Niveau possibilités de création, ça donne quoi à l'heure actuelle ?
Niveau possibilités de création, ça donne quoi à l'heure actuelle ?
Je pense que les images que je poste te donnent une idée de ce qui est possible
Au boulot!
http://steamcommunity.com/games/3323...87296155253989
Et bonne chance!
1ère Content Update :
Content Update 1 is now live! We’ve included a heap of new items, characters, creatures and vehicles, as well as 2 new biomes and an additional brick for the building palette! Also, as promised, caves networks can now be found in new worlds!
We’ve also made some technical improvements including adding a Windowed mode, more Graphics options, and improved performance.
Here are the full patch notes;
Major Fixes
- Resolved an issue where certain PC account types could not launch the game.
- Crash fixes for 32bit OS.
- Fixed a rare crash instance when pressing the windows key.
- Fix for “Save slot” selection issue encountered by certain users.
- Fix for game hangs caused by terrain editing tools.
- Fixed a crash in the terrain copying tool.
- Resolved an issue with DX11 performance.
- Resolved an issue where Alt-Tabbing out of the game caused the camera controls to break.
- Resolved an issue where calling up the Steam Overlay would break camera controls.
- Resolved graphical issues caused by resolution changes.
- Fix to prevent and deal with corrupt world data that was manifesting as “black towers”.
New Features
- Windowed mode (resizable).
- Cave systems.
- Custom settings supported, and “Landscape Settings” added for more control and choices for performance vs quality on your system.
- A Delete World button on the front end.
- A crosshair in the editing tools to show the camera pivot point in editing tools.
- Holding either ‘-‘ key turns off the GUI to help with screenshots. Known issue - causes a flicker on the front end when typing!
- Tooltips added to all bricks, colours and materials in the editing tools.
- Gameplay camera zoom on mouse wheel or pad triggers.
- Dynamic “cut-away” in Brick Building to allow both close work and editing in caves and interiors if zoomed out.
- An inverted corner piece added to Brick Building.
New Content
- Biomes.
- Items.
- Characters.
- Creatures.
- Vehicles.
- Props.
Minor Fixes
- Camera no longer collides with props – only landscape will ‘correct’ the camera.
- Fixed an issue where users could get stuck opening chests as certain character types.
- Resolved certain cases where the GUI roller would stay rolled out when moving.
- Fixed the vertical alignment of certain font characters.
- New biome discoveries are now called out by name.
- Mole Machine vehicles no longer behave erratically on water.
- Fixed various instances of text fields not locking out keyboard commands correctly.
- Fixed certain control information text not displaying in the info box.
- Fixed an issue whereby the certain flying creatures would behave unusually if certain button sequences were pressed.
- Fixed a problem with one of the camel idle animations.
- Fixed a problem with GUI icons caused by sudden removal of controllers.
- Fixed a camera issue caused by skydiving in certain contexts.
- Tweaks to terrain editing tools to make them work better in certain contexts.
- Studs & hearts are now permanently displayed during gameplay, in a better position.
- Tooltips are now appear more responsively as you pass the pointer over icons.
- Improved scrolling in GUI grids.
The game should update automatically, but if not then you may need to force Steam to pull the update down. To do this, right click on the game name in the Library, and select properties. From here, click on Local Files, then select ‘Verify Integrity of Game Cache’. This will perform the update for you.
Also, for those of you who have set your launch options to –dx9, don’t forget to remove this line to launch back into the DX11 version!
We know that this will only make you hungry for more, and we will look to share our next update plans over the next couple of weeks so you’re aware of what’s coming next. In the meantime, carry on Exploring, Discovering and Creating and keep up the great feedback!
Have fun!
The LEGO® Worlds team.
Bon, en grand fan de Minecraft et surtout des LEGO, j'ai fini par craquer.
Je reproche également la mauvaise gestion de la caméra qui n'est vraiment libre que lorsqu'on arrête de se déplacer, mais pour le reste je me régale à parcourir les différents biomes. Le monde et le décor ont franchement de la gueule et les différents mouvements du personnage, dont les possibilités d'escalade donnent envie d'aller toujours plus loin ou plus haut ^^
Je n'ai pas encore tenté la construction qui a l'air fournie juste ce qu'il faut, j'en suis encore à explorer le monde et à ramasser des trucs.
On peut trouver quelque part une liste de ce que les développeurs prévoient d'intégrer dans les mois à venir ?
Dans l'OP
“We plan to add the following features through a series of regular updates:
Like/Dislike system for tailoring World Generation
Procedurally Generated Underground Cave Networks
LEGO ID integration to allow for sharing and uploading of in-game builds
Additional Biomes
Painting Themes
Pre-Generated Towns/Villages/Settlements relevant to the Biome
Updated AI Behaviors to provide organic feeling to free-roaming creatures and characters
Red Brick Extras
Full liquid behaviors
Additional Minifigure Characters and Creatures
Additional Vehicles and Pre-Built Models
Additional Weapons
Cut/Copy/Paste chunks of landscape
Underwater Gameplay (including Vehicles, Creatures and additional sea life)
Character Customizer
Online Multiplayer”
Evidemment... Je n'aurais pas du la lire en diagonale.
Merci à toi
LEGO Worlds me fait légèrement de l'oeil. Je pense suivre le conseil du dernier CPC et attendre un peu de voir comment ça évolue.
Les véhicules sont-ils maintenant fonctionnels, ou plutôt peut-on créer de nouveaux véhicules fonctionnels ? Le jeu gère-t-il les liquides en permettant d'utiliser leur force (type moulin à eau) ?
Pour l'instant le jeu ne gère pas les liquides du tout. Et je doute qu'à part une utilisation classique d'un liquide ( c'est à dire se propager en fonction de la pente/gravité ) ils implémentent plus. Les véhicules sont fonctionnels mais pas encore la création de véhicules persos.
Les fous
Dommage par contre qu'ils aient fait ça sur un terrain plat, c'est tellement mieux avec des dénivelés.
Bien sûr, sinon ce ne serait pas drôle ^^
Rien que voir le temps que ça m'a pris de construire un simple porche avec l'éditeur du jeu, j'admire ce genre de réalisation.
Stuff we're working on...
Hi everyone,
We’ve been a little quiet lately, and since it’s the end of the month we thought we’d give you a run-down of what we’re currently working on. Please note that a lot of what we’re sharing here isn’t necessarily planned for the next update – we’ll go into more details of that separately – and it’s not even a full list of everything we’re working on, just a few examples.
So, let’s take a look…
Underwater stuff
Well, many of you noticed there’s a lot of water, and we figured it was time to make it explorable since it was already there right in front of everyone, and especially because there are already a few characters that can walk along the sea bed – you found them all, right?
So the initial focus is on solving the technical and visual problems caused by allowing the camera to follow underwater instead of colliding with it – we’re also having to adapt many of the build tools and underlying systems to cope with the presence of water volumes.
Meanwhile, there will be a logical gameplay treatment – when you dive down you get blue hearts and limited time to explore, while underwater vehicles will have no such problems!
We’ve got some fun plans for underwater life, but that’ll develop once the core exploration is ready.
Discovery stuff
There has been some debate on the forums about whether the game should have a survival mode, or RPG elements, or quests and so on. We’ve stayed relatively quiet about this, but have spent plenty of time discussing it internally. At this time we’re not making any plans to have separate gameplay modes – we feel strongly that the identity of the game would suffer. And in a way, there is a natural separation between the exploration and discovery aspect, and the creative tools. Note that we will continually strive to improve both these components, and the transitions between them!
However, it’s still a videogame – players should feel like they have things to do that make sense, especially if they don’t particularly like building, but the game should not become arbitrarily difficult or grindy either! All of which is a difficult balance. So we do aim to draw inspiration from modes and mechanics we’ve seen elsewhere, just not in a packaged story or survival mode.
We’ll reveal more as we get closer to the next update. Like yourselves, we’ve got more ideas than we can possibly ever implement, but we feel this is important so of course when the initial treatment is ready we’ll be reaching out for your thoughts and opinions.
Navigation Stuff
We know that many players are reluctant to explore too far for fear of losing their sense of direction and not being able to find their way back, especially if they’ve built something awesome. This can be especially bad if you need to run at low settings.
So we’ve been working on showing waypoints in the world, so you can always see where you came from, and a map to allow you to place your own. We’ll explain how it all works as we get ready for the next update.
Ability Stuff
You may have seen that some characters have special abilities – if you hadn’t noticed already, there’s a transform for one character, and others can whistle to summon a particular creature. Well, there’s another ability coming that should be hitting the next update, with more to follow over time as we keep making all the existing content better.
Game Camera Stuff
As always, the camera is constantly under review, particularly tracking setup. Chris P actually wrote a really in-depth analysis of his work so far here: http://steamcommunity.com/app/332310...0948600674729/
Additionally, we have been looking at adding more modes and options, as well as tuning up the way the camera interacts with the landscape.
Camera Item Stuff
At last, more of those items in your inventory will have a purpose – it’s all part of our current push to make sure everything in the game has a function before we start throwing even more stuff in!
GUI Stuff
Along with the addition of a map, we’ve been tiding up the GUI a little. Right now this is intended to improve usability in fairly simple ways, by reducing visual noise, while everything works the same way, but it is also the first step towards a bigger overhaul that we need a little more time for.
Brick Stuff
We are exploring the technical feasibility of adding additional bricks into the Brick Building tool. Some of you have correctly surmised that the reason the set of bricks we’re offering at the moment is only a subset of everything is that they are all compatible with our optimised landscape mesh. Additional bricks need to be rendered in a different way and many have additional complexity with collision and connections.
Hopefully we’ll be able to post a proper technical discussion about this, but we do aim to package up a lot of improvements to brick building in a future update, including the ability to place fixtures and fittings.
We also have a couple of new ways to place bricks within the existing build tool.
Animation & Audio Stuff
As well as any new content, existing models continue to gain more character with their own animations and audio – please look out for them, as the game is all about those characters! Sometimes it seems like this stuff “just gets done” but it takes real talent and effort so we hope you like it!
Visual Stuff
Many visual improvements are currently being worked on by the Render team. This includes a new Skybox that will alter the lighting and fog in-game. It looks stunning already, but it’s not quite ready to show you just yet.
Town Stuff
Also tying in to making exploration and discovery better, we are working on a procedural system for generating towns & settlements. We may be able to share some screenshots soon, but we’ll talk more about this feature when the towns come alive with characters, creatures and vehicles.
Multiplayer Stuff
Work on multiplayer is ongoing! We’ve explained it in individual threads, but it’s worth us offering up another explanation as to why it’s not something we can just throw out there.
Our engine was initially designed to be used as a single machine, local co-op experience. That means all of the old mechanics we designed were never programmed with networking in mind, which means that when we made our first efforts to do so, there was a lot of issues with it. As we’re now able to start the work on something incredibly new, we’ve begun the process of ensuring that all the new mechanics in Worlds are designed and coded with networking in mind. There’s a lot of testing required here before we can roll anything out to the community, but it is something we’re taking seriously and actively working on because it’s part of the core appeal – building together!
We’re also factoring in local co-op with split screen here – obviously there are performance implications, but this is something we’ve always offered in our games and we think it’s still an essential part of family gaming.
So with apologies we can’t offer any new information about an ETA on multiplayer, but when we know, you’ll know, you know?
Update 2 information will be with you next week.
Thanks and have a good weekend!
LEGO Worlds Team
Il faut croire que les reproches faits à l'encontre de l'interface et de la maniabilité en mode construction ne concernent pas tous les joueurs ^^
Contenu de l'UPDATE 2 à venir :
Announcement: Update 2 Details
Hello everyone!
We think it’s about time we started to let you know what you’ll see in Update 2, which we
aim to roll-out as soon as it’s worthy! This update is less focussed on adding new content and more on improving and opening up what’s there. We’re very pleased with the progress and check out our other post talking about some of the other stuff we’re working on – that’s still coming!
Before we dive into the details, note that you'll likely see a very small update come through today. This is just us setting up for the Update, so don't panic if you see this and can't see any difference in-game!
Anyway!
Here’s a breakdown of some of the things to expect:
• Underwater – Explore and build underwater. If you find yourself running out of air, try the sub or one of those characters that can breathe (or doesn’t need to breathe) underwater…
• Discoveries – For the first time, players will have to do a little more work to discover some of the characters and creatures. This is the first step to what we believe will be a more rewarding Discovery system. But what if you already have everything? Well, you’ll still see the same things but there’s also a new option to reset your save game – without affecting your worlds or brick builds, naturally – so you can start discovering again from scratch.
• Map – Never get lost again, unless like us you can’t actually read a map... Anyway, you can’t miss it – it’s got some great features like adding and removing waypoints ( also appear as beams in the world) and different zoom levels. You can tune it up or turn it off too, and just have the beams – let us know how you use it.
• The Camera Item – Snap happy users can take screenshots using the in-game Camera item to capture their favourite builds, creatures or rocks! Warning: taking a picture of a LEGO Jacket Potato doesn’t suddenly make it interesting!
• Virtual Floor – We’ve added a new sub-feature to Brick Building and Tools. This option is an easy way to build in the air, or add detail to a specific layer, or to keep some of your hard work protected while you go crazy creatively. We also slipped in a ‘free’ related feature on the mouse that allows you to place individual bricks in free space at the cross-hair cursor, rather like when using a controller, without altering the way it works normally.
• LXFML Export update – We’ve updated the LXFML export tool to now include props! Any props you place will now be stored within the model data, meaning you’re able to pack up your house and place exactly as it is anywhere you like! We wouldn’t recommend putting your perfect house too close to the Junkyard though, it’ll halve the value!
• Tracking Camera – We’ve added a new Camera Mode. This is a more rigid setup that requires the player to control rotation and distance a lot more, as opposed to the regular Chase Camera.
• GUI – The grids in the various menus have had a little bit of a summer clean and are now neater on screen and easier to see. This is in advance of a more significant set of improvements, coming soon to an awesome LEGO game near you.
• Info Box – You can now hold the BACK button (on a wired XBOX360 controller) to turn it on and off, instead of having to navigate the pointer. As with the GUI grids, this is a small convenience in advance of bigger improvements.
• Abilities – There are quite a few cool / awesome / funny little things going into this update. We might tease some of them, but for now you’ll have to wait.
• Content – Well, we said above there’s less emphasis on new content, but you can still expect a few new discoveries, plus the winning competition builds. And don’t forget ongoing new animations and audio!
• Fixes – An ongoing focus, especially as we get ready to push out an update, including (but not limited to!) improvements to stability, performance and terrain generation.
Once the update rolls out, we’ll have a more definitive patch notes for you to sift through, as there are plenty of other minor tweaks. There's no hard date for this update, as we're trying to ensure we catch as many bugs as we can, and ensure the new features are working as we intend, but we're hoping to have it with you soon! Until then let us know what your thoughts are on the update plans!
Thanks,
LEGO Worlds Team
Ça et l'ajout de la carte et des points de repère, ça va rendre l'exploration encore plus agréable.
Clairement ! Il semblerait qu'il y ait un changement sur la façon dont on "débloque" de nouveaux persos/véhicules/armes, mais j'ai pas les détails.
Update 2 is Live!
HOWDY!
We’re delighted to announce that Content Update 2 is now live! We’ve got a plethora of lovely changes, updates, fixes and tweaks for you all to have some fun with! Let’s review what is featured!
Underwater – Explore and build underwater. If you find yourself running out of air, try the sub or one of those characters that can breathe (or doesn’t need to breathe) underwater…
Building Challenge Models! The selected models of the free build challenge will now be in the game as a part of the games base content! A full review of the challenge can be seen here: http://steamcommunity.com/app/332310...0948593217991/
Discoveries – For the first time, players will have to do a little more work to discover some of the characters and creatures. This is the first step to what we believe will be a more rewarding Discovery system. But what if you already have everything? Well, you’ll still see the same things but there’s also a new option to reset your save game – without affecting your worlds or brick builds, naturally – so you can start discovering again from scratch. We would highly suggest people give this a try (make a backup of your save data if you want the ability to revert!)
Map – Never get lost again, unless like us you can’t actually read a map... Anyway, you can’t miss it – it’s got some great features like adding and removing waypoints ( also appear as beams in the world) and different zoom levels. You can tune it up or turn it off too, and just have the beams – let us know how you use it.
The Camera Item – Snap happy users can take screenshots using the in-game Camera item to capture their favourite builds, creatures or rocks! Warning: taking a picture of a LEGO Jacket Potato doesn’t suddenly make it interesting!
Virtual Floor – We’ve added a new sub-feature to Brick Building and Tools. This option is an easy way to build in the air, or add detail to a specific layer, or to keep some of your hard work protected while you go crazy creatively. We also slipped in a ‘free’ related feature on the mouse that allows you to place individual bricks in free space at the cross-hair cursor, rather like when using a controller, without altering the way it works normally.
LXFML Export update – We’ve updated the LXFML export tool to now include props! Any props you place will now be stored within the model data, meaning you’re able to pack up your house and place exactly as it is anywhere you like! We wouldn’t recommend putting your perfect house too close to the Junkyard though, it’ll halve the value!
Tracking Camera – We’ve added a new Camera Mode. This is a more rigid setup that requires the player to control rotation and distance a lot more, as opposed to the regular Chase Camera.
GUI – The grids in the various menus have had a little bit of a summer clean and are now neater on screen and easier to see. This is in advance of a more significant set of improvements, coming soon to an awesome LEGO game near you.
Info Box – You can now hold the BACK button (on a wired XBOX360 controller) to turn it on and off, instead of having to navigate the pointer. As with the GUI grids, this is a small convenience in advance of bigger improvements.
Abilities – There are quite a few cool / awesome / funny little things going into this update. We might tease some of them, but for now you’ll have to wait.
Content – Well, we said above there’s less emphasis on new content, but you can still expect a few new discoveries, plus the winning competition builds. And don’t forget ongoing new animations and audio! We’ve also updated the interactions and functionality of a few items. Hopefully you can SEE the improvement…
Added Language support – we have now included support for the following languages:
Italian, Japanese, Polish, Brazilian Portuguese, Dutch, Chinese, Mexican Spanish
On top of all of the above we also have the following patch notes for Bug fixing:
• Various crash fixes (including the most commonly reported)
• Resolved an issue where placing lava was causing FPS drops
• Resolved a physics issue that was causing certain creatures to be launched into the sky
• Resolved an issue where certain post-process lighting effects would stop working over time
• Corrected text in certain control scheme information boxes
• Resolved an issue that was causing steam screenshot feature to take 2 screenshots instead of just 1
• Resolved a graphical issue caused by returning to the front end with certain characters active
• Fixed certain creatures missing skydive animations
• Resolved an issue that was causing the base of characters feet to appear to be filled when in certain contexts
• Resolved an issue with flying vehicles clipping into terrain when attempting to land
• Undo/Redo functionality within the paint tool should now be working correctly
• Stopped an exploit that allowed players to break the maximum place able water container size
• Werewolf’s ground slam now has audio attributed
• Resolved an issue where props would reappear after being deleted and reloading the world
• Resolved various issues related to the physics of small parts
• Changes made to the maximum allowable number of spawned vehicles, as well as how the game handles this limit
• The tree of the creator house now correctly has parts when broken
• Resolved an issue where creatures spawning in caves would ping to the surface
• Stopped the Werewolf’s superjump ability from being activated when interacting with props
• Various GUI interaction improvements (Changes largely deal with accuracy of detection)
• Fixed an issue where characters would get stuck in a specific facial expression
• All creatures should now spawn parts when destroyed
• Fixed an issue that allowed planes to spawn in caves
• Various missing audio files added (Specific character contexts where missing their associated audio)
• Elephant should no longer flicker
• Resolved an issue causing certain bricks to be rendered invisible
• Resolved an issue where resetting to skydive whilst in the werewolf’s superjump context would cause the player to lose control of the active character
If your download hasn’t started, or if you’re unsure, then you can force it by right clicking on the game in your Library and going to Properties. From here, select Local Files and ‘Verify Integrity of Game Cache’. The download will then begin if you don’t already have it.
We look forward to hearing what you all think! Meanwhile, I need to go and let a few guys out for some fresh air and tidy up their cages desks. Have fun! We're all off to snooze:
https://pbs.twimg.com/media/CNMbZweWcAQlV3Y.jpg:large
Thanks,
The LEGO Worlds Team
Hum, je n'ai pas trouvé comment tout remettre à zéro. Supprimer un monde ne suffit pas, j'ai toujours les anciens objets découverts dans mon inventaire.