▲ 0 r/FortniteCreative+1 crossposts

🚨 Important: Need developers to help build a classic Lego campaign game with me. All money earned will be split evenly so if there’s only 2 of us on the project you get 50% of the profit! 💰🚨

The pitch:

I need help making a Lego game inspired by other Lego games like Lego Marvel Superheroes. This game will feature an open world and the player will have to go around the open world to enter each level. I want them to be able to go back to completed levels in a free play mode where they can choose any character they have unlocked. This is a fighting and puzzle game just like every other classic Lego game, and the theme will be set as:

An elite organisation that rules a Dystopian distant future Earth, create a virus that turns people into mutant creatures (a lot of the enemies), mutant super creatures (mini bosses and very hard enemies), mutated humans (will make up the majority of the character roster, these humans retain all thoughts and memories, just altered with mutated powers like super strength etc. Some of these mutated humans however are evil (they will be bosses, mini bosses, and hard enemies)), robots and cyborgs (will also make up the character roster, also being enemies throughout levels), and finally regular humans (like evil survivors, the elite organisation, survivors that make up the character roster, etc).

All the sound effects, music, details, and animations, will need to feel very similar to other Lego games to make it feel like a classic TT Lego game.

I am one of the builders who will be building the map, other builders to help build the map would be appreciated (builders can be in 1.0), and developers using UEFN to implement all the mechanics, and use the brick building editor to make some custom LEGO props I need asap to begin this project.

We will draft out ideas and talk about level design and characters first, then get to building and coding.

Anyone interested in this very ambitious project just message me here or private message me!

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u/Chemist_Builds — 4 days ago

Opinion: Lego Creative Maps Would Have More Players If They Were More Like Traditional Lego Games, Like Lego Marvel Superheroes Etc

I think Lego maps would be better received if they had a Campaign, A Story, Different Levels, Unlock-able Characters, Abilities, And That Classic Lego Game Charm

What are your thoughts on this?

u/Chemist_Builds — 4 days ago

Anyone want to create a Fortnite Dev Team? Money Earned will be Shared equally between all members

Anyone interested in becoming a dev for the team Insidious Productions, hmu✌️

u/Chemist_Builds — 6 days ago
▲ 4 r/FortniteCreative+1 crossposts

Creative 1.0 Horror Map (WIP)

What do we think so far for the starting animation? It looks better in game the recording didn’t do the best job for some reason

u/Chemist_Builds — 6 days ago
▲ 0 r/Airsoft_UK+1 crossposts

Reinventing The Plate Carrier For Airsoft

I need actual feedback on this design. It’s a hard shell plate carrier concept designed for airsoft use. Please only constructive criticism and what could be improved with the design/what might be a problem, not just ‘this plate carrier sucks’ comments 💀

-There are 4 magazine ‘chambers’ on the connected hard shell back pack that are designed with quick access for teammates. Each chamber can be pulled out, revealing 1 magazine in each chamber.

-At the front top of the plate carrier is a phone holder that can be flipped down, but it also has 3 small panels that can slide out from a tab on 3 sides for each panel. One panel is designed for very small equipment, one for a game map with the ability to make mid match markings over the top of it and then rub it off without damaging the player’s map, and another panel for holding a compass and a small mirror to reflect light which can be helpful for certain scenarios. These panels can be slid back in when not in use to create a slim profile.

-On either side of the backpack are 2 tabs that can be pulled by the player to extend a small storage rack on either side, allowing the player to quickly access certain items without needing to remove the backpack.

-The biggest change comes from the magazine placement. Instead of magazine pouches covering the front of the plate carrier, this plate carrier has hard shell magazine ‘slots’. The magazine slots are faced at a downward 45 degree angle for a natural grabbing motion. They are held in place with magnets and friction, and they also have a small lip to further keep the magazines in place, they are quick and easy to remove and reinsert, with a cone like shape inside so the player doesn’t even have to be precise when putting the magazine back in, as the natural cone shape guides the magazine in to the slot perfectly.

-A simple but necessary addition: Built in/detachable water tube routing. I use C shape rings along the carrier to hold the tubing.

-Instead of having batteries held on the back of your helmet, this design has a detachable battery holder, and beneath that is a power bank holder, which are connected to the battery holder for and extended power supply.

-Seeing as the front of the plate carrier is completely freed up, there is a small holder for melee prop weapons at the front for a quick draw when in a close quarters fight.

-Another nice addition I added: A goggle rest. This is placed at the top of the plate carrier and is perfectly shaped to fit tactical goggles when not being worn.

-At the bottom of the plate carrier is a hard shell binoculars holder. While the player has binoculars strapped around their body, they can just slot the binoculars in to this slot and press a button to lock them in place. Quick and easy, instead of having your binoculars or whatever other small items you have strapped around your body being left to sway against you.

-There are two more mag slots exactly the same as the other 2, except on the lower half of the carrier and are fit to hold pistol mags

-Let’s talk about the cost real quick. Because this will most likely be an expedience plate carrier, breaking a small section of it would mean having to buy a whole new one. This carrier, however, will be made from lots of panelled sections that connect to one another. So, if you break a part of it, you only have to replace the panel that got damaged. Alongside that, I’m ditching molle and Velcro for a rail system that will lock in every attachment (like the backpack) to the carrier. Every attachment is modular, and the carrier will be available in many different colour variants. I’m going for ‘uniqueness’ with this design, so alongside the classic camo patterns, there will be new ones and ones that aren’t seen that often as variants for the carrier. All attachments will also have these colour and camo options, allowing for in depth customisation

-Give me feedback and ask me questions about this

u/Chemist_Builds — 7 days ago

Minecraft is flawed and cannot reach its potential of an infinite content game, if it continues at the rate it is going. Let me explain:

Minecraft is way too… linear. Every game feels repetitive, you always start the game doing the same steps, and you always take the same linear path to defeat the end boss. Start the game, get wood, mine for better ores, go to the nether, craft eyes of ender, find a stronghold, defeat the enderdragon. There is only one side boss in the game that you don’t even have to defeat, and the game never tells you about it either. The only other ‘boss’ was made to be impossible to kill so it doesn’t even count as a boss, plus there is no reason to go out of your way to kill it. Minecraft can’t ‘fix’ this by just adding more bosses, because it wouldn’t fix anything. What Minecraft needs, is a rework.

Minecraft has a major restriction issue, with it being the biomes. The problem I have with biomes in Minecraft, is that they just don’t have enough depth. Biomes should feel vast, with many locations, structures, mobs, and items. Every biome should feel entirely different from one another, but instead every biome shares the same mobs, only having a couple of unique mobs in certain biomes, they share the same ores too, with only certain biomes having any unique ores. All the different tree variants are just visually different but they all get turned into the same tools and sticks. There are no biome specific armors, and some biomes don’t even have any village variants, or any structures. This just further pushes Minecraft’s linear gameplay, seeing almost all of the biomes are just aesthetically different and that’s it.

However, one biome almost succeeds in breaking this pattern. Completely different mobs, different ores, very unique structures, trading gold mechanics specific for this biome, different areas within the biome to break it up. This is, of course, the nether. The nether has so much going for it, because it feels so different from any other place in the game. This is mainly due to how expanded the biome is, and that’s thanks to it being a whole world.

Imagine what Minecraft could look like, if every biome had the same amount of unique mobs as the nether, with unique ores and big structures, unique mechanics specific for each world, sub biomes within each biome, and a whole sub biome dedicated to a world boss, because each world is just so big. Could it work?

Yes, it can definitely work. I have the perfect idea:

-The overworld no longer exists, instead being replaced by ‘The Void’ that players will start the game in. The void is completely empty and desolate, but throughout the game will become more full as the player progresses, but I’ll get to that later. Players will spawn next to 3 portals, almost complete but each missing one block to activate it, unique to each portal. Minecraft succeeds with the options you have in the game and where you can go at anytime, so I want to keep that in this version. Every biome is now a world, that can only be accessed through unique portals in the void. At the start of the game, the player has the choice between which portal they want to enter to start their journey. Each world is now categorized by difficulty, with the 3 portals at the start of the game connecting to a random easy difficulty world. So the Minecraft biome rng is replicated and still somewhat preserved in this version. In one game, you might have the portals be connected to the desert, grassland, and mountain worlds. In another, you might have the forest, savanna, and ocean worlds, etc. once the player chooses one of the 3 portals, the other two become locked. The portals are one-way portals, so once the player enters, they must work their way through the easy biomes, accepting quests and finding ores and resources that they need to upgrade, slowly making their way across the world through the harder biomes, till they reach the boss. Upon killing the boss, they unlock a portal that will take them back to the void, where they can choose one of the other two worlds left to complete. After defeating the boss in that world, returning to the void and defeating the boss in the third world, they will return back to the void and see an outline for a portal, next to the third portal. The player now has a new menu where they can see how to craft every easy level portal, where it gives them the info on what resources they will need. To make sure players don’t just move on from a world and never go back to a previous world, the game will encourage backtracking to completed worlds to collect certain blocks and items. So after the player completes the first 3 randomized portals, they can then craft every other easy level portal. Only one outline of a portal will spawn though, so the player can only choose one world at a time, with a new portal outline appearing with every previous portal being completed. After all the easy level portals have been completed, the player will unlock recipes for the medium level portals, and finally the hard level portals. After completing every main world (this allows for future worlds to not make the main game longer and longer, instead just being portals that are unlocked after the final boss is defeated) the end will appear as a portal, allowing the player to finally defeat the enderdragon, completing the main game, each world will have completely different mobs and structures and ores and mechanics. Also, players will be able to craft two-way portals after defeating the enderdragon, just making the late game a lot more efficient when it comes to traveling every world. Two way portals can only be activated inside the actual world itself, not the void world. They don’t need special world blocks, they just auto activate to the world they are placed in, connecting back to the void world version of the word portal it is linked to. The player can place as many of these two-way portals as they want in a world, acting as a final reward for beating the main game.

Okay back to the void becoming more full as the player progresses idea. So, every world that gets completed, will generate a large portion of that world into the void world. This solves a late game issue of players getting annoyed at having to go through endless portals to get everything they need. However I don’t want the player to just never return back to the portal world, so the void generated section of each world will have scarcer resources, and certain mobs and items will be exclusive to the portal worlds. Certain worlds like the end, the nether, the underworld, and the volcanic world etc will only be accessible through their portals, and will not generate in the void world once completed

I have the desert world concept mostly completed if you want to hear my ideas for that, just comment and like this post :)

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u/Chemist_Builds — 4 months ago