Hi Mastodon, I have been cooking up some 3D graphics!
| My site | https://legend286.co.uk |
| My site | https://legend286.co.uk |
Hi Mastodon, I have been cooking up some 3D graphics!
And that leads me to the point of deciding that I would rather spend a lot of my time making 3D models, allowing me to sell my game rather than keep it free and hope I don’t get in trouble from The LEGO Group.
This way, Bricking It! will truly belong solely to myself and a couple of friends contributing to it.
I’m also thinking a lot about the Steam Workshop integration work, as I’m expecting it not to be so easy with the way my editor handles saved content.
It shouldn’t be too hard. Right?
Now you may ask… what about this project is special?
Well, secret is, Bricking It! isn’t going to be a single game, no it’ll be much more. Once I finish the dungeon rpg, the next project will be created on the platform I’m designing.
And it won’t just be limited to my own game ideas, over time as it matures my editor will support multiple different types of gameplay to be created within its tools.
One idea, a ‘Who can build it fastest’ mode, using VR.
Another? A pure sandbox mode.
And then the fun part, creating Bricking It! itself, a task I’m going to take my time with just as I am with the editor.
As mentioned before, I want to finish the editor before making the game, utilising my editor to make the content for the main game.
This will have some major benefits, mainly the fact that the entirety of the content (story, levels, items, even textures) that I’m going to create will live entirely on the Steam Workshop. Major W for user choice of what to install and play.
That said, using the editor to create both prefabs and levels consisting of them will be a breeze. The editor will have a few modes, like to either create a prefab, or a level consisting of prefabs and hand placed bricks alike… and within this editor experience I will provide tools to script many different gameplay systems I’m going to design for the actual game component of this project.
My aim is to have the editor fully capable of creating levels with all gameplay elements first.
So to start the thread, I have created this prefab system and under the hood it works exactly the same as scene loading and saving - however I won’t allow a prefab to reference anything but bricks and possibly things like lights, script components, particles and some stuff I’m not sure of yet.
This will allow me to keep prefabs from being exploitable by allowing people to reference workshop packages in a malicious prefab which itself is referenced somewhere by one of those packages.
I’ve decided I want to sell Bricking It!
Which means I’m going to replace all mecabricks assets with my own custom designed bricks, with square studs to prevent myself getting into hot water with the Lego group, will also create a custom character model and accessories.. I mean the game will take me a long time anyway so I may as well make it profitable for myself and give myself something new to learn too.
My 1st 🧵