Toribash
Originally Posted by IBlackleon View Post
With unity engine, everything is a model ( I'm assuming the body parts are being modelled and added in game because some shapes dont exist in the engine itself). So will you focus on visuals a little more? I've already seen the body parts are staying the same. But it is a new game and a higher performance engine. Would you consider making the character designs more realistic? They can even implement machine learning and neural networks to unity engine with muscle systems. Is it possible to have real muscles connected to each body part and controlling the movements. Or is it just gonna be a unity remake of the game?

If they do that, it'd be very much unrecognizable as to what the Devs call and want "Toribash" to be, a game like that, with realism and muscles and shit, would be a good and interesting game, but would be better off being made as a standalone rather than under the name Toribash. Not to mention making a game like that would require a much more larger Dev team, and longer time. Two things not suiting Nabi's plans currently.

With the engines new capabilities, visuals will be highly customizable and editable by the community, so creating vastly different base visuals as you suggest, would just be the wrong direction, at least right now. They give you a base clean slate, may seem familiar and bland right now but eventually cool objects, textures, and mods/models will be created by the community when the reigns are handed over.

right now the most focus should be on the quality of gameplay, because that is the foundation of the game. Regardless of what the aesthetics or visuals look like, the game needs to be fun, and play smoothly or it'll just be Hot shit, gold garbage.

Consider the OG Toribash as like a "Lite App" or a Beta, to what Toribash Next is, because Next technically it's just a polished, updated, Remake, to push the capabilities of the original Toribash now that the obstructions of the old engine are gone. it's like taking a styrofoam game (stiff, bland, restricted,) and changing it to clay game, (malleable, flexible, adaptable)
Last edited by matarika; Jan 22, 2019 at 04:15 AM.
Howdy, I'm veteran Modder / Replaymaker & a Toribash / Nabi Insider , if you have any modding or insider questions PM me or DM me on Discord: matarika
The one thing I don't like are those annoying comic esq pop ups that happen when you dismember and I assume fracture and stuff. Hopefully there will be an option to turn that off
Right
There will be!
Howdy, I'm veteran Modder / Replaymaker & a Toribash / Nabi Insider , if you have any modding or insider questions PM me or DM me on Discord: matarika
"Q: Will Toribash mods work in Toribash Next?
A: Toribash Next won't support currently existing mods but modmakers will be given tools to make them compatible with the new engine."

So there will be a new modmaker, right?
I hope there will be some more moving objects and connections.
I mean more than present 16.
Although it's a new engine, so I realize that the whole modding mechanism may look a bit different.
Mind you I don't work on the Dev Team, and all of my answers are a mixture of educated guesses, and information from the two interviews I had with Hampa, Gameplay, and knowledge of Unity.

I don't know if this has been answered, but, are flames going to work for both tb versions? Are there any plans to make them multiplatform or the forging will start from 0 with better variables and stuff?

The Flame forge will be making a return in Toribash Next eventually if not initially, as there will be Blood Forge, and Toribash Next's engine is different, which would mean the flames in Toribash Next will function differently than the flames in Toribash, which means that the old flames couldn't just be dragged and pasted (easily) in Toribash Next as the engine is different, so my educated guess would be no, because they'll be able to make better flames, same thing for Items, as only some items will be transferred over, they will be able to make better and crazier items, and thats one of the selling points they'll want to capitalize on, so you won't see too many items or flames (If any) coming over to Toribash Next.

So there will be a new modmaker, right?
I hope there will be some more moving objects and connections.
I mean more than present 16.
Although it's a new engine, so I realize that the whole modding mechanism may look a bit different.

There will be a new a mod maker, the modmaker will need a different user interface yes, because they had announced the introduction cooperative modding or "Modding Lobbies", meaning they'd have to redesign the interface with that also in mind. But I can assure you they wouldn't make it DRASTICALLY different, putting current modmakers at a disadvantage as well. My guess will be it'll be more user friendly. As many complaints that came out of Modding on Toribash is that it was too confusing and complicated for beginners to pick up easily, which hurts the speed of mod making growth. And as for static, NonStatic, connection/Joints, I am 90% sure that the limits as far as how many you'll be able to use, will be expanded drastically. This new engine breaks down previous limitations in that area, so in Next you can expect to see a much much larger number, (and maybe even ways) to implement these things into your mods. I think the most interesting thing other than the ModMaking servers will be the Pre Fabricated Objects/Models, i've seen in gameplay. Rather than building from scratch with spheres, Blocks, and cylinders.
Last edited by matarika; Feb 3, 2019 at 07:25 PM.
Howdy, I'm veteran Modder / Replaymaker & a Toribash / Nabi Insider , if you have any modding or insider questions PM me or DM me on Discord: matarika
Originally Posted by Kore View Post
I mean, firstly it was a joke, secondly; that technology has been in development for years, and it's nowhere near ready for anything as trivial as videogames.

Also why would it be pointless?

we won't get this technology in the next 50 years just saying
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Originally Posted by darrenl4 View Post
The one thing I don't like are those annoying comic esq pop ups that happen when you dismember and I assume fracture and stuff. Hopefully there will be an option to turn that off

There is. Check the small menu and click a button