Here are some suggestions and inspiration, nothing important but some fun stuff
- # Smaller block icon bank:
The yellow block folders could consist 10x more blocks per folder with small icon per block.
Its bit slow workflow to go through many folders constantly and finding the blocks. If all the blocks would be in 2-3 main folders it would fasten the workflow alot
This is one nice pic i found, but could consist alot more blocks per bank. Also, scroll bar to go up and down the block list, so it dont take screen space (like the yellow folders goes up and takes screen space with subfolders going up the screen)
https://i.gyazo.com/dde384deca8ee42b2ae ... c6fcfe.jpg
- # Gun editor / Action blocks:
For the gun editor, simpler add and editing:
Could choose "gun block" from the blocklist, its gray empty block, add it to the map and its there.
On top of the block there is small wrench logo, click it, it opens straight the gun editor, modify the gun, save and ready. So you add the gunblock like block, fast and simple.
Same system for other actions too, own block folder "Actions" and there are different actions you add like blocks and modify with wrench. For adding bots too, add bots like blocks. Group bots (adds 10 of them in one click) or single ones.
- Custom blocks:
If it would be possible to create your own blocks inside the game, heres one idea for simple adding:
Choose "Block maker" block from the block list. Add the empty looking block to the map, press wrench logo (on top of the block), opens small editor where you can connect small pieces, shapes and skins to build a block, save it and it goes to the map (and to block folder list as saved block)
- Custom animation block:
For example slowly sideways spinning castle block.
Add action castle block, with wrench icon set speed and rotation. Spin could effect to give push for player and have different effects.
Could create up and down elevator, or sideways moving bridge, etc..
- # Default blocksize:
I have run some experiments using items and I have come to conclusion that the default block size is just tad too big related to the player size/FOV. When the map is constructed slightly tighter than the blockspace allows to do the maps starts to look better and feel better related where player feels being inside of. With items you start to see that when you build maps with default castle block as item and compare the construction with default gridsize build.
But its really not a problem, and i dont swear by it, its just something i felt when i started to experiment with it. Its hard to really say, but since i have thought about this some time and experimented with it i include this comment here
- # Possibility switch to no grid/small grid and axis rotation for all the default blocks:
Just like items gives you the freedom, could switch to big/small grid/no grid and have axis rotation for all the default blocks. Really useful option imo
This is nice video i found, small grid with fixed insert:
https://youtu.be/ZVUa58oY0T0?t=36m12s
- # Small block has automatic grid size.
When the block only takes 1/5th of block space, the editor could switch to small grid automatically. So you can place small blocks more precisely automatically
- # Easy character creator:
Like the podium stance editor, but can create player character for gameplay. Body, size, face, etc.
5 Presets to start modifying and alot of tweaking possibility.
- # Ingame:
- Backflip/flips:
Something like you press back long in the air and player starts to tilt back until he flips. Maybe could have body rotations in the air and go sideways, upside, etc body axis rotations. (maybe can see legs and hands?). Would be cool to have tricks in big air while shooting, knock opponent down upside down in air while doing back flip, etc. Add some extra fun and cool shots
- Action fence:
When you jump near the fence block, hands grabs the ledge and pulls over -type animation for that block. You see the hands grabbing. Just some eye candy for gameplay
- Hang block:
Player can jump, hang from the ledge and pull himself over (and move sideways by hanging) Keeps hanging pressing jump
- # Deaths:
When you get shot: The player flys on his back, lands sideways, etc -animations. Shows hands or legs when flying, rests sideways on the floor when get hit etc. Every death is littlebit unique, depending gun and angle, you either fly on the floor or bounce like a rag doll etc
- Wreckable blocks:
For example wooden wall that gets holes.
- Choose mode at start:
This is one is for the newbie map makers, so they can understand easier.
WHen you are ingame and click "New map", opens up box where you can choose mood, mod and then the mode.
Each selection is icon. Click "Sunset" "Mod X" and "Elite" and start map. Or "Load mod" if you want custom.
Something like in pic below, but instead of guns like in the picture, theres all the icons in one box (mood, mod, mode) and click ok to finish:
https://encrypted-tbn1.gstatic.com/imag ... 6GLKNvXdFg
- # Skin and item packet:
Pre-made theme packets that comes with the game. For example, SM desert, SM space, SM street, etc. Official and integrated.
For example "SM Street" and you get whole set for street look, own skins, few extra blocks/items for the theme. Or "SM desert" and theres cactus items etc theme related, like complete big set. Would be nice to have this type new packets made by nadeo in the future updates and make everybody build something new automatically when it gets installed for all. So the players online gets the new stuff aswell (If the packets would be user made only, it dont have the hype, its much rarely used and much rarely seen ingame. When its Nadeo made its instantly used, seen very fast ingame because its "new thing" and for all)
- # Online records / Replays:
Like in TM, theres online records for each map and extra motivation to play harder, beat the times, you see the server records online, etc.
SM could have way to have online records for each map too (the record of who have shot the most of all time in that map, who has played map most, etc details, set in a way it makes sense to compete against, to play harder and beat the record. Server shows the records in some small list, like online server records)
The SM replays could be treated like TM records and you can save and submit them to SMX for example. Play better online to get in the top list, etc. I think it gives extra motivation to get your nick in the online list per map.
- # Finetune mapping:
This is really not important but could improve things,
Just for curiosity, I was watching some BF4 gameplay and i started to look how its done from SM editor perspective, are the maps build really that differently and what makes the difference. Forgetting the graphical/engine/block animation stuffs alone and purely watch how the maps are build, from the most simplest perspective.
I think its the block set in BF4 that is constructed from "atmosphere blocks" that makes the real difference, theres "real life" blocks alot, not "block looking blocks". Also, in BF the blocks are placed with very small grid snap (or no grid) that makes places look detailed and realistic.
Visualize this example, from very simple naive perspective, as "map with alot of items" made from panels, bars, some metal boxes, placed hazardly:
^ https://youtu.be/nwmT5rSgkio?t=1m50s
(1m 50s)
In the example video below, think about constructing this BF alley with items in SM. Ignore the smokes, background, animations, etc. Just see everything like blocks, theres thin "real life walls" for buildings. Look specially the boxes and fences on the ground like items, the big floor texture is nice. I think if there would be items like that, it would be possible in SM, but would take alot of work with current workflow, but still nearly possible, which is big thing imo.
https://youtu.be/k33PxZ4J4ZA?t=3m25s
But yes, i really dont mean SM needs to look like BF, no no. Nothing like that. Theres so many games that could be used as example, I just happened to watch BF at that time. But I can only say if the blockset is atmospheric and there is small grid, the game will triple its visual impact and its easier to build great looking maps from beginners to old timers.
TM2 already looks very powerful and i think SM is lacking bit compared TM2 series. TM2 has alot of real life atmosphere blocks compared to SM too.
- # Game Creator -game:
This suggestion is not for TM or SM, just fun idea, maybe can inspirate to something.
Game that is no game, but a creator, where people can create own game. Can create genre, plot, everything.
Person can create his game and then save and share like maps.
Then you can create maps for each game aswell with separate editor.
The game creator editor could be simple as icon based "connections", alot of modification possibilities, alot of "wire connections" like in virtual synth -style thing, no text coding but visual interface with knobs, tweaks, number inserts. Pre-made presets you connect, modify and build your own game.
So to sum it up, the game itself is the creator, people builds all kinds of games, genres, stuff and people shares their game in the Exchange and others build maps/stuff to these games.
- Bonus:
- One huge main blockset, every block are from common real life, like street, trees, building, trash cans, etc.
So the game gives a free "real life setting" to start with.
- Themed blocksets, jungle, street, bay, etc. The updates goes around the themes etc
Allright, I have maybe few more left but i leave them. I hope all what i say is understandable, i may go into too little details sometimes but its just to visualize better
None of the stuffs are really important, other than small grid/rotation for all default blocks is very good imo, but i think some of the stuffs could inspirate to something nice.
Thanks, bye
