Author Topic: The Brikverse  (Read 39128 times)

Tzan

  • Rogueliker
  • ***
  • Posts: 193
  • Karma: +0/-0
    • View Profile
The Brikverse
« on: December 23, 2015, 08:39:34 PM »
So I've been making a web site and forums over the last month.
I did a theme change on the SMF forum to match the web site.

Its really just a terrain editor demo at the moment, no real game stuff.

www.brikverse.com

« Last Edit: December 23, 2015, 10:07:54 PM by Tzan »

AgingMinotaur

  • Rogueliker
  • ***
  • Posts: 805
  • Karma: +2/-0
  • Original Discriminating Buffalo Man
    • View Profile
    • Land of Strangers
Re: The Brikverse
« Reply #1 on: December 24, 2015, 01:33:55 AM »
Legos! <3

That screenshot is awfully nice, though.

As always,
Minotauros
This matir, as laborintus, Dedalus hous, hath many halkes and hurnes ... wyndynges and wrynkelynges.

Tzan

  • Rogueliker
  • ***
  • Posts: 193
  • Karma: +0/-0
    • View Profile
Re: The Brikverse
« Reply #2 on: December 24, 2015, 06:26:14 PM »
Thanks, I think it looks pretty good too, it can only get better.  ;D

Hi

  • 7DRL Reviewer
  • Rogueliker
  • *
  • Posts: 154
  • Karma: +0/-0
    • View Profile
    • Email
Re: The Brikverse
« Reply #3 on: December 24, 2015, 06:59:41 PM »
that looks very cool.

Kyzrati

  • 7DRL Reviewer
  • Rogueliker
  • *
  • Posts: 508
  • Karma: +0/-0
    • View Profile
    • Grid Sage Games
    • Email
Re: The Brikverse
« Reply #4 on: December 25, 2015, 02:15:33 AM »
Love that screenshot! Just the right amount of soft, for a blocky world.

Looking forward to seeing where this goes.

Krice

  • (Banned)
  • Rogueliker
  • ***
  • Posts: 2316
  • Karma: +0/-2
    • View Profile
    • Email
Re: The Brikverse
« Reply #5 on: December 25, 2015, 09:07:23 AM »
It's probably a bad idea to make it look too much like legos. Other than that I hope this has something to do with roguelikes. As for now it looks like a mix of two worst possible ideas in this world: minecraft and legos.

Aleksanderus

  • Rogueliker
  • ***
  • Posts: 179
  • Karma: +0/-0
  • Champion of the unknown
    • View Profile
Re: The Brikverse
« Reply #6 on: December 25, 2015, 11:09:41 AM »
It's probably a bad idea to make it look too much like legos. Other than that I hope this has something to do with roguelikes. As for now it looks like a mix of two worst possible ideas in this world: minecraft and legos.
Now the only thing that needs to be added to make this game horrible like Roblox (worst people in the world) is pay2win and virtual currency  ;D

akeley

  • Rogueliker
  • ***
  • Posts: 348
  • Karma: +0/-0
    • View Profile
Re: The Brikverse
« Reply #7 on: December 25, 2015, 12:40:36 PM »
Lawd, I`m constantly branded as a "negative person" IRL but you guys really are leagues ahead in this game. To be able to divine so much doom & gloom from one simple scr$...hats off  8)

I`m more interested in "PoopAction". The heck?

Seriously though, you might want to be kind of careful with the *L-word* gfx direction. It`s a big brand and for them to fire off a legal threat or two is no big deal.

Also, check out Enemy if you haven`t seen it yet - very similar concept and a good game.

Tzan

  • Rogueliker
  • ***
  • Posts: 193
  • Karma: +0/-0
    • View Profile
Re: The Brikverse
« Reply #8 on: December 26, 2015, 01:51:12 AM »
I was working on the concept for this in Jan 2008.
The first line of code for minecraft was in mid 2009.
Minecraft is a sandbox, I dont like sandboxes. So this is more like a roguelike or tactics style.
The first page on the web site explains that.
I did play some Minecraft for one or two days in 2010, I got bored clicking on things pretty quick.
Modifying terrain isnt a game, my editor is a tool to make a map.
I have a 5 space x 5 space brush you can swipe around and change things over large areas.

Its not Lego, it is a plastic construction toy world. You know, like MegaBloks  ;D
There are no Lego parts here.

The terrain height is in increments of 3", so it can create smooth hills.
The sides stay green up to a 12" step, so you don't see so much brown.

No virtual currency, but the idea is to get paid one day, free demo versions before that.

PoopAction
I made an action system that means a key and a screen button are linked to a single action class.
This was my test button, the "p" key also activates the action. Some text appears in the bottom panel.

I havent seen Enemy, will take a look.

Krice

  • (Banned)
  • Rogueliker
  • ***
  • Posts: 2316
  • Karma: +0/-2
    • View Profile
    • Email
Re: The Brikverse
« Reply #9 on: December 26, 2015, 10:18:26 AM »
I was working on the concept for this in Jan 2008.

You spent seven years to create a map editor? And they tell I'm slow.

AgingMinotaur

  • Rogueliker
  • ***
  • Posts: 805
  • Karma: +2/-0
  • Original Discriminating Buffalo Man
    • View Profile
    • Land of Strangers
Re: The Brikverse
« Reply #10 on: December 26, 2015, 10:57:44 AM »
Krice, I think your place as "slowest dev" is not threatened, seeing as how you've spent 20 years creating nothing at all ;)

As always,
Minotauros
This matir, as laborintus, Dedalus hous, hath many halkes and hurnes ... wyndynges and wrynkelynges.

Tzan

  • Rogueliker
  • ***
  • Posts: 193
  • Karma: +0/-0
    • View Profile
Re: The Brikverse
« Reply #11 on: December 26, 2015, 04:30:39 PM »
I was working on the concept for this in Jan 2008.

You spent seven years to create a map editor? And they tell I'm slow.

Actually I've spent seven years making part of an editor, its not done yet.  :P
I wish I could work on it full time, but I live alone and need to pay the bills and also play games.
Playing games takes a surprising amount of free time.

Tzan

  • Rogueliker
  • ***
  • Posts: 193
  • Karma: +0/-0
    • View Profile
Re: The Brikverse
« Reply #12 on: June 21, 2016, 04:39:58 PM »
I just finished writing and testing an Entity / Component / Messaging system.
This is similar to what the Caves of Qud guy does.

It certainly needs more work as I start actually using it, but it does all the basics now.
- Load text file templates
- Create a new entity using the template data
- Pass an event into an entity, cycle thru all components, return info

I'll clean it up a bit, and drop it here in a zip file if anyone wants to take a look.
You wont be able to just drop it into your code probably.
Its C# in Unity, although very little is Unity specific in that code.
It would help quite a bit if you wanted to make one yourself.
Your language would need to have Reflection capabilities, not sure if they all do.


Tzan

  • Rogueliker
  • ***
  • Posts: 193
  • Karma: +0/-0
    • View Profile
Re: The Brikverse
« Reply #13 on: June 23, 2016, 10:08:07 PM »
Here it is:
https://dl.dropboxusercontent.com/u/10454876/Brikverse/Documents/BrikverseEntitySystem.zip

You load the templates by calling
EntityFactory.LoadTemplateData();

Create a new Entity, send it a template name
Entity entity = EntityManager.CreateEntity("MoneyBox");

Send an event to the money box to get how much money it contains
Code: [Select]
DAB_Event e = new DAB_Event("AvailableFunds", false, "value", 0L);
    System.Object val;

    if (entity.DoEvent(e))  // returned true
    {
      e.parameters.TryGetValue("value", out val);

      Debug.Log("Event returned Value  : "+  entity.templateName + "  Available Funds are:   " + val + " FU");

    }

So like I said before this is really just to show a "way of doing it", not something that you can just drop in and poof it works for you.
You are allowed to fold, spindle and mutilate the code at will.

I'm not a professional programmer, so I'm sure I've done some foolish things in there, feel free to let me know the better way.

If you dont have a program to view C# in, download Notepad++ and use that so you can see it in color.
« Last Edit: June 23, 2016, 10:21:09 PM by Tzan »

Tzan

  • Rogueliker
  • ***
  • Posts: 193
  • Karma: +0/-0
    • View Profile
Re: The Brikverse
« Reply #14 on: June 29, 2016, 03:23:03 PM »
I fixed some bugs.
I dont know if anyone is really interested in this.
If you want the revised version, just let me know.

I expect it will change a little more in the future.