Brick Rigs

Brick Rigs

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nothing_cool 18 Oct, 2018 @ 8:15pm
Things That Won't Happen
Many of the suggestions that the developer recieves are either duplicates or thigns that just won't happen. They may not happen due to a number of reasons, most of which are either A: complexity of putting it into the game or B: available resource abilities.
This is a short notice of things that have been confirmed will not happen for the forseeable furture. The list will be modified accordingly if things change.

Map Maker
Imported Maps
Imported avatars
Imported Guns/Weapons
Gun/Weapon editor/maker
Full water physics
Mods
Editor control changes
AI or single player bots

The developer has confirmed that there will be no custom maps for the forseeable furture for one specific reason: complexity. What is involved in making a map maker is a LOT and that's not something that he wants to tackle right now. Maps can't be made in UE4 and imported due to the garage and how it works. You can't place a garage entity without having a "proper map maker", whic won't happen.

A gun/weapon editor/maker will not happen due to the animations and models themselves. There's no way (currently) to combine the bricks into a single model from in UE4. The files have to be exported to a modeling software and combined that way. Animations cannot be made in BR, either, and have to be made in UE4 or a modeling software and then manually put into the game...which means mods...which means it can't be done.

Changing the controls in the editor just doesn't make sense at the moment. They have not changed since the beginning of the game, why change them now?

Full water physics is just too laggy. Yes, it's been tested. That's not to say that something isn't coming eventually. Last we heard, the developer was toying with a "bouyancy brick" that would interact with the water plane instead of all the individual bricks. This is unlikely to come out soon, but it is (sort of) in the works.

Anything that requires mods (Maps, weapons, skins, bricks, physics, etc.) will not be possible in this game due to the game engine used. According to the developer, UE4 is not mod friendly due to how it manages it's files and content.
(Edit:)
I now know why Unreal Engine 4 doesn't like mods.
Think of it this way:
When creating an asset in the UE4 editor, you are working with raw, or "source" data. This Source data tells the full game what to put where and how to use the asset. Things such as links between entities, animation routes, animation brushes, light entities, etc, all have visible icons, node paths, and similar things that you don't see in the game. That means that with every change/mod you make, you have to recompile the game and "cook" everything together, which removes unessesary and laggy things such as the icons and path nodes and hitbox markers. Unless you have access to the developer version of the game as well as all the assets and the loader, then you can't make these changes. This goes for ANY mods, not just fancy ones. Maps, player model skins, custom images, etc, all need to be "compiled" together and then loaded into the game.
Dovetail Games has been building an editor for Train Sim World that runs in-game, but they have many people working on it and it's taken them several months.
Fluppi is one person.
Even if he did decide to make a map editor or a mod loader, it would take him a VERY long time to complete it.

AI is VERY complex and just isn't viable for a single developer to do. The zombbies are extremely simple and just go straight to the player. Creating a computer-controlled vehicle would take a long time and is very complex, even if it's just following a line on the gorund. Sorry, it's just not going to happen with only one developer.

That's all for now.
Last edited by nothing_cool; 24 Jan, 2019 @ 8:34am
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Showing 1-15 of 124 comments
nothing_cool 19 Oct, 2018 @ 9:56am 
It's the complexity involved. You have to remember, there is only one person developing this.
nothing_cool 19 Oct, 2018 @ 9:57am 
pretty much anything dealing with mods can't happen due to the limits of Unreal Engine 4, which (so I'm told) doesn't do well with mods. The other stuff is either too complex or has other issues that can't be hurdled at the moment.
jt.schwarm 19 Oct, 2018 @ 10:35am 
my disappointment is immeasurable and my day is ruined
shit slinger 20 Oct, 2018 @ 8:26am 
Originally posted by John Doo Park:
There's one thing i don't understand, how can brick rigs be a game with rich content without those features ? i'm a bit disappointed

I agree
nothing_cool 20 Oct, 2018 @ 10:39am 
because it's a sandbox game. And at that point, you're the one adding the "rich content", not the developer. I am just restating what I've been told.
Kerbol 23 Oct, 2018 @ 6:12am 
Originally posted by jt.schwarm:
my disappointment is immeasurable and my day is ruined
Same.
I still cant belive this game is on posiyive reviews on steam....
nothing_cool 23 Oct, 2018 @ 6:15am 
I don't see why everyone requires mods.
Kerbol 23 Oct, 2018 @ 11:25am 
So if all of this is not happening whats going to happen?
nothing_cool 23 Oct, 2018 @ 12:08pm 
I do not currently know. This is the roadmap set up by the dev, although he is very slow in developing this game and nothing on this roadmap is certain.
https://trello.com/b/IgrF39D7
StingerPanda 28 Oct, 2018 @ 9:06am 
am I understanding correctly that, while a basic character editor is possible (though not confirmed), an ability to import charater models will not be?
Last edited by StingerPanda; 28 Oct, 2018 @ 9:06am
Kurama Kitsune 28 Oct, 2018 @ 2:23pm 
For water, one way that could be done is to only calculate the physics based on the mass, volume, and center of mass for a given thing, and not any given brick. Obviously, just make water flat and static mechanically (any waves/ripples/etc would be visual-only, no physics)

From here, we just need to figure out: What is a nice, easy way to aproximate volume?


I would just say: "Volume is whatever the volume of all the bricks are, and ONLY the bricks. No air, no weird shape calculations, just the bricks." This means that ships made of steel will, on their own, just sink.

How to fix this?

There is a "helium tank" part already planned. We can just use those. Stick those inside your ships. I assume they will be able to keep things floating in the sky when they are released. If so, they can also be used to prevent a heavier thing from sinking in the water.

Furthermore, if these tanks are damaged/destroyed, that will mean they no longer are providing bouyancy, right? This means a ship can sink naturally without any fancy math as the ship takes damage (specifically, as its helium tanks get destroyed).

If there is enough demand for it, an "air tank" part could be added that is less powerful than helium tanks, and intended for boats.


Obviously, if you make a ship out of wood or plastic it can probably float just fine.
.






nothing_cool 28 Oct, 2018 @ 9:05pm 
@StingerPanda
Plausibly, but highly unlikely.

@Kuruma
Last we heard, he was toying with a "bouancy brick". This would be a standalone brick, limited to four, and that's what would interact with the water. Unfortunately, this was back in July and I doubt anything else has happened since.
Originally posted by nothing_cool:
Many of the suggestions that the developer recieves are either duplicates or thigns that just won't happen. They may not happen due to a number of reasons, most of which are either A: complexity of putting it into the game or B: available resource abilities.
This is a short notice of things that have been confirmed will not happen for the forseeable furture. The list will be modified accordingly if things change.

Map Maker
Imported Maps
Imported avatars
Imported Guns/Weapons
Gun/Weapon editor/maker
Full water physics
Mods
Editor control changes

The developer has confirmed that there will be no custom maps for the forseeable furture for one specific reason: complexity. What is involved in making a map maker is a LOT and that's not something that he wants to tackle right now. Maps can't be made in UE4 and imported due to the garage and how it works. You can't place a garage entity without having a "proper map maker", whic won't happen.

A gun/weapon editor/maker will not happen due to the animations and models themselves. There's no way (currently) to combine the bricks into a single model from in UE4. The files have to be exported to a modeling software and combined that way. Animations cannot be made in BR, either, and have to be made in UE4 or a modeling software and then manually put into the game...which means mods...which means it can't be done.

Changing the controls in the editor just doesn't make sense at the moment. They have not changed since the beginning of the game, why change them now?

Full water physics is just too laggy. Yes, it's been tested. That's not to say that something isn't coming eventually. Last we heard, the developer was toying with a "bouyancy brick" that would interact with the water plane instead of all the individual bricks. This is unlikely to come out soon, but it is (sort of) in the works.

Anything that requires mods (Maps, weapons, skins, bricks, physics, etc.) will not be possible in this game due to the game engine used. According to the developer, UE4 is not mod friendly due to how it manages it's files and content.
(Edit:)
I now know why Unreal Engine 4 doesn't like mods.
Think of it this way:
When creating an asset in the UE4 editor, you are working with raw, or "source" data. This Source data tells the full game what to put where and how to use the asset. Things such as links between entities, animation routes, animation brushes, light entities, etc, all have visible icons, node paths, and similar things that you don't see in the game. That means that with every change/mod you make, you have to recompile the game and "cook" everything together, which removes unessesary and laggy things such as the icons and path nodes and hitbox markers. Unless you have access to the developer version of the game as well as all the assets and the loader, then you can't make these changes. This goes for ANY mods, not just fancy ones. Maps, player model skins, custom images, etc, all need to be "compiled" together and then loaded into the game.
Dovetail Games has been building an editor for Train Sim World that runs in-game, but they have many people working on it and it's taken them several months.
Fluppi is one person.
Even if he did decide to make a map editor or a mod loader, it would take him a VERY long time to complete it.

That's all for now.
Meh
What I really want to see is the additation of brick lengths that have a decimal place.
Also, scalable rounded ramp sounds nice.
W4LL-3 17 Nov, 2018 @ 11:05am 
I could help with mods
One of my friends is good at modding and he could help make the game have mod support
Mods could be made from actual creations and the file could be imported in a application
Made by my friend that could render any piece
The gun would be no-clip so that it wont come out messed up
As everyone knows, every creation has a really big notepad that has every piece with the color and type.
nothing_cool 17 Nov, 2018 @ 8:33pm 
It's not the issue with creating mods, it's an issue with actually putting them into the game. Unreal Engine 4 does not like mods due to how ti manages the files of games built in it. It's a matter of it literally just won't work.
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Date Posted: 18 Oct, 2018 @ 8:15pm
Posts: 124