1. Psst! We just published some cool documents with tons of tips and secrets about both this forum and Mekorama. Whether you're just visiting, a new member, or have been with us for a while, we're sure you'll find them useful. So far we have Welcome_to_MekoramaForum.pdf, Introduction_to_Mekorama.pdf, and How_to_Share_a_Mekorama_Level.pdf. Find them all in this forum thread:

    Everything you have always wanted to know about Mekorama

    Dismiss Notice
  2. Hi. This yellow notice is called a system notice. You can click on the tab of each (at the bottom right) to stop and read them. They can also be dismissed by clicking on the 'X' (in the top right corner). From time to time we may refresh them (make them visible again) as a reminder to all the members. And if you ever want to read one that has been dismissed, you can do so via this thread in the Announcements forum. Thank you for respecting them!
    Dismiss Notice

New Blocks New block ideas

Discussion in 'Feature Requests' started by retrograde, May 24, 2016.

  1. retrograde

    retrograde Active Member

    Messages:
    19
    Levels:
    37
    Albums:
    2
    Likes Received:
    222
    Joined:
    May 24, 2016
    It's very easy to get carried away here. :rolleyes:

    Some suggestions.
    • New button types
      • New Win buttons
        • Logical "AND" win button blocks. Say blue buttons that must ALL be pressed once (by bot or object) to end the level.
        • "Hold" win button blocks. Say yellow buttons that must ALL be held down (by bot or object) to end the level. Could be used for the construction of Sokoban style levels (especially if there were bot pushable blocks).
        • Alternative: Have only one "Win" physical button type, but have a per level configuration option to control the behavior of all the end-game buttons: Logical "OR", Logical "AND", or Hold type.
      • "Power" button blocks. When pressed, toggle power to any slider rail or motor touching it. Would need 2 versions: initially powered-on & initially powered-off. Would also probably need buttons on the side of these blocks to be truly useful.
    • B-Bot pushable blocks. Blocks, say maybe a cylinder or ball would be simplest. Could be coupled with "Hold" win buttons above to create Sokoban style levels.
    • Bots
      • P-bot. Bots which can Push the B-Bot around (or other objects).
      • L-Bot: Identical to the R-Bot, but spins in the other direction.
      • Allow for multiple B-Bots.
    • Frickin' laser beams and mirrors. Lasers could trigger Win and "Power" button blocks... now I'm getting crazy.
     
  2. clorox

    clorox Member

    Messages:
    31
    Levels:
    3
    Albums:
    3
    Likes Received:
    72
    Joined:
    May 23, 2016
    I would like to see SIDE clickable win button (now only top is active). This will open a whole new posibilities to designing levels.
     
  3. Laupin

    Laupin New Member

    Messages:
    27
    Levels:
    3
    Albums:
    1
    Likes Received:
    8
    Joined:
    May 24, 2016
    For L-Bot , i think it is a good idea and ca do possibility.
    The inconvenient was the same level symmetrical... (take a right level and do for a L-bot)
    But I suppose you can have level with L-bot and R-bot was powerful.

    Laser and mirros was difficult. And what is pass when laser go in water?
    For push block...it is possible because we have the ball block for the moment so maybe another block in last in more weight ?
    For logical buttons... Interact with motor and electrical block?
     
    Last edited: May 25, 2016
  4. Zeromus

    Zeromus New Member

    Messages:
    11
    Levels:
    4
    Albums:
    1
    Likes Received:
    13
    Joined:
    May 23, 2016
    Great suggestions !
     
  5. popjam

    popjam New Member

    Messages:
    8
    Levels:
    3
    Albums:
    1
    Likes Received:
    7
    Joined:
    May 24, 2016
    I just want an ice block which you can slide on, so you can make those sliding levels.
     
    retrograde likes this.
  6. retrograde

    retrograde Active Member

    Messages:
    19
    Levels:
    37
    Albums:
    2
    Likes Received:
    222
    Joined:
    May 24, 2016
    I was thinking about ice blocks earlier today too (below is what I had come up with). ;) They could certainly make for some interesting levels.
    • Rubber or Spring blocks - Things bounce when they land on them.
    • Ice blocks - Slippery. When a bot or object moves onto one of these blocks it keeps moving until it either slides off the block or hits an object. These would allow bots to slip off block edges. Could be particularly interesting when coupled with rubber/spring blocks.
    • Clear blocks - They show up in the editor but are completely invisible when playing.
     
    popjam likes this.
  7. M0R0T

    M0R0T New Member

    Messages:
    1
    Likes Received:
    1
    Joined:
    May 26, 2016
    Not to disappoint anybody but it would be pretty hard to add new blocks in to the QR code.
     
    Panda x Penguin likes this.
  8. retrograde

    retrograde Active Member

    Messages:
    19
    Levels:
    37
    Albums:
    2
    Likes Received:
    222
    Joined:
    May 24, 2016
    As long as Martin embedded a "Mekorama version number" in each generated QR code than he can change the level format structure to whatever to he wants in the future, including the total number of types of blocks. When an older QR is read in, it would just have to be translated to the newer format. Not a big deal software wise. So older QR codes wouldn't have to change, and new levels could take advantage of any newer block types.
     
  9. Brd-Bot

    Brd-Bot New Member

    Messages:
    12
    Levels:
    5
    Albums:
    1
    Likes Received:
    31
    Joined:
    May 26, 2016
    I want to add a vote to the L-Bot (colored green or blue?). The P-bot sounds like an interesting idea, but would they turn once they hit a wall? If so, what direction?
     
  10. retrograde

    retrograde Active Member

    Messages:
    19
    Levels:
    37
    Albums:
    2
    Likes Received:
    222
    Joined:
    May 24, 2016
    I would think that they operate like normal red bot when they encounter a block/object that they can't push. There could certainly be 2 variants of push bot which spin in opposite directions.

    More block ideas...
    • Crumbling blocks : A bot can walk across them once, then they crumble to dust.
    • Gears: Rotate when next to a next to motor or other spinning gear.
    • Gearboxes - Cylinder shaped. These would attach to the spinning parts of motors. Blocks can attach to these.
      • Reverses the motor spin.
      • 1/2 speed slow down of the spin rate - could be stacked to get 1/4, 1/8, etc. speed.
      • x2 speedup
      • Alternative: Have special "attribute" blocks that modify a motors properties (reverse, speedup, slowdown). Attribute blocks could also effect non-motor blocks too. For example, an R-Bot starting next to a "Reverse" attribute block could spin in the other direction, likewise their movement could be sped up or slowed down in the same way.
    • Trap doors - Will cause a bot to fall through when they walk onto the block (but only if there is no block below the trapdoor).
      • There could be 2 variants: One that looks like a normal block, and another that shows an actual door in the floor.
    • Draggible blocks that snap into position - When moved they "snap" to the next adjacent location. When they stop, they will always be centered in a grid location. They maintain fixed orientation at all times.
     
  11. Zeromus

    Zeromus New Member

    Messages:
    11
    Levels:
    4
    Albums:
    1
    Likes Received:
    13
    Joined:
    May 23, 2016
    In a few years this game will be like Minecraft, hundreds of blocks and mechanics x)
     
  12. clorox

    clorox Member

    Messages:
    31
    Levels:
    3
    Albums:
    3
    Likes Received:
    72
    Joined:
    May 23, 2016
    For me is a pleasure to see how people can squeeze ideas in this small level format. Sometimes less, simple and innovate is better than large, complicated and welknown.
     
    Last edited: May 27, 2016
    Fruit-Punch and Keyfox like this.
  13. Leo3065

    Leo3065 New Member

    Messages:
    3
    Levels:
    6
    Albums:
    1
    Likes Received:
    21
    Joined:
    May 27, 2016
    How about a block that can light up the surrounding? Would be great for decorations and lighing up the shadow in the level.
     
    Keyfox and Zeromus like this.
  14. Keyfox

    Keyfox New Member

    Messages:
    17
    Levels:
    1
    Albums:
    1
    Likes Received:
    8
    Joined:
    May 28, 2016
    This as well as clear blocks or possibly glass instead. Could make puzzle boxes more interesting!
     
  15. Brd-Bot

    Brd-Bot New Member

    Messages:
    12
    Levels:
    5
    Albums:
    1
    Likes Received:
    31
    Joined:
    May 26, 2016
    On that note, the use of lighting is not dynamic, which is a tough challenge to accomplish. If you haven't noticed, the shadow on object like balls or levers that start out hidden remains even after they are no longer covered. Glass and lighting would require dynamic lighting which isn't currently in the game engine as far as I can tell.

    Also, I think pipes cast too much shadow. I covered something with a pipe cage and it was cast into darkness!
     
  16. Keyfox

    Keyfox New Member

    Messages:
    17
    Levels:
    1
    Albums:
    1
    Likes Received:
    8
    Joined:
    May 28, 2016
    Redstone!!
     
  17. retrograde

    retrograde Active Member

    Messages:
    19
    Levels:
    37
    Albums:
    2
    Likes Received:
    222
    Joined:
    May 24, 2016
    I totally agree with you that part of fun of Mekorama is figuring out how to make do with the limited block options and space one has. It really forces creativity.

    A few carefully chosen new blocks though could really open up the language of possibility and allow for even more creativity. For example, if bots could actively interact more with the environment, for example with a bot pushable cube block (which could fall and also be stuck to rails), that could open up a ton of puzzle possibilities.
     
    clorox, popjam and Leo3065 like this.
  18. popjam

    popjam New Member

    Messages:
    8
    Levels:
    3
    Albums:
    1
    Likes Received:
    7
    Joined:
    May 24, 2016
    Has the creator ever said if he's going to be adding more blocks?
     
  19. Zeromus

    Zeromus New Member

    Messages:
    11
    Levels:
    4
    Albums:
    1
    Likes Received:
    13
    Joined:
    May 23, 2016
    Nope

    Edit: I asked him and he said... "Maybe" ^^'
     
    Last edited: May 29, 2016
  20. retrograde

    retrograde Active Member

    Messages:
    19
    Levels:
    37
    Albums:
    2
    Likes Received:
    222
    Joined:
    May 24, 2016
    Eventually Martin will see the revenue stream from Mekorama taper off. Adding new blocks to breath new life into the game will be a logical choice to generate new buzz and income. So as I see it, it's just a matter of time before new blocks appear.

    Some will be very easy to implement, others will require extensive beta testing, especially to sort out any bugs related to how the block inter-plays with the other ones. In particular any block which can be movable will definitely pose testing challenges. The core physics of the game can't change either without breaking many of the levels already created. Even bug fixes right now (with no new blocks) risk changing the physics engine in a way that breaks some existing levels. So Martin has to be extremely cautious with any changes to the game mechanics. That said though, I'm willing to bet that new blocks will indeed appear in the future. :)
     
    Last edited: May 29, 2016

Share This Page