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KiddieGrinder
Nov 15, 2005

HELP ME


What is this?

Open world sandbox brick building/collecting/adventuring/exploring game from Telltale GamesTraveller's Tales (makers of all those other LEGO games you love).

How is this similar to Minecraft?

It's pretty much not at all similar. There's no crafting, no shovels, no picks, no chopping down trees, no digging, no eating, none of that stuff. It's more similar to an open-world TT game than to Minecraft.

Surely there's something to build though, it's LEGO for god's sake!

Yes there's a couple build modes, one is landscape sort of building/shaping, and the other is individual brick mode. You luckily get all colors and shape bricks unlocked from the beginning, so no hunting around for individual bricks like we had to do in LEGO Universe.

How do you build?

Go in to the build mode, choose your brick and color, and click click click. It's pretty straight forward, in an albeit somewhat clunky interface (it seems like it's going to be ported sometime, so there's a lot of "press any button/key" or "vibration: on/off" options, no control scheme options at all, etc.)

There are also pre-built models you can plop down anywhere you like. For now there's just one (a cute little house with a small pool, BBQ, and car), but they'll be adding more. Whether or not you have to collect them or they'll just be added to your inventory automatically is yet to be seen.

So what the gently caress do you do in the game?

For now you run around the world exploring, collecting mini-builds (not sure what they're called, but they're little builds scattered around the landscape. Mostly bushes and shrubs, but sometimes decorative things depending on the theme of the land, like tombstones or lanterns), collect body parts (to customize your minifig you need to either meet friendly NPCs wandering around, or kill dangerous ones). You can also build, but it's a little difficult at the moment. Unreliable frame-rate and un-optimized interface make building a little tedious, but that might just be me personally.

You can also ride animals, however it's a little alarming how easily you can accidentally destroy the environment. Like while riding a horse for example, it automatically tramples and destroys anything you go over, so you have to be very careful if you've created this huge area and invested hours in landscaping and theming; DON'T RIDE ANYTHING IN TO THE AREA! They could really add some zoning or something to make areas safe from wanton destruction.

Also there are studs, like in previous TT games. You get them from destroying stuff (surprise surprise).

So what are the studs for?

Buying things, of course. See you unlock them by encountering them in the wild, be it a NPC, animal, vehicle, or mini-build. However once they're unlocked you have to buy them before you can actually use them in a build or summon them in the world. So for example you find a bear in the wild, sneak up on it and hop on it's back, it becomes unlocked for you. Then you have to go in to your item menu, and purchase it with a small fee of studs. Simple right?

Also some things give studs repeatedly, infinitely. So I don't think studs will be a huge issue, you shouldn't ever be short of them. That aforementioned pre-built house model gives you infinite studs if you keep interacting with the items on it (the BBQ, the mailbox, etc.).

Cool so how's multiplayer?

There isn't any, it's going to be added someday, which probably means unlike Minecraft this isn't going have a multiplayer element as the foundation of the game. So don't expect 64 player servers popping up anytime on release. I think the most we may get is a sort of co-op friend invite to play your world with you, that's all. My personal opinion this was a big mistake, because there's a huge social element to Minecraft. But then I'm not a producer at TT, so there we are.

Basically you create your seed world, play in it, share that world (if you want), download other people's worlds (not sure if this works yet actually), and that's it. I don't even remember seeing a chat box/bar for talking when I played. It definitely feels like a single player game first and foremost, with multiplayer being tacked on much later.

That sucks, what are they going to add eventually?

From the Steam page:

  • Like/Dislike system for tailoring World Generation
  • Procedurally Generated Underground Cave Networks
  • LEGO ID integration to allow for sharing and uploading of in-game builds
  • Additional Biomes
  • Painting Themes
  • Pre-Generated Towns/Villages/Settlements relevant to the Biome
  • Updated AI Behaviors to provide organic feeling to free-roaming creatures and characters
  • Red Brick Extras
  • Full liquid behaviors
  • Additional Minifigure Characters and Creatures
  • Additional Vehicles and Pre-Built Models
  • Additional Weapons
  • Cut/Copy/Paste chunks of landscape
  • Underwater Gameplay (including Vehicles, Creatures and additional sea life)
  • Character Customizer
  • Online Multiplayer

So should I buy this loving game or not?

If you like LEGO, don't mind using a console-friendly interface, and don't have a problem with early access, then sure! I enjoyed exploring, mainly to find new body parts for my minifig. I did giggle when I found the first little sheep, and started riding around on it while it bleated angrily.

Screenshots!


Customize your character with parts you've harvested from NPCs around the world.


Flying mounts that do fly, as well as shoot huge fireballs that destroy the environment and your builds. Shoot carefully!


Mushroom Kingdom?


Again, flying mounts. I don't think these will be player create-able, because they involve special animations and effects (prop spinning, lights blinking, your minifig hopping in to the cockpit, etc.). Maybe player made vehicles will be a thing someday, who knows.


Landscape shaping, you can tell it's pretty simple and effective.


A lot of vehicles have special abilities, such as this which bores through bricks with ease.

When will this be finished?

Slated for early next year.

KiddieGrinder fucked around with this message at 10:49 on Jun 2, 2015

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KiddieGrinder
Nov 15, 2005

HELP ME

Phrosphor posted:

Building is really fiddly though, I would actually prefer a more "minecraft" style block placing that going into the editor but that might change if they can smooth the camera and stop the awkward "blocks hover over the block you want to click them to instead of snugly fitting" thing that sometimes happens.

Yeah it really is. I looked for the old LEGO builder program thing and found some Google Chrome version, and even that felt more precise and better than in the game.

I'd like a build mode where it snapped out of the game world, and put you in a dedicated building program/world/whatever all on it's own, so you had a good frame rate, controls, and camera positioning.

Another annoyance was the scrolling brick type and color windows, I use the scroll wheel on my mouse to go through them, but that also zooms in the view. :confused:

We need control options!

KiddieGrinder
Nov 15, 2005

HELP ME
I'd love some sort of rudimentary programming script to make our own vehicles. Choose what type of vehicle (underwater, flying, land, etc.), the weight (light, medium, heavy), speed (slow, medium, fast), and then assemble it yourself. So there's a few handling physics templates in the game, you modify some parameters with your choices, and off you go. I doubt anyone would be expecting Gran Turismo level of simulation, just something that goes vroom would be awesome enough, especially if it's something the player made.

Since this is basically single player, surely they wouldn't have any problem with abusing the system right? It's your world anyway, not much damage could be done, or much of anything to gain from doing so.

Or heck make it even simpler; they could give you a bunch of thumbnails of existing vehicles and say "Which one is yours most similar to?", and go from there. Use an existing handling sim that some other vehicle has already for something the player makes themselves.

KiddieGrinder fucked around with this message at 14:11 on Jun 2, 2015

KiddieGrinder
Nov 15, 2005

HELP ME
I wish it was more like a buy-to-play multiplayer game with stuff you could purchase in game (add real LEGO sets, unique minifig parts, etc.) so it could support online servers for a lot of players to play together.

But oh well, if they can pull something off then great. I mean a lot of games survive just fine with dedicated servers hosting games (that players can provide for themselves or pay third parties for), so why not this one too?

Something else somewhat odd; the 'Online Multiplayer' bulletpoint in their list of features has moved up from the very bottom to right under 'Painting Themes'. Now that doesn't mean the list was chronological, but it's strange that it would be moved like that. I wonder if that means they might be giving it more consideration or resources?

KiddieGrinder
Nov 15, 2005

HELP ME
Maybe he meant further support like season passes, expansion packs, buying extra copies for friends and family, etc.? I don't know. :shrug:

KiddieGrinder
Nov 15, 2005

HELP ME

New Leaf posted:

This is basically an alpha/proof of concept game at this point. I'm sure it will be integrated eventually.

drat well better. :colbert:

In another thread someone suggested the reason whoever owns the IP for Warhammer hasn't made a game similar to the physical version is they were worried people would stop buying their overpriced little armies, which makes sense. I wonder if LEGO is worried about something similar?

You could even make the comparison between this and that other game they're making, Dimensions, which is similar to that Skylanders game. You have to buy the physical figure to get a virtual version in the game to play with. Compare that kind of investment to LEGO Worlds, where you just find it in the wild and you're good to go. I wonder if LEGO is concerned about that, will we be seeing micro-transactions in Worlds? :shrug:

HJE-Cobra posted:

It'd be nice if you could build your own vehicles though

It would, and I really hope that they do. It's unfortunate though that the foundation for vehicles is purely 'choose vehicle and have it magically appear' rather than building *anything* manually. So it would seem that to make a vehicle yourself with parts of your choosing would require a lot more work than they intended, programming wise.

But who knows, we'll have to wait and see.

Smoremaster posted:

Got this game, I like the engine and whatever, but I felt like I explored everything there was to see after less than an hour. Definitely needs way more content.

Yeah I stopped playing after my initial 45 minutes or so. I'm just glad to have supported the dev and LEGO, so hopefully they get confident enough to really make this a great game.

KiddieGrinder fucked around with this message at 18:03 on Jun 8, 2015

KiddieGrinder
Nov 15, 2005

HELP ME
Don't know if anyone caught the steam news update for LEGO Worlds, but here it is.

quote:

We’ve been a little quiet lately, and since it’s the end of the month we thought we’d give you a run-down of what we’re currently working on. Please note that a lot of what we’re sharing here isn’t necessarily planned for the next update – we’ll go into more details of that separately – and it’s not even a full list of everything we’re working on, just a few examples.

So, let’s take a look…

Underwater stuff

Well, many of you noticed there’s a lot of water, and we figured it was time to make it explorable since it was already there right in front of everyone, and especially because there are already a few characters that can walk along the sea bed – you found them all, right?

So the initial focus is on solving the technical and visual problems caused by allowing the camera to follow underwater instead of colliding with it – we’re also having to adapt many of the build tools and underlying systems to cope with the presence of water volumes.
Meanwhile, there will be a logical gameplay treatment – when you dive down you get blue hearts and limited time to explore, while underwater vehicles will have no such problems!

We’ve got some fun plans for underwater life, but that’ll develop once the core exploration is ready.

Discovery stuff

There has been some debate on the forums about whether the game should have a survival mode, or RPG elements, or quests and so on. We’ve stayed relatively quiet about this, but have spent plenty of time discussing it internally. At this time we’re not making any plans to have separate gameplay modes – we feel strongly that the identity of the game would suffer. And in a way, there is a natural separation between the exploration and discovery aspect, and the creative tools. Note that we will continually strive to improve both these components, and the transitions between them!

However, it’s still a videogame – players should feel like they have things to do that make sense, especially if they don’t particularly like building, but the game should not become arbitrarily difficult or grindy either! All of which is a difficult balance. So we do aim to draw inspiration from modes and mechanics we’ve seen elsewhere, just not in a packaged story or survival mode.

We’ll reveal more as we get closer to the next update. Like yourselves, we’ve got more ideas than we can possibly ever implement, but we feel this is important so of course when the initial treatment is ready we’ll be reaching out for your thoughts and opinions.

Navigation Stuff

We know that many players are reluctant to explore too far for fear of losing their sense of direction and not being able to find their way back, especially if they’ve built something awesome. This can be especially bad if you need to run at low settings.

So we’ve been working on showing waypoints in the world, so you can always see where you came from, and a map to allow you to place your own. We’ll explain how it all works as we get ready for the next update.

Ability Stuff

You may have seen that some characters have special abilities – if you hadn’t noticed already, there’s a transform for one character, and others can whistle to summon a particular creature. Well, there’s another ability coming that should be hitting the next update, with more to follow over time as we keep making all the existing content better.

Game Camera Stuff

As always, the camera is constantly under review, particularly tracking setup. Chris P actually wrote a really in-depth analysis of his work so far here: http://steamcommunity.com/app/332310/discussions/0/535150948600674729/

Additionally, we have been looking at adding more modes and options, as well as tuning up the way the camera interacts with the landscape.

Camera Item Stuff

At last, more of those items in your inventory will have a purpose – it’s all part of our current push to make sure everything in the game has a function before we start throwing even more stuff in!

GUI Stuff

Along with the addition of a map, we’ve been tiding up the GUI a little. Right now this is intended to improve usability in fairly simple ways, by reducing visual noise, while everything works the same way, but it is also the first step towards a bigger overhaul that we need a little more time for.

Brick Stuff

We are exploring the technical feasibility of adding additional bricks into the Brick Building tool. Some of you have correctly surmised that the reason the set of bricks we’re offering at the moment is only a subset of everything is that they are all compatible with our optimised landscape mesh. Additional bricks need to be rendered in a different way and many have additional complexity with collision and connections.

Hopefully we’ll be able to post a proper technical discussion about this, but we do aim to package up a lot of improvements to brick building in a future update, including the ability to place fixtures and fittings.

We also have a couple of new ways to place bricks within the existing build tool.

Animation & Audio Stuff

As well as any new content, existing models continue to gain more character with their own animations and audio – please look out for them, as the game is all about those characters! Sometimes it seems like this stuff “just gets done” but it takes real talent and effort so we hope you like it!

Visual Stuff

Many visual improvements are currently being worked on by the Render team. This includes a new Skybox that will alter the lighting and fog in-game. It looks stunning already, but it’s not quite ready to show you just yet.

Town Stuff

Also tying in to making exploration and discovery better, we are working on a procedural system for generating towns & settlements. We may be able to share some screenshots soon, but we’ll talk more about this feature when the towns come alive with characters, creatures and vehicles.

Multiplayer Stuff

Work on multiplayer is ongoing! We’ve explained it in individual threads, but it’s worth us offering up another explanation as to why it’s not something we can just throw out there.
Our engine was initially designed to be used as a single machine, local co-op experience. That means all of the old mechanics we designed were never programmed with networking in mind, which means that when we made our first efforts to do so, there was a lot of issues with it. As we’re now able to start the work on something incredibly new, we’ve begun the process of ensuring that all the new mechanics in Worlds are designed and coded with networking in mind. There’s a lot of testing required here before we can roll anything out to the community, but it is something we’re taking seriously and actively working on because it’s part of the core appeal – building together!

We’re also factoring in local co-op with split screen here – obviously there are performance implications, but this is something we’ve always offered in our games and we think it’s still an essential part of family gaming.

So with apologies we can’t offer any new information about an ETA on multiplayer, but when we know, you’ll know, you know?

Update 2 information will be with you next week.

Multiplayer! :woop:

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KiddieGrinder
Nov 15, 2005

HELP ME

Manky posted:

Lego Worlds is on the Steam weekend sale for $10. Worth getting it at this point?

e: Just read that part about local co-op, I'm sold

I'd say yes, not so much for what it is now, but what a lot of us hope it will be.

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