) and even had to get my dad to buy me the Lego sets from the game, which he later told me was very tough to do, as they had discontinued the Rock Raiders line before I had played the game. I tell you honestly that the Rock Raiders series is still my favorite Lego series that they have ever released, no matter how short lived it was - largely due to the awesome game that you produced. Me and my brother still say words like "Dirt!" and "Tool Store!" like the characters from that game time to time. And when it comes down to it, even if you screw up this next installment, I'll always have the original to play. I hope you don't, mind you, but if "blocks" are in any way a fundamental part of this games structure, you can consider it DOA. Finally, I'd LOVE to hear feedback on my points made, as I feel all are constructive and supportive. We all want to see the best final product possible. Thanks for reading. Ayliffe, lol username, Redacted and 32 others 35 Link to comment Share on other sites More sharing options...
lol username Posted August 19, 2014 Share Posted August 19, 2014 ... so I apologize again for the lengthy read.Don't apologize, I like lengthy reads. It's cool to see somebody really discussing ideas like that. I don't really have anything to reply with at the moment (I haven't even really kept track of this topic in all that much detail, so I should catch up before replying with my own thoughts) but thanks. Polaris, aidenpons and noghiri 3 Link to comment Share on other sites More sharing options...
Addictgamer Posted August 19, 2014 Share Posted August 19, 2014 Good read. I totally agree about blocks. Tiles are the way to go (and the enemy of boats). If the developers are looking for inspiration or proof of success of the stacked planes map system you (and others in this thread) suggested -- and please, don't lynch me for daring to mention its name -- Dwarf Fortress is a prime example. even if a game copies that system -- that's all it is, a system. Tiles are too generic and associated with too many games to bring about negative connotations when a player sees a game using them. Even if a game stacks planes on top of eachother, like Dwarf Fortress does, that in no way makes it a Dwarf Fortress clone (it'd need to add terrible ascii graphics and an atrocious user interface . In all seriousness though, it'd need to do way more than to replicate just one of its countless systems -- Clockwork Empires, a 2D world system, is more of a DF clone than just a generic game with a 3D map system like DF's stacked planes ). But I digress. All that's important on Planet U are sandwhiches and enery drinks crystals. Yes. If there are not sandwhiches in this game, I will be severely disappointed in DDI. Sandwhiches. And INFRASTRUCTURE for sandwhiches. Ooooh boy, whole complex daisy-chained interacting systems of sandwhich production mechanisms. Route the input of one to the other, then link that there, and drop a few jugs of coffee on top for good measure. Don't forget Mama's secret family ingredient! Passed down through generation after generation. Yes, Rock Raiders should be Sandwhich Simulator. Sandwhich Raiders. I like the name. Or maybe Rock Sandwhiches? Hmm... Regardless, sandwhiches. SANDWHICHES!!!1! ------------------------------------------------------- Also, speaking of using stacked planes for a map, I went and dug this up: An example implementation of what Polaris described. Drill Master, aidenpons, The Ace Railgun and 4 others 7 Link to comment Share on other sites More sharing options...
Arthuriel Posted August 19, 2014 Share Posted August 19, 2014 Interesting stuff, Polaris. I never really thought about the fact, that the system, that RR used was already pretty good and unique, but also expandable enough . I guess, that one solution for the multilevel stuff could be, that you would have two scroll systems. One for zooming in and out in a level and one system to scroll through the levels (e.g. one via the mouse scroll wheel and the other one via "CTRL and +/-", but I think, that customizable keyboard shortcuts are important, too). Although a small panel, where you can click on a level for fast access and/or for typing the number of the level could also be an option. Depending on what you are doing more often (zooming in a level or scrolling through the levels), it's probably better to stick with the mouse wheel for the stuff within a level and using "+" and "-" keys for the travel through all the levels. @addictgamer: Basicly the original game was about sandwiches. It just so came, that DDI had to use the license to make something about derpy miners in space, which were cursed to live as minifigs for the rest of their lifes, right ? PS: Thanks for the Dwarf Fortress comparison / reference. That gave me an idea: How about: "RRU plays DF" ? I wonder, how long a fortress would survive . Polaris 1 Link to comment Share on other sites More sharing options...
Cyrem Posted August 19, 2014 Share Posted August 19, 2014 A large, logical, first post with hand drawn images to go with it? O_O That was an enjoyable read Polaris Polaris and STUDZ 2 Link to comment Share on other sites More sharing options...
Polaris Posted August 19, 2014 Share Posted August 19, 2014 Interesting stuff, Polaris. I never really thought about the fact, that the system, that RR used was already pretty good and unique, but also expandable enough . It was something that struck me when I was thinking about the direction of this future game. If you've got the name "Rock Raiders", and you intend on making a spiritual sequel, some things from the original have to carry over. Since they don't have licensing to use Lego figures, (or Minecraft elements for that matter!) there's only the gameplay system left to reincarnate. A "wall" system is where it's at! Thanks for seeing eye to eye with me on this! I can only hope DDI does as well.... Also, Sandwiches FTW The Ace Railgun, RockRaiderWolf, ProfessorBrickkeeper and 1 other 4 Link to comment Share on other sites More sharing options...
Cirevam Posted August 21, 2014 Share Posted August 21, 2014 I hope you stick around Polaris, because you've pretty much said what we secretly wanted but didn't know how to say it, and expressed it so coherently and impressively. That's a fine post. Please make more in the future. Take note DDI, I think Polaris is right and you need to stick with LRR's form of gameplay. No one else does it the way LRR does. aidenpons, ProfessorBrickkeeper, Antillies and 1 other 4 Link to comment Share on other sites More sharing options...
Polaris Posted August 21, 2014 Share Posted August 21, 2014 I hope you stick around Polaris, because you've pretty much said what we secretly wanted but didn't know how to say it, and expressed it so coherently and impressively. That's a fine post. Please make more in the future. Take note DDI, I think Polaris is right and you need to stick with LRR's form of gameplay. No one else does it the way LRR does. Thank you very much for the warm welcome! That means a lot, actually I fully intend to stick around and see this out. I wish I would have known about this site and community sooner because I think that everything you guys do here is awesome! Lego Rock Raiders deserves the cult following it has garnered because it was such a quality franchise, and I like to consider myself one of those followers. I really wasn't sure what sort of response I'd get from fans of the series - mainly I was just spitballing ideas, but it's really cool to see that we all agree about most things. This is really important DDI! If we have all banded together under a general direction we would like to see this new game take, you should probably reflect this in your game - if you truly are making it for the fans, as the claim goes. I haven't seen a post from DDI recently, so I'll give them the benefit of the doubt that they haven't seen my first post yet - it would be really a shame if they just ignored it.... When it comes down to it though, I think I might be too late to this party. What I've suggested to DDI is something that is fairly different than their original intent and to go back on it now would be reversing progress. Only time will tell if I'm correct though.... StewartG 1 Link to comment Share on other sites More sharing options...
MaelstromIslander Posted August 21, 2014 Share Posted August 21, 2014 I know tiles are the way to go and yes i do want tiles, but there is a huge flaw in what Polaris just ranted about. For starters, minecraft was basically a clone of Infiniminer, Minecraft is not original. So that rant didn't make much sense to me. Tiles deserve to be in there because its nostalgic and sounds like rock raiders, and that blocks just don't feel right, why? Because minecraft and infiniminer did it so much it made me sick. Tiles are there to stay, but still polaris, don't go around saying any blocky game involving mining is a copy of minecraft, because minecraft itself is really just a copy that includes more items and elements than Infniniminer. Link to comment Share on other sites More sharing options...
Car CrazeXVI Posted August 21, 2014 Share Posted August 21, 2014 minecraft was basically a clone of Infiniminer, Minecraft is not original.This is irrelevant. Minecraft is popular, that's what matters. So that rant didn't make much sense to me.…? Tiles deserve to be in there because its nostalgic and sounds like rock raiders*because they work and the simplicity of it makes the hardest part of making a custom map scripting the NERPS or whatever. It is questionable at this moment if you actually read Polaris' post. and that blocks just don't feel right, why?Because it is not possible to get a big bulky ANY vehicle, such as that the equivalent of a Chrome Crusher, through blocky terrain? I thought this had been established already. but still polaris, don't go around saying any blocky game involving mining is a copy of minecraft, because minecraft itself is really just a copy that includes more items and elements than Infniniminer.So what do I call all the Minceraft clones, then? The people who copy Minecraft do it with the intent of copying Minecraft; For all I care, they don't even know Infiniminer exists. (And they probably don't considering they were stupid enough to think they could get money from a Minecraft clone in the first place.) The only similarities I see between Infiniminer and the other is the basic concept - Manipulating the environment and mining for resources. I hope you understand what I'm at here. legorr2020, The Ace Railgun, Polaris and 2 others 5 Link to comment Share on other sites More sharing options...
Addictgamer Posted August 21, 2014 Share Posted August 21, 2014 <snip> TL;DR: If you think minecraft is a clone of infiniminer, refer to Flappy <$NAME>. aidenpons, legorr2020 and Polaris 3 Link to comment Share on other sites More sharing options...
Cyrem Posted August 21, 2014 Share Posted August 21, 2014 For starters, minecraft was basically a clone of Infiniminer, Minecraft is not original. So that rant didn't make much sense to me. You've missed the point by a mile... and while trying to somehow point out a so called "flaw", you instead reinforced one of his points in your own post. Alcom Isst, legorr2020, The Ace Railgun and 1 other 4 Link to comment Share on other sites More sharing options...
Polaris Posted August 22, 2014 Share Posted August 22, 2014 Thanks guys, you've helped elaborate well! MaelstromIslander - you're misunderstanding is valid! Let me try to explain myself better for you. I know tiles are the way to go and yes i do want tiles, but there is a huge flaw in what Polaris just ranted about. For starters, minecraft was basically a clone of Infiniminer, Minecraft is not original. So that rant didn't make much sense to me. You are correct! Minecraft is not 100% original! In fact, if you look around these days, few things are Even the original Rock Raiders game wasn't all that original when it came out - but the biggest thing that you have to take in is the cultural impact of these titles. Let me start with an example: I want to make a game that features blocks of different shapes and sizes that "fall" from the top of the screen and can be re positioned and rotated by my controller so that they fall into perfect rows at the bottom of my screen, and when they do so, they disappear. "But no", you say, "you can't do that! That's Tertis!". And you're right. I guarantee you that Tetris was not the first game to feature moving blocks as its main gameplay mechanic, but because it is now so well established, its impossible to avoid. The difference between copying Infiniminer and copying Minecraft purely comes down to cultural impact. If you walked up to a middle aged man or woman on the street and asked them if they'd ever heard of Minecraft, chances are they'd say "yes!". Some might have kids that have it. Some might have meetings with other parents in the neighborhood discussing the addictive powers of said game! (This really happens!). If you posed the same question to the same demographic although this time asked about Infiniminer, you'd likely get some puzzled expressions. It's a much less popular game. This makes sense. The sad reality is, even though Infiniminer, and many others, did it first, Minecraft did it best, if we only take cultural impact as our qualifier. It's not fair, but the bus has now left the station for any future game looking to jump on board the same band wagon - it's too late. Minecraft won. Just like Tetris did so many years ago. I honestly hope this helped clear things up so you understand where I'm coming from better! We're basically arguing on the same side regardless though. This is just discussing the fine details minecraft was basically a clone of Infiniminer, Minecraft is not original. This is irrelevant. Minecraft is popular, that's what matters. I had a big grin across my face when I read this - you understood me 100% Car CrazeXVI! Joe McGill and legorr2020 2 Link to comment Share on other sites More sharing options...
StewartG Posted September 14, 2014 Author Share Posted September 14, 2014 Hi Polaris, I hadn't seen your post until now, but I think it is excellent, it makes a good argument for keeping the game in horizontal planes, in response, I would disagree that blocks make it Minecraft, as Minecraft was not the first and has not been the last, there have been many succesful games since that have, and do use blocks, however, the good news is that we plan to do a 'remake' of RR with classic horizonal levels, at least initially and then we will see how it goes for future expansion. I do like the idea of levels and ramps - this would be easy to identify which 'level you are on' and detecting the position of a vertical ramp adds another seeka nd find element to the standard game, this is just the sort of constructive concepts I hoped toget with getting more brains looking at the problems! thanks. P.S dont listen to people who say to keep articles short, if it is interesting and well written, people will want to read it, I think your article proves that. aidenpons, Polaris and Phoenyx 3 Link to comment Share on other sites More sharing options...
Fluffy Cupcake Posted September 14, 2014 Share Posted September 14, 2014 I would disagree that blocks make it Minecraft, as Minecraft was not the first and has not been the last So do you plan to keep the blockness looking like Minecraft, which is what it looks like in the current images, or do you plan to make block tiles which work more like this here (Image of Blockscape) which are much nicer? I'm curious because the current images which look like Minecraft really turn me off (and yes I'm well aware MC is not the first game to be blocky like that). Link to comment Share on other sites More sharing options...
StewartG Posted September 14, 2014 Author Share Posted September 14, 2014 The levels will look most like the original Rock Raiders, I can't yet point to a picture, and the site shows no pictures yet, because we simply dont have any levels designed or rendered. The level with what you call a minecraft level is on the site clearly stated as 'concept' if enough people like this then we will do a series of levels like this. I can see no reason why we can't have 'classic' levels to start with and then bring out an expansion which lets players design and play 'minecraft style' levels - lets get over the petty arguing, we can have both, and if you dont like a particular style then DONT PLAY THAT LEVEL !!! Being a producer on a game, is often (very often) referred to being alike to herding cats, as in "they all want to wander off in the direction they like" a producer has to pull the team together and give it a focus, it can't be done without the co-operation of the rest of the team, so it does require everyone at some point to man up, to put away their person preferences and realize that the final goal, a finished game is what we are all after and that is what you all need to focus on, I guarantee that it will not be 100% of exactly what you want, or even what I want! but no game ever is because no two people like exactly the same thing. Embrace the difference, you honestly dont know if you will like it until its finished, and my experience is that people who HATE some detail in the concept, often end up loving it in the final game. So lets pull togther, focus on a finished project. Fluffy Cupcake, Polaris, aidenpons and 3 others 6 Link to comment Share on other sites More sharing options...
Tauka Usanake Posted September 14, 2014 Share Posted September 14, 2014 I can see maybe one problem with the classic and Minecraft game styles. They're different environments that you'd have to learn to navigate and work in. Also on a designing stance, you want the game to be fairly standard all the way through. It's not bad to introduce new things into it, but to change the world it takes place in isn't a good idea I'd think. No, keep it one way and stick to it. Less work for you and will make less problems in the end, both in coding and community Link to comment Share on other sites More sharing options...
legorr2020 Posted September 15, 2014 Share Posted September 15, 2014 Love this idea of a new game.... (that 2020 at the end of my username wasn't a random number). I have to say, could the storyline have something unique to it, like the name, "Rock Raiders", it could be a name for them being one of several mining clans in the future! (But it focuses on the Rock Raiders though...) Perhaps they were the only ones brave enough to go out that far to look for resources as well. And if a creative idea of why the grid-mining layer should be their, I have an idea for that! (This all reminds me of "Dune" for some reason....) Link to comment Share on other sites More sharing options...
Polaris Posted September 15, 2014 Share Posted September 15, 2014 Hi Stewart, Great to hear from you! I'm so pleased that you were able to read my original post! I must say, my original concern upon posting it wasn't that you may disagree with what I had to say, (which is your own prerogative) but that you would simply ignore what I had wrote. Understanding and responding to the meaning behind my message means a lot to me - thank you. In terms of your response, it tickles me pink to know that you are considering using the horizontal plane mentality! All other gripes aside, that was the feature that I wanted to see most. I also agree with your thought process on starting with designing a horizontal plane map first, then maybe moving onto a more block based map once you have the basics finalized. As far as I'm concerned, these are all good things! I will likely keep in touch and keep offering ideas and such, perhaps by personal message, and I wish you and your team all the best luck moving forward with your project! Polaris Link to comment Share on other sites More sharing options...
Kippy Posted October 7, 2014 Share Posted October 7, 2014 Hey everyone, this is my first post here (made an account to download and try out a couple mods a while ago). Sorry for the long, disjointed post, but I couldn't let this go by without putting in my opinion. I have to 100% agree with Polaris' criticism of using blocks. If I may, I would like to add a few points to the discussion. I think that you are spot on in saying that, even if it's not true, using blocks will make this game look like a Minecraft clone. And that's pretty darned important. To be honest, I'm having a hard time imagining how a block-based Rock Raiders game would look different from Minecraft. Sure, RR would have buildings, but Minecraft already has usable blocks like the crafting table and furnace that function in a similar manner. RR and Minecraft both have monsters, different tools, etc. RR would have vehicles, training/upgrading rockraiders, and the RTS elements, but I'm not certain that this is enough to differentiate it from Minecraft and the other MC clones that are already out there (especially if the RTS elements of the game are not deeply expanded upon). My other criticisms for the block system center around the fact that RR is, at its core, an RTS, and in no way do I feel that a block-based system is conducive for an excellent RTS experience. I know that the block-based world is attractive as it seems to more easily account for verticality. I don't necessarily believe that this is true for a top-down RTS (even if you have the option to go into 3rd/1st person modes). In a block-based world, the player would still need a way to navigate the top-down camera from level to level, and I think that it would be even more difficult to this without making the world painfully confusing to navigate. In a plane-based (I think that is the terminology people have been using) world, all of the levels would be right on top of one another. In a block based world, some levels would be on top of others, while other levels would be halfway between. The block-based system is great for building things. This seems to be another main reason for supporting it, as it allows members of the community to easily make levels. The game Rock Raiders, however, is not about building things; it's about management and strategy. Players do not need a building system to enjoy the game. Furthermore, while the block-based system may be accessible for level designers, there's no reason why the plane (or tile or wall) based system would be any less accessible. In fact, I personally would find it far less daunting to make a map with a set of horizontal tiles on several levels than blocks positioned all over a 3d world. It's also worth mentioning that processing a world made of individual blocks is not exactly resource friendly for our computers. Minecraft especially struggles with a poorly optimized engine, but I think that this is an inherent problem in a block-based system. I like Polaris' system of tiered planes. There can certainly be more ways to get between levels than ramps. You could simply use a zip-line down a 1-tile space for individual rock raiders, ramps of varying sizes for land vehicles, or simply holes in the ground for flying vehicles. Players could build damming systems for water vehicles, as well. There are plenty of possibilities, really. If this system were used, I would prefer that the ground of one level would be the wall tiles/unexcavated rock on the level below it. Thus, if someone mined away that wall tile, then the floor above would disappear, potentially harming rock raiders or destroying buildings that were placed on it. I'm not an artist, but here's a basic plan of how a 3x3 tile space would look between 2 levels in a few examples: X (Floor), W (Wall), O(Open space between the upper and lower level) Ex. 1 Upper Lower Ex. 2 Upper Lower Ex. 3 Upper Lower XXX WWW XXO WWX OOO XXX XXX WWW XOO WXX OOO XXX XXX WWW XOO WXX OOO XXX I think that such a system would make the tiers feel more connected to one another, and it would allow for level design that made base planning and digging more challenging. Anyway, that's just my 2 cents on the block-system vs the original system and that which Polaris suggested. I do have a few other things to say. I read over the story section on the new web site, and I have to say that I do not like this nonsense about androids. I think that you should keep the Rock Raiders human (even if they are cartoony humans that bear a strong resemblence to the Lego minifigure). I simply feel that their being human, combined with the ability to name them, makes the individual Rock Raiders feel more important and meaningful to the player. I don't see any reason to change that, unless it somehow helps prevent copyright/trademark issues (but I suspect that it does not). In fact, I think that the story should still be a bit more pressing. I quite liked that the original Rock Raiders needed to gather enough crystals to repair their ship and go home. Mining with androids in space for...profit? Or even simply just for the heck of it? I feel like this takes away from any chance at a compelling campaign storyline. I'm glad that this game plans to carry over all of the core Rock Raiders features. This is a good starting point, and the site seems to indicate that there are plans to greatly expand upon the content that is included in each of these features (like additional buildings, vehicles, creatures, etc.). Here are some other features that I would like to see expanded upon: The Rock Raiders themselves: This is probably a given, but I would like to see rock raiders that look different (clothing, ethnicity, gender, etc.). Maybe even (since this is science fiction) different alien races with advantages/disadvantages, sort of like what the indie game FTL does. More/Tiered Training Options: It would be nice to see some additional jobs the RR's can perform. I would also like to see tiers in each ability, such as Driving I, Driving II, Driving III. I think that this would add to the feeling of progression (which is definitely going to need to be expanded upon if the levels are going to be larger). Fully Functional 1st/3rd Person: The ability to perform all individual rock raider actions from the 1st/3rd person viewpoint, although I get the impression that this is already on the to-do list. Difficulty: This is critical. While Rock Raiders is a great game (and rather difficult for a Lego title), it is still fairly easy. Most of it is simply a time-sink to explore and eventually get the required crystals. The only truly difficult aspects of the game are lava, slimy slugs, rock slides, and oxygens (And those last two are only a problem for the first few minutes of any mission!). Off the top of my head, I can think of many ways to add difficulty. (1) Limiting the number if RR's that can be called down in any mission (I think that something like this is essential). Basically, you only get 8 Rock Raiders for level 1, and if any of them die, you cannot call down any additional RR's. (2) Making Rock Monsters and other creatures much more of a threat. (3) Requiring ore or other resources to train/upgrade RR's. (4) Losing resources spent on a structure when it is destroyed. (5) Time limits on some missions (although this is sort of a lazy one, it can certainly work here and there). (6) Limiting the number of skills that a Rock Raider can be trained in (e.g. once a RR is a driver, explosives expert, and geologist, he/she cannot be trained any additional skills). This would also go a long way towards making each Rock Raider feel unique and important. (7) Additional Rock Raider needs beyond sandwiches (maybe sleep, medical attention etc.). These are all just examples, obviously, and I am simply welcoming to anything that adds difficulty to the game. Remember, this game is 14 years old (I think), and as such, the target audience is probably 14 years older. On a side note, I really like the idea for multiplayer! Sorry for the long post! I just wanted to get some of my ideas out there. Polaris, Cirevam and aidenpons 3 Link to comment Share on other sites More sharing options...
AwesomeSiebren Posted November 30, 2014 Share Posted November 30, 2014 I made a hovering vehicle.It is rather small, and only carries 1 person.'>'>'> I also have a couple of questions:1: What program are the models made in, and also, in what format are they saved?;2: Are there any requirements for textures? (format, size, transparency, etc...) &3: How do you leave a comment and make an account on the website? I would also like to help the development in more ways than simple sketches, so I would like to hear a way of sending in stuff I make for the game. I also have a few suggestions:​1: Drill-able floors and roofs, this would be in place to more easily get to other planes.;2: A machine that can dig vertically and horizontally (sketches being made). & 3: Make the website less messy. Link to comment Share on other sites More sharing options...
Yourself Posted January 24, 2015 Share Posted January 24, 2015 How many people are currently working on this project? Link to comment Share on other sites More sharing options...
Necroledo Posted April 2, 2015 Share Posted April 2, 2015 Hello everyone, I just joined these forums. The original RR game is probably my most beloved one, and the first one I ever owned. It did make me a fan of everything geology, mining and industry in general. I have great memories from it. When I discovered there are plans for a RR2, I knew I had to join and help somehow to make it a reality. I hope to be of help: I'll do my best to explain the most visual parts. I have red Polaris' long post on the previous page, and I agree with the majority of it. While I would enjoy blocks, I agree that today there are too many block-based games, and most are seen as Minecraft clones. Freeform offers more opportunities, looks prettier, and while I don't picture RR2 to be completely based on freeform (see below), I think the game could greatly benefit from some of its characteristics, as I explain below. Personally, I think keeping the original RR layout -grid, mineable walls- and combine it with a layer-based structure would be both awesome and would enable a lot of gameplay. And I say this because there is a good precedent: Dwarf Fortress. That game has extremely simple graphics, but the whole world (and it is procedurally generated on each new game) is divided on many layers. Many of them. Players start on the surface and are free to dig, dig and dig to hell and beyond (literally), making their own tridimensional fortress by digging and building each level. Moreover, as expected, you don't know anything about what could lie behind a wall or a floor. And if you are smart, you can tunnel around dangerous terrain such as water-filled caverns if you carefully probe their extension. I believe such a solution would be both quite original and fitting for RR2. There could be pre-made caves and even abandoned mines, but the rest of the tunneling would be made by the players. No part of the world would be known unless first discovered, and there could be geological scanners to help find stuff. Add to that some pretty fancy graphics, and you have awesome worlds which can be very large on all directions, with those elements that are mostly vertical showing up on several layers. Imagine Moria, from The Lord of the Rings. Remember that big, vertical hole in the mines? Now imagine watching it on several layers, as if sliced, fully knowing your miners did that! And with a Sci-Fi look! Cirevam 1 Link to comment Share on other sites More sharing options...
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