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once chosen, a window shows available wheel types (choose wheel)
wheel is placed. Now you can build from there!
I hope that if they do add this in, they don't limit the pieces to the ones in the regular brick builder.
P.S. I also agree that it's weird that planes can hover.
I think it would be best if you build those vehicles in a seperate, free 3D space (so not having it placed in the normal world). With that you could easily add parts at the bottom, which is normally hard when building something in the normal gaming world. You start with a normal 2x2 brick and then add and remove what you want on your vehicle. When you're done the game would compile/bake the model into more simple model (so hidden studs for example don't get rendered). Including the necessary physics- and collision-primitives.
Alternative could they give use basic chassis like in the good ol' Lego Racer and let use build atop of them.
I agree with @Greg the Mad in that vehicles should be built in a separate 3D space outside the world.
Since Lego Worlds is very discovery-based and involves a lot of unlocking, I think it would be best if you could only use parts and bricks from vehicles you unlocked. Thus, the more vehicles you discovered, the more you could build. It would be best, though, if you could paint the vehicle bricks you discover any colors you like, otherwise things would begin to look mishmash-y.
What'd you guys think?
Also as BaronJames said, the vehicles could be customized with crossover parts. This is already something with the minifigures, as they use customiser parts, so you can create mock ups of characters.
Currently, I am not sure if it is wise to walk into the complications of axles, and physics based features. Instead, as I said earlier, it should be fun for all ages. However, Minecraft is like this too, just with Mods. I have a feeling that because some of us want those complex features, others will want those feature as well. That is why there should be a community for modding. The feature others don't want, do not have to be a part of the game unless they choose to add that feature.
More something to think about implementing down the track than a must-have - destructability.
When I was a kid, my mate and I used to build these massive vehicle - this was in the days before custom bricks were easily obtainable so we were using Basic Set parts - and the best part was the demoltion derby we'd have when we'd finished.
The last vehicle roling on more than three wheels was the technical "winner" but see bricks flying in all directions was the best part :)
Destructability is there in a form already with the bash-an-object-for-coin mechanic, it just needs to be expanded a little for a demolition derby function :)
Just give us a basic chassis to sort out the physics, then we'll take it from there. Easy peasy. :-) But we could also get unique bricks like bulldozer, submarine and so on. Attach a submarine brick, and now your boat and drive underwater. Attach a rotor to it, and now it can fly like a helicopter. It could give us some really amazing vehicles, and it won't be hard to create at all for the devs. I mean, if you stick a huge tree on top of your real car, it will still drive like your real car. So why can't we do this in the game? ;-)
As a hobby developer I can say that's not true at all, it all boild down to how well written and documented the existing tools are.
If they're using Havoc physics, or something similar, they already have basic colliders, and most important wheel collider, and springs for the vehicles. That's probably already have the job they'd else have to figure out. (they already have vehicles so that's a given)
Then they also have a building tool already in the game for the world. This may not translate well to cars if you want special, non-grid parts like steering wheels and chairs, but they can use the part picker and placer code for this. They basically would have to recreate the Lego Digital Designer (LDD) within the game. This however should be easier as (I think) they have access to that programs code.
The next challenge would be storing the information basically. So you'd need a system (file-system, class system) that stores creations just like in LDD. And they also already have that as you can already import files from the LDD (I think). I believe all the non-world objects (like bushes) are already using the LDD system also.
So they already got most of the things they need for this. It still takes some work to plug it all together and into the game, but it's a lot less than if they had to create it from scratch.
On a side note, this has little to do with "designing" this feature, but more coding/implementing it. A basic concept for this could be created in an afternoon by a designer, and then it's only leg work for the programmers. Depending on the man power, and how solid the existing tools are, this could be done within a week (a lot of programmers), to some month maybe (a single programmer).
Sorry, I deleted my original post before I saw anyone had responded to it.
I agree with you in-part, having certain features implanted already can definitely speed things up. However, I don't think they can take almost anything from LDD (weather or not they would have to license) there are so many differences between LDD and LEGO Worlds.
Also, their vehicle physics have problems right now, getting custom working vehicles to be kid friendly could be a lot of work. So if this is going to be added, I wouldn't expect it until a few more updates come.