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  1. A bit of context:
    I wrote this terribly silly thing a few years ago on request from a player in a BIONICLE Mafia game I was hosting (as one does). Anyhow, I've always felt remiss that I never got round to posting it on this site, so here goes. Enjoy!


    Twere' on the Planet U that we our dreaded sojourn made,

    The ships were fit to crumble and we right despaired of all,
    Yet to get us back to Terra, we'd a most unlikely aid,
    In the ever-glowing baubles of the cavern's living wall.
    Oh, the travails that confronted us, rock monster to cave-in,
    Were enough to do a wretched, stranded Rock-Raider straight in!
    We got by on stale sandwiches; oh the landslides that occurred!
    We never 'ad a moment's rest and we didn't know relief,
    And to see your brother snuffed-out by a slimey slug's absurd!
    But we had a keen protector in our blessed cyborg Chief!
    Oh, the travails that confronted us, rock monster to cave-in,
    Were enough to do a wretched, stranded Rock-Raider straight in!
    He were a funny blighter, how he mumbled every word!
    And a sudden, horrid landslide were enough to make him stutter,
    Yet he loved us as 'is children, our complaints he always heard,
    No dissent nor angry grumblings did a Raider ever utter!
    Oh, the travails that confronted us, rock monster to cave-in,
    Could never do the spirit of the Rock Raiders straight in!


    Here, for the curious, is the scene in which it originally appeared:


    Day One
    The Hanged Man's Raider's Tale


    "What are the conch-horns blowing for," said Kyle on parade.
    "To turn you out, to turn you out," the Quirky Turtle said.
    "For we're hanging poor Ghidora, you can hear death-march play, the village's in Hoto Square, we're hanging him to-day!"

    * * *

    By the time the songs of mourning had finished, the whole village had convened around the pit. The atmosphere was oppressive, like sap clogging the works of every soul.
    Of the thirty assembled, twenty-one had never dirtied themselves with another's blood.  These ones stood frozen, breath forgotten, in dread anticipation of the coming taint.
    Ghidora eyed the assembled throng, his mask a pattern of inconsolable terror. He made to shout at them, to curse them for their "justice," but no sound came. How could he rail at those he counted as conspirators?  Had he not been every bit as keen to see some other blighter take his leave of life?
    Strong hands seized him from behind, and Shadowhawk marched him to the edge of the pit. Ghidora fell, trembling, whimpering, choking on dust and dread.
    He looked once more upon his brethren, seeking mercy vainly.

    Something stirred within him. Am I a coward, he thought. Will I let them remember me as one who left them like a mewling beast? Terror begets terror, does it not? I cannot save myself, but perhaps I can help to end this madness.
    So thinking, he changed his bearing. He rose, doing his best to cover himself in calm. Still it was not enough.
    Knees threatening to buckle, he redoubled his efforts. He opened his mouth and began to sing:
    Twere' on the Planet U that we our dreaded sojourn made,
    The ships were fit to crumble and we right despaired of all,
    Yet to get us back to Terra, we'd a most unlikely aid,
    In the ever-glowing baubles of the cavern's living wall.
    Oh, the travails that confronted us, rock monster to cave-in,
    Were enough to do a wretched, stranded Rock-Raider straight in!
    We got by on stale sandwiches; oh the landslides that occurred!
    We never 'ad a moment's rest and we didn't know relief,
    And to see your brother snuffed-out by a slimey slug's absurd!
    But we had a keen protector in our blessed cyborg Chief!
    Oh, the travails that confronted us, rock monster to cave-in,
    Were enough to do a wretched, stranded Rock-Raider straight in!
    He were a funny blighter, how he mumbled every word!
    And a sudden, horrid landslide were enough to make him stutter,
    Yet he loved us as 'is children, our complaints he always heard,
    No dissent nor angry grumblings did a Raider ever utter!
    Oh, the travails that confronted us, rock monster to cave-in,
    Could never do the spirit of the Rock Raiders straight in!

    "Where the dickens did that come from," Ghidora muttered bemusedly, as Shadowhawk pushed him to his death.

    * * *

    Ghidora dead, a vale was lifted from the minds of the assembled, and they knew their ghastly error.
    Ghidora, Villager, lynched Day One
    Night Roles have 24 hours to act!


    Kudos to Ghidora for requesting this in the first place.

  2. Happy holidays guys! I managed to push out a new song complete with lyrics and my beautifully manipulated in just a few days in time for Christmas.


    While it is pretty pop-y, I never tackled this genre and I felt I should fix that. To counterbalance that I tried to fit in some nasty chords and melodies and I edited the whoop out of my voice to turn it into what you hear in the final product. Enjoy!



  3. Just Imagine.... A Lego RTS...


    But not just simply themes bashing it out for your enjoyment. Many themes were released with absolutely no aquatic component. Many themes were solely aquatic. So why not bring two factions to bear, one fighting for control of the land and skies, the other sending aquatic incursions? Submarines, boats; anything to skim the waves and provide devastating firepower to bear on your opponents on the shore having wrestled the sea from your opponent's control. Ships like the Neptune's Carrier from Atlantis could be enough to provide amphibious landings as well, though I have different ideas for that submarine; I previously mentioned the idea of "king units;" highly powerful sets that you looked at in the store and drooled at; the Mobile Devastator, the MX-81 Hypersonic Operations Aircraft, or the LMS Explorer (though maybe that one's a bit too big... you could still have "orbital bombardment" or "teleport a team of Rock Raiders anywhere on the map"). Perhaps the Neptune's Carrier functions more like it did in the Atlantis online animations, whereby it functioned as more or less a submerged LMS explorer, containing all the ships that the team needed; unlike the sets, where it barely contained a small wheeled vehicle. A mobile base is always something appreciable in an RTS, if you have the micromanagement for it...



    Yet the theme which created this forum is subterranean. Perhaps that could be a feature. I've seen Digging implemented extremely well in Impossible Creatures; units that dig are simply stealthed until they "undig," except notably digging units cannot attack other digging units :P Why not here? Chrome Crushers mining the filthy Power Miners mechs to bits while zapping them with laser fire, whilst scores of Rock Raiders hurry behind keeping the vehicles at high HP; all while the troops on the surface are entirely unaware of this, perhaps only hearing muffled explosions. There would be two "maps;" one of the standard ground and sea we know so well from any RTS, then below that, a slightly transparent underground cave network with natural entrances, obstacles, and exits (of course, unnatural minifigure-made entrances, obstacles, and exits can be arranged), which might focus on a key press like Tab as the foreground fades to invisibility, allowing you to control your units with ease.


    But there's a more potent force on the battlefield beyond an underground threat; I was contemplating Master Builders. Unlike simply being just high HP high attack heroes, these could have a unique function to create units on the fly with the bricks around them; the bricks of course having come from your fallen enemies you just smashed. Similar to World Builder, whereby you could create units if enough bricks were together (a lot of the gameplay revolved around getting such bricks together), these legendary heroes would have the ability to create units with the nearby bricks, replacing your lines as they fall.

    Of course, such a system would be extremely abusable on lower population caps, whereby a Master Builder could rebuild your army faster than your feeble units can shoot them down, and downright useless on higher population caps where replacing 1 in 100 really isn't worth it. Thus a simple solution would be to scale build speed with population cap, and perhaps make an automatic function (though autonomy in an RTS always results in stupidity) whereby your chosen Master Builder focuses more on rebuilding your units as they fall.


    Such a system would be possible because unlike other games where killing units just creates graphical corpses, destroying giant mechas should give you vast hordes of bricks from which you can summon your own creations!

    Perhaps, in the sake of ceasing endless spams, the amount of bricks dropped by a unit could be less than the amount it took to build; in the interests of preventing endless Master Builder reconstruction.



    But that's all about one half of an RTS; the unit composition, the micromanagement, the lasers (my favourite part... you know you're playing an RTS right where the sounds cease to play because there are so many PEW PEW PEWs already sounding).... how about the economy?



    If you were playing Rock Raiders, you wouldn't exactly care about white bricks. However, you'd be extremely interested in the rare Teal resources around the map, something that other themes wouldn't care about. But your Mars Mission ally would be more than happy for you to harvest those white bricks and tribute to them; and if you have an eco bonus of extracting bricks from rocks faster, being a mining theme, perhaps it's in your best interests to help fund his war effort. Tribute might even be automatic for these resources you don't care about.


    All this makes for perhaps a confusing HUD, showing bricks in all colours of the rainbow; a system similar to the online Lego game Monster Fighters would work well, whereby your most important studs are detailed and the others that are only needed rarely or not at all can be accessible via a drop-down menu.



    At the front lines where your constructs are rising and falling all the time, but mostly falling as your Master Builder cannot be everywhere at once, the bricks are free resources, if your Small Transport Truck is able to dodge the laser fire which will inevitably scatter. Such plentiful resources means that you'd be interested in getting them back as soon as possible; thus whoever had the resource dropoff closer to the front line would easily accumulate the greater resources. Perhaps this could be fixed by extremely expensive resource dropoffs, unlike the classic 100 Wood seen in Age of Empires II. But this still wouldn't stop a lategame grind where you're rolling in every resource except spare population. Ideally you wouldn't be rolling in resources due to the presence of ludicrously expensive, ludicrously powerful units. After all, why stop at one? Why have one LMS Explorer providing constant beaming down of raiders with laser beams when you could have two? Intergalactic space might get a little crowded, but such a ground-focused RTS wouldn't need to go into detail on that...





    My coding has improved since last I wrote a wall of text on this, but alas it's still only cin >> and cout << , so such an idea remains in the imagination; hence the title, Just Imagine....

    ... just imagine a fleet of Chrome Crushers drilling upwards from the surface right underneath Lego City with supercharged lasers...

    ... just imagine Johnny Thunder saying "Aw crikey!" as laser bolts from Exo-Force mechs whizz past his face as he frantically repairs your long-ranged Classic Castle cannon...

    ... just imagine a stealthed Neptune Carrier emerging from the sea and unloading a cargo of Lego Universe Maelstrom bots onto your precious economy, before disappearing beneath the waves...

    ... just imagine the spam of Rock Raiders with Laser, Freezer, and Pusher beams constantly popping out of Tool Stores to fight off an endless horde of elemental spinning ninja dragons....

    ... just imagine summoning Space Police I, II, and III together to bring the various criminals of the galaxy to 'justice,' if your idea of 'justice' is 'pulverizing their vehicles to pieces and driving over the rubble....'


    .... just imagine.... a Lego RTS.

  4. About me

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    LDD Mods
    Latest Entry

    I love LEGO. I think my username makes it quite clear I'm a LEGO fan. What I love most about it is the classic minifigures and decals/stickers used on sets. I would have liked to have collected a few more Adventurers sets from my time but I only had so much money then that I couldn't afford to. For me I think that TLG should do a minifigure series of classic minifigures who have only appeared in Video Games, like with LR2 characters like Frankie Solido and Baron Rosso, to LI2 characters like a Brickster Bots. 

  5. Blog

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    Recent Entries

    • Switched back to this alias on RRU since it's the one I was using in every other LEGO community (LEGO Universe, Legend of Mata Nui, Eurobricks, etc), and it was a bit confusing to new folks
    • Moved the RRU Discord server to my old account where all the other LEGO servers are
    • Cleaned up my Discord server list in general; 30 was too many to keep track of
    • Set up a bot for the RRU Discord server (we'd planned to have a custom one from the beginning but it never got off the ground, so I found an existing one that had the functionality we wanted)
    • Cleaned up old Announcements channel for the RRU Discord, did some other organization/cleanup
    • Improved forum member title/rank
  6. A custom park I made in THUG. It's my take on a Warehouse style level. I'm a little rusty with making parks as I haven't done it in years, but it's something. It also has a few custom goals.


    Re-uploaded as of 7/5/2018. Used my capture device this time!


    Original blog date: 4/5/2016



  7. Slimy Slug
    Latest Entry

    The title says it all. 


    Continuing to use Axel's mod as a basis for my own has been limiting.  Just searching for and removing all of that garbage in the cfg and elsewhere has been a tiresome and very crashy process.


    So I've decided to start over from the vanilla game.  


    Another reason for this is so I can go through the game and purge of it unused files.  It's been slow and painful but I at least this has enabled me to shrink one WAD by roughly  2 MB so far.  

    I'll take ever kilobyte I can get in space saving, because I most certainly will need it later.


    In the meantime, for those who want to know about some of what will be in the mod:


    1. Interface from Baz's mod.  Hands down better than the original.

    2. New sound effects for a lot of things.  I'm seriously considering doing new voiceovers as well.

    3. Biomes and Pyrite Monster from Axel's mod.  I may also include my own Acid biome.  I said MAY, not would.

    4. Tunnel Transport 

    5. Bonus Mission tree in place of the Training Mission menu.  Will have room for 33 maps.  If there is a map from RRU that you think deserves to be in the bonus missions, please post here and vote above.

    6. Spiders and Scorpions reloaded.  (Snakes may not make the final cut; details will come later)

    7. Spider Webs.  


    I'm not going to reveal some of the completely new stuff right now, as I don't want to spoil it for everyone.  That's not to say I won't leak a photo or two of the good ?


    Lastly, to tie into no. 5 above, do you think level remakes deserve some recognition as well?  I've added this as a poll question; if there is enough interest I'll make a separate poll for level remakes.

    If I missed a map, or you found one elsewhere (or one from the old RRU) please let me know.


    Any suggestions for this and the mod as a whole would be appreciated.  

    Welp, that's all for this update.


    Until next time! 

    slugIN.wav plays

  8. Hullo,


    Initially, I planned to post this as an "April Fools" video, where I joke about making an "720p version of the LEGO Alpha Team intro" except the end result is poorly drawn and so poorly edited you can literally see that half of the intro was recorded in GIMP.

    The only reason I'm not bothering to disguise it as an "April Fools" video is because... well


    ...this video ain't fooling nobody. It's more of a parody of the intro instead of something you can trick your friends into watching.

    Maybe if I put a Rick Roll somewhere in it, it could be an April Fools video, but most people would probably be turned away from the awful visuals before they reach the end.



    Anyway, here's the video if you want to watch it. Enjoy??


  9. Sleep is hard. Body does not want to sleep. Brain wants to sleep. Brain tends to lose.


    Hi! I'm [still] Jaina, [still] queer as hell, [still] messed up in the head [but slightly better than before], [still] obsessed with LEGO stuff. Especially that which was around during my early childhood.


    Hey, it's been a while since I was around here. I dropped out of RIT. Game Design, while still a huge passion of mine, is no longer something I can pursue. I simply cannot retain ANY useful information about coding (beyond the basics) if I stop coding for even a short period of time, and I have trouble learning anything new in it. I'm also in a bad place in my life, mental health wise, so I'm focusing on doing a whole lot of therapy and getting my s*** back together.


    I brought back RSIs (repetitive strain injuries) brought about by trying to breed a shiny version of every single goddamn Pokemon (for which that is possible) by playing an extremely excessive amount of Dofus, followed by Stardew Valley, and then Sunless Sea. I'm itching to go back to Sunless Sea. I have no self control, though, so whenever they are feeling marginally better I do something to screw them up. It's REALLY boring watching Netflix and trying not to fidget all day long.


    I recently remembered how awesome LEGO stuff can be and I want nothing more than to build, build, build. Unfortunately, my home is in Rochester, and my bricks are with my parents, in Saint Paul - plus, my hands hurt all the frickin' time so I'm not gonna open that barrel of snake worms until they are doing better.


    In more positive news, I have a partner and also a sort of partner who will probably eventually be a girlfriend and it's pretty great. It's weird that some people actually find me attractive.



    Hopefully I'll be around here more often. I have very little to do lately. Recovery is dull.

  10. Last Friday i made a special avatar for myself inspired by the jackbox party pack game Monster Seeking Monster.


    And over the next few days i have been making allot of avatars for other people,  so i decided to showcase all of the ones i made so far.





    Hope you enjoyed these and if you want one for yourself, go ahead and PM me.


  11. I've never really followed the whole "New Years Resolution" thing before, but in getting older and running out the body clock, I've realised it might be good to start making some changes.

    One thing I really want to achieve next year is one of my biggest failings from this year. I'm a software developer by day, and a gamer by night. Being drained through the day with professional-level coding has made me bitter and cynical towards my own projects, to the point I've stopped doing them. While I still write game design documents as a hobby, I've completely put off physically working on any of the projects I would have once committed to.

    My New Year's Resolution is to produce one large-scale mod. It's something I used to do, or at least make serious attempts at, and I totally have the capability to do so now.

    While just making a new project from scratch gives me a lot of freedom, doing it as a mod means I get to excite an existing audience and utilise any existing content/implementations (i.e. I don't have to make my own guns or gun code, which is important as I have no visual ability whatsoever, and core stuff like weapon physics are a real pain in the knackers to do). A big problem of making a game from scratch is that any serious investment will cost me (purchasing asset packs or artists to make the game not look s***, paying for my own time and materials, paying for promotional stuff etc) and I'll want to seek return, which means a lot of legal and certification woes to deal with. I just want to build something big but relatively light that people can enjoy.

    My trouble is selecting a game for the specific mod I want to create. In an ideal world, my ultimate mod project would be a kind of Destiny-styled Raid, set in a breaking-down theme park. That is to say, a networked game-mode where a group of players are teleported between several small scenarios, in which they must complete a puzzle with barely any hints, while a horde of enemies attempts to gun them down. The story and aesthetics will be based on the likes of Westworld and Jurassic Park, which I've become very obsessed with recently. Ideally, players can collect audio logs, and collecting enough will change the final boss fight (or add a second one).


    Of course, that kind of project would be intense to produce, especially with many mod kits, so the idea is modular and flexible. Maybe it will only be solo. Maybe combat will be reduced. Maybe there will be less variety of individual puzzle mechanics and instead more reuse in creative ways of the same puzzle mechanics. The core, player surviving a collapsing attraction park, will remain the same.

    I'm looking for suggestions of games that have the capability to do anything along these lines. I've thought about using Blockland, but I've heard some negative things regarding the capability of the bots and having many different behaviours going at once (ideally, many people can connect to the server, group up in "fireteams" and run different parts of the course at the same time, like how a theme park ride has people in different rooms). If people can prove Blockland is capable of this kind of stuff, sure, but otherwise I'd like to know anything else I could use as a base. Another variant I've thought about (and one more relevant to RRU) is to make an overhaul for LEGO Rock Raiders that switches it up to become a time trial to find certain missing people and objects in the various tunnels underneath the park that staff used to get between attractions to perform maintenance.


    Any suggestions will help. A part of this is I want to make something people will actually play, as opposed to just producing crap for myself.

  12. Today, I got some new bonkles!


    The BIONICLE figurines I got are Phantoka and Kirop.


    Here are some photos.


    Phantoka and Kirop together.



    Phantoka alone.



    Kirop alone.


  13. LEGO Racers with Greycatmon

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    I haven't been streaming for a little while now since I have been playing Pokemon Ultra Moon the entire time. And a little League of Legends on the side. I'll attempt to stream in the next hour after this is posted. I will also get some new social media within the next hour and will post them on the following day. Do not be surprised if I look down constantly on stream as I will probably be distracted by Pokemon Ultra Moon :)

  14. Avery
    Latest Entry



    I've been gone from RRU for a while and it might be awkward for me to randomly pop in, but I feel the need to bring up what is probably the most irresponsible thing I've done here:


    You may or may not have already noticed that my various image galleries are no longer around; this was the result of my own reckless behavior. Shortly after members' galleries became reaccessible, I abused a temporary feature which allowed me to delete all my gallery folders.


    Anyway, I would like saw I'm sorry for creating this mess and probably leaving a dent in RRU. I know that for a while I've felt some disgust, anger and/or embarrassment over certain content I've uploaded in the past, which could've been ignored or handled differently. I also guess that I was really emotional over myself and couldn't think of any way to move on but throw away all that stuff whether it was   Nonetheless, there isn't an excuse for any of this nonsense. My actions were completely illogical and selfish and only stirred up trouble.


    As for my content, I've preserved and/or reuploaded some of my most valuable work (i.e. Handheld Rips, Textures). Other random pics/screenshots, however, were not stored on my computer and are likely gone for good. I may have seen some of them as insignificant clutter, but others might've shown interest and it was unfair and unreasonable for me to erase them.


    Obviously, an apology can't repair the damage that's been done. I even questioned myself if it was worth it to say anything, but I thought that it was because I would've felt much more awkward pretending it didn't happen. Again, I'm really sorry that I got careless and deleted everything I'd made without thinking of the consequences.

  15. So....it's been awhile.


    First off, to get expectations and hope out of the way, I want to say that no: I am no longer actively working on the Rock Raiders adaptation.



    That does not mean it's dead.


    Man, it kind of feels like this game is almost cursed when it comes to media related to it coming to fruition. All I seem to find is adaptations and remasters that die quiet deaths, and now my own project is stalled.


    Now that the site is back (kind of), it seems like a good time to give anyone who cared, or still cares, about this project an update.


    First, I've taken down the Rock Raiders Twitter, since pretty much no one seemed into it and I suck at social media. I've also gone through and touched up the blog a bit, doing some minor edits and updates, and also replacing the pictures I had up because photobucket decided to be like, straight up evil and holding everyone's pictures ransom. So I just left them and went to another site. Also, I updated the blog banner!


    Now, where does the project actually stand? Here's a list of things I did manage to get done.

    • The project has a title. (Obviously.)
    • The main characters have been picked out. There are nine in total. Three are original characters added in. I've also changed some aspects of the established characters.
    • The planet has a name and the LMS Explorer has been mapped out.
    • I've selected a list of environments I want to use, and obviously added in some, since the game had only like three.
    • I have cover art made.
    • I've put together a list of structures, creatures (both benign and malignant), environmental hazards, and equipment/weapons. Still working on vehicles.
    • Perhaps most significantly, I have a skeletal layout of the plot of the novel. I know all the basics and the big parts of the story. When I halted production in June, I was in the process of creating a more in-depth, chapter-by-chapter layout of the book.

    Those are the pertinent pieces of intel I have. Now, why did I stop working on it? There were several reasons, but the primary one, and the one that remains true to this very day, is that I was simply too busy. Rock Raiders is going to be a pretty big project. I easily expect it to reach the length of an industry-standard novel, probably longer. There's a lot to do, a lot to explore. I want to be able to give it the appropriate treatment, but on a more basic level...I just have too much to do.


    In late July, I started getting very bad chronic insomnia, which led to me having a LOT more anxiety in my day-to-day life. It got pretty bad and it wasn't until just a few weeks ago that I finally managed to fix my sleep schedule. My anxiety's gone down to normal levels, but...I kind of feel like this all happened just in time for winter. I have Seasonal Affective Disorder, and nothing really seems to help too much, so basically I cured my anxiety and sleep issues just in time for some depression and lack of motivation issues! To make matters worse, I'm desperately trying to get my original writing projects off the ground, because my money situation has suddenly become bad. So all my time is going to that.


    In short, Rock Raiders: A Written Adaptation is not dead, but it is shelved, and I cannot realistically give any kind of date as to when I'll get back to it. Besides the fact that all my time is now devoted to original fiction, there's other fan fiction that is currently ahead of it that I really need to get written. However, I can at least say that I don't intend to abandon it, and when there is something worth saying about the project, I will say it.


    Sorry for all the bad/lame news.


    -Rock Raider Obsidian

  16. So, as I am wont to do on occasion, I was spinning my merry way through my spamfolder in search of something that isn't merely boring advertisement.  Lo and behold, hidden under a pile of duct tape advertisements lay this gem.  As usual, commentary in Red.


    Attention Payment beneficiary, This e-mail is to acquaint you officially regarding the release of part payment of your contract /inheritance fund totalling $5.5M (Five Million, Five Hundred Thousand United States dollars only) under the auspices of the Debt Management Office (D.M.O) of the Federal Republic of Nigeria.

    Ah, the check from my great great great great great great great great great great great great great great great great great great great grandfather 32 times removed from the old Birthplace of Mankind must have just come through.  I've been waiting about a hundred thousand years for this.

    It will interest you to know that the acting president of Nigeria Professor Yemi Osibanjo have approved and authorized the immediate release of all outstanding debt approved for release by the last two administration that is yet to ne released to the beneficiaries.

    He's actually the Vice President.  The President of Nigeria is named Osikazooie.  Everyone knows this.

    The Debt Management Office (DMO) was immediately asked to produce the list of all beneficiaries both private and cooperate entities for verification before money will be released to them accordingly. During verification it was discovered that several unsuccessful attempts have been made to divert your money.

    Yeah, one was nearly pulled off by a General Ki Ban-Moon, who was masquerading as some guy in California.

    We discovered also that your classified payment file have been distorted and some virtal information either lost or intentionally replced to aid the failed attempt to divert your money. Another discovery was the wrong impression created by fake government and bank offcials that the money will be released by cash payment, ATM card, through offshore bank payment etc.

    You can never trust artificial government.  It's like stevia, but it tries to pass laws saying that you must release all your money via offshore bank payments instead of just really bad gas.

    Be informed that your money will be released to you through bank to bank swift wire transfer direct into your bank account. ATM card and cash payment is not a global acceptable method of payment for such large amount of money. On your reply to this email i will give you further directives on how your money will be released to you. Thanks for your understanding and patience.

    Is Swift Wire Transfer where they transfer small birds using wires?

    Sincerely, Mr. Ronald Eze. Debt Management Office.

    His assistant is named Peze, and when they're not managing debts, they're busy fighting crime as the famous duo, Eze Peze.  Quite an upstanding character, 10/10, would get randomly large money from again.

    Phone: <Interestingly enough, the phone number given maps to a mobile phone actually in Nigeria.  I have no cheap way to call it.  Oh well...>

  17. Just wondering, would you be interested in collaborating in a conversion of Ldraw models to obj?

    Do you know anyone else who may be interested in a project like this?


    I am considering to upload all Ldraw models as obj-files from Eurobricks here on RRU, using this script. My reason for this is that anyone who want to use the models for their projects need the models in obj, and not in ldr. 


    I am considering uploading all obj models on a MEGA account, and then share the link here on RRU. 


    Here is the script for the ldr-importer: 


    Here is the link from Eurobricks:



    0) Announce the theme´s models you are planning to download as ldr-file from the link above. 

    1) Download the ldr-files of the theme from the link. The more that help out, the less workload there will be. 

    2) Go to the program "Leocad" and export the model the obj. There is also a ldd-importer that can be used. 

    3) Upload the converted obj file to MEGA in its appropriate folder of the theme, the model belongs to. 

    4) If the models have a too high polygon count, then send them to me so I can reduce their polygon count. 

  18. Just wondering, would you be interested in collaborating in a conversion of LDD models to obj?

    Do you know anyone else who may be interested in a project like this?


    I am considering to upload all LDD models as obj-files on Eurobricks here on RRU, using this script. My reason for this is that anyone who want to use the models for their projects need the models in obj, and not in lxf or ldr. 


    I am considering uploading all obj models on a MEGA account, and then share the link here on RRU. 


    Here is the script, if you want to take a look at it: 


    Here is the link from Eurobricks: 



    0) Announce the theme´s models you are planning to download as lxf-file from the link above. 

    1) Download the lxf-files of the theme from the link. The more that help out, the less workload there will be. 

    2) Convert the lxf-files to obj using the script. Simply drag the lxf-file to the script and it will automatically be converted into obj. 

    3) Upload the converted obj file to MEGA in its appropriate folder of the theme, the model belongs to. 

    4) If the models have a too high polygon count, then send them to me so I can reduce their polygon count. 

  19. Can you believe it's been almost a year since I wrote the original preliminary report on what LEGO Investigations was supposed to be? Turns out that getting a job (and having an existential crisis) can really derail you.


    After a very long time away, I moved on to design a secondary project; a Mad Max-inspired combat racer (born out of me poking around into LR2/Drome Racers a bit). As it turns out, that design really conveniently fit in the investigation mechanics of this project, and this I returned, opting to finish this proof of concept before attempting to integrate it into a much larger, more complex whole.


    A lot of my writing and rambling has been in a bunch of unrelated Discords with Game Design channels. To save you going on a long, painful journey through the history of how everything has changed, I'm going to format the current state of the design and the key things I've been working out. This isn't a formal document; merely a write-up of the crucial aspects to understand what this thing is.


    Summary of Story


    The meta-goal of the story is CHANGE. NON SUM QUALIS ERAM; you will not succeed unless you can progress.




    A dark, cold night. The city bathed in impurity. Crime is rampant, and the citizens are struck with fear and grief. Eye for an Eye is not a philosophy, it’s an instruction manual. The streets wheeze and sputter a dark smoke reflecting all else. Even the rats turn away from the trash. The town oozes with the decrepit stink of the 1940s; a place begging for change. The only people can help are running with their tails between their legs. This is hell with a fancy suit on. This nameless, faceless cesspit will be your beginning. It will be your end.


    You were murdered days ago. The trail is cold; the killer unidentified. You feel mostly intact, rebuilt as any LEGO person can be, but the only fateful thing you remember about that night is that red tie. The crime rate hasn't moved anywhere; the city still festers with degeneracy and illegitimacy. Moreso than before, evidence of police corruption is showing. Unsubstantiated rumours are spreading of a criminal syndicate looking to take all power over the city; shake things up a bit. Leading investigators are reporting that a recent string of fresh crimes are linked; your experience is nagging you otherwise. It sounds like a bit of sweeping under the rug, and you're on the case to find out why.



    The game's first few cases are linear; these serve the purpose of acting as a progress tutorial, but also to tie into the meta plot-point of Change. After a certain mission, you die in an extremely similar fashion to the prologue. It's from this point forward that the player can really take control and change things up, and rightly so. Past the Point of Linearity, the game needs to be hardcore hard. The ending of the game reveals that the protagonist is permanently dead, his inability to pass on previously due to stubbornness and an unwillingness to change and accept facts.


    A smart player should be able to dig under the hints and determine the true killer (The Commissioner, acting to protect his job security), and evaluate that all of the cases are linked together to the killer.


    Summary of Mechanics


    Looking back, the original mechanics list was a rough, rushed approximation of the design goals I was going for. It only continued the dialogue issues I identified in modern detective games, and it placed a lot more challenge in the seeking of evidence, as opposed to the logical thinking of connections. It was too Point-and-Click like. This new set of mechanics should address that, adding a wider variety of player choice and fixing the problems that annoy me most when playing detective games.


    Camera Controls

    By default, the game will be in First Person perspective. The player must walk around the level to look for clues and to approach witnesses. As per Social/Streamer mode (see the Game Modes section below), there is also a static camera mode available, which acts as a bunch of Security Cameras focusing on all the evidence and witnesses within the scene, to reduce the amount of physical control required to play.


    Evidence/Event Collection

    Evidence Items, which can be anything from junk on the streets to known facts, are used to unlock Events, potential happening which give context to why the crime might have happened. The ultimate goal of the game is to prove the exact sequence of events that occurred, thereby proving the innocence or guilt of the suspects. Evidence can be collected in three forms; physical items lying about (such as a gun), unique details on a location in the scene (such as a bloody spray), or talking points from witnesses and suspects (such as a confession of guilt to firing the weapon). Collected Evidence is used as below to create Event Items, and both are stored inside the player inventory called the "Notebook".


    While Evidence Items are simply kept in a big pool, Events are categorised. Every level's sequence has a different number of "slots"; each slot represents a different type of Event, such as one slot for explaining how a suspect arrived on the scene while another showing how they procured a specific item. Every player is automatically granted 1 Event Item per slot at the start of the level (what the "official police report" has turned up), and the Beginning and Ending slot Events are always correct and cannot be changed (you are focusing on figuring out how the scene changed from A to B).


    As per the Skill System outlined below, tools such as object highlighting can be available with a purchase.


    Evidence Crafting/Management

    In order to actually get new Events, you must demonstrate how Evidence fits together by "crafting" multiple relevant pieces together. Evidence Items have lengthy descriptions about their context and known facts; within the descriptions are keywords, highlighted in set colours. You must link together not just evidence with keywords of the same colour, but also where the keywords match a set theme (such as getting red keywords which are all computer part names). Generally, the keywords are relevant to the Event they unlock, as a bit of foreshadowing. Evidence Items can have more than one set of keywords in their description (colour and/or theme), which indicates that specific item can be used to produce multiple Events.


    Furthermore, as a helpful management aspect; Evidence and Event Items can be "ruled out"; this effectively disables them and puts them on another tab in the Notebook. If an Evidence Item was used to generate an Event and gets ruled out, then the Event Item is by proxy also ruled out. Ruled out items will not show at all in the Question Time screen, but can still be used in interrogations.


    Event Simulation

    Once Events have been unlocked, they can be previewed. The Previewer works like a video player, with a reverse, fast forward and pause. You control the scene a bit like the camera system in any modelling package/LDD, where you can click and drag to rotate the scene, and you can zoom in and out to focus on details. The Event will appear as a hologram over the top of the actual scene, allowing you to double check if evidence items end up where they should, and if certain witnesses/suspects were present or not.



    Players have a space in the Notebook to record their own notes and thoughts.



    As is the rest of the game, the focus of the Interrogation System is to either prove or disprove "facts" by using what knowledge you've acquired. Players can talk to witnesses/suspects in the world and ask them questions. The responder will then give their response, at which point the player must either agree, disprove it, cancel out with no penalty or use the Disturbance Mode option (detailed below). If the player is correct, they will be awarded new evidence, otherwise, the evidence reward is lost. Once a question has been asked, unless if the "Cancel" option was selected, that question cannot be asked again.


    Questions are not pre-determined, only answered. Players generate questions from a basic syntax, designed to focus on what the player wishes to know. The first two elements of the syntax are mandatory, whereas the second two are optional (but must be used together).


    1. The Mode [Who | What | Where | Why | How].
    2. The Primary Subject (Either collected evidence, or "general knowledge", as in temporary evidence based on the context of the scene and who you're talking to).
    3. The Verb/Subject Modifier (Had, Used, Doing, or another word to indicate the relationship you're testing between the two subjects).
    4. The Secondary Subject (As above, minus the Primary Subject).


    Valid examples may include, "Why You Have Key", "Where Key" and "How Car Stuck Fence".


    If the player accepts the response, then no further input for that question chain is required. If the player believes the responder is lying, they will need to select from their collected evidence for something that proves they're in the wrong.


    As per the Skill System outlined below, one potential purchasable skill is the Voice Recorder, which records every line of dialogue to a section in the player's Notebook for a player's benefit.


    Disturbance Mode

    To engage in Disturbance Mode, the player must select the Disturbance option during an interrogation. On the surface, it appears to act as a dice roller; a successful pass will make the dialogue play out as if the player successfully chose truth or lie (with correct evidence, even if they didn't have it). However, fail a Disturbance check, and your player will engage in an aggressive (and odd) argument with the responder, losing you the evidence, locking you out of that question and reducing the success chance on any Disturbance rolls with that character. Regardless of a win or loss, use of Disturbance Mode will also have effects on the outside world; colours will distort, ghost objects will appear and other effects will occur. Ordinary dialogue lines for both player and response in all interrogations will also become more abstract (in tiers, depending on how many Disturbance options the player has used). The only way to revert to normal is to use the standard Truth and Lie dialogue options.


    As per the Skill System outlined below, Disturbance Mode itself is purchased through tokens, and has an upgrade chain which increases the chances of success, and also makes the effects of Disturbance Mode wackier.



    As a reinforcement of the Event mechanics, some Evidence Items might be in the possession of hostile forces, and require a combat sequence to collect.


    In a combat scenario, the player is locked to a specific camera angle, and must (within a turn limit) identify and select items within the world to use against enemies, in some ways similar to certain sections of Telltale Games' Batman. Players have a pool of points they can spend to observe on elements inside the combat ring, such as the enemies themselves, nearby objects and potential hazards. These offer Combat Advantages, which are functionality the same to Evidence Items, except that they are not permanently stored in the Notebook, and will automatically be turned into Combat Choices (Event Items) which you collect enough, as opposed to needing to craft them. Previewing of Combat Choices is limited to watching a small clip in-frame of how the combat sequence may play out if successful. When players are happy they have enough Combat Choices, they can line them up with a similar feeling to Fallout 3 V.A.T.S., and watch the event play out. Depending on the difficulty and the enemies, the player must successfully beat a set number of goons without taking more than a threshold of damage to get the Evidence item.


    Enemies cannot contribute to Combat Advantages; they instead bring up a popup with a description of that enemy's weaknesses and strengths, but viewing them costs points.


    As per the Skill System outlined below, there are a number of skills to upgrade to improve Infiltration ability, such as reducing the cost of viewing elements in the scene, or giving the player a larger threshold of damage.


    Question Time

    When the player is convinced they have every shred of evidence they need to conclusively rule what happened (and by proxy lay blame), they can visit whatever is used in the level to represent the end, and will be presented with a form split into two sections. The Event Sequence section requires the player to place the relevant events in order as they would have happened. The Question section requires the player to put Evidence Items in the gaps of sentences to demonstrate that the player understands what has happened. After submitting the form, the player is shown their points tally (50% for the Event Sequence, 50% split between each question for the rest). If they didn't get 100%, they are given a list of potential hints as to how they can improve when they retry. The level ends and the player is sent back to the hub.


    Skill System

    To reward (and encourage) players for getting stuff right, every correct question, every individual goon defeated in an Infiltration sequence and every successful Disturbance check unlocks a token. Tokens are finite, and there is one for every unique instance of these encounters in the game, essentially acting as way to track how complete your progress in the game is.  Tokens are used both to make the game a bit easier by making subtle things obvious (to reduce player mistakes), and to give the player some more fun content (such as concept art or funny "cheat codes").


    Level Structure

    The bulk of the game's content is intended for the Campaign mode, although individual levels for Streamer Mode and Workshop integration for custom levels would be nice.


    Within the campaign, once you are past the Point of Linearity and free to select what you'd like to do, there are two types of Investigations to choose from; Cases & Scenarios.


    • Scenarios are individual crime scenes, and the entire investigation can be solved in that one level. Replaying the scenario will always act as if you are starting it anew; your campaign progress will only ever take your best result however.
    • Cases are a string of multiple, linked scenarios. (Relevant, as predetermined by the designer) Evidence that was collected in previous levels is passed on to the next, for continued usage. Since it's possible to fail by not having cruical evidence from a previous level, the game will warn at the end of a level (after submitting answers) if they have screwed themselves. When replaying a single investigation in a case, if you elect to replay from the second or further missions in to that case, the game will carry forward your best results from the previous levels (i.e. if you replay from Mission 3 and 100%'d both previous missions, the game will automatically grant you all relevant evidence).


    Disturbance Mode effects are limited within the scope of a single Scenario/length of a full Case, and will not passthrough to other Scenarios/Cases. You can play, save, quit and load any Scenario or Case you like at any time from the hub, although you are restricted to one save per Scenario/Case.


    Every Investigation has an associated Difficulty Rating; this is used to warn a player if something is considered a bit too hard for them yet. Completing other Scenarios/Cases and purchasing skills will dynamically decrease the numbers for each Investigation (according to their individual rules on what makes them that difficulty), but ultimately should only be considered a guide and players may find their experience easier or harder compared to what's listed.


    Summary of Visual Design


    There's not yet a significant amount of work to report in this department, aside from some basic concepts.


    • The game is aiming for that classic black and white noir style. Colours are used incredibly sparingly to represent important details; blues are good, reds are bad (and show connection to the killer). Consider that police lights are blue and red...
    • Certain abilities can increase the colour within the world, and Disturbance Mode will add sickly greens while also adding unique filters.
    • Smoke and Fog are the most important elements of the scene, usually lining the way towards something of critical importance.
    • The construction of the world is a mix of 40s - 50s American culture with classic LEGO craziness. Stereotypes should be played to their absolute max.




    Game Modes


    While the intention of the game is mainly to attract solo players who wish to get inside the atmosphere, it's important to recognise that everybody lives in different circumstances; different audiences will have different requirements for the game.


    For this reason, I wish to introduce three modes which modify some of the game's mechanics and functionality.


    • Normal: The intended mode of play, everything remains the same. By default, all social features are hidden and the default UI layout is Single Mode, which is better for viewing individual items at a time.
    • Social: A local co-op experience, designed for multiple people inside the same room. The intent here is to remove the physical elements of play and focus more on the logical, group-minded tasks (so it doesn't matter who actually clicks the buttons to make the game progress, as everyone can participate to the thought process). Firstly, the First Person camera is disabled, replaced by static Security Cameras to scroll through, with all the relevant evidence/witnesses/red herrings visible. Since they rely more on fast reflexes (and we want to encourage players to go back and try the game in solo mode), combat sequences are outright disabled and any evidence they would have given can be simply collected. Cutscenes are disabled. The default UI is Multi Mode, allowing for seeing many items at one time to let players all fan out.
    • Streamer: An extension of Social Mode, better suited to larger audiences over digital interfaces. Streamer has its own, much more complex campaign levels that require a lot of people working together to solve. To that end, a companion app will be available that lets users scroll through all the unlocked evidence, events and also view dialogue if the player is in an interrogation sequence. The player can configure and allow the audience the ability to vote on actions, either limiting or increasing how much power and options the audience has. If the player is streaming through a service with a chat API (such as Twitch), the chat can be directly viewed inside the game.


    It's a lot more more work, but building the game with these three audience types in mind will grant significant selling power to the title at a whole. There's still many questions to be answered, but this is already a good start into understanding what the different audiences needs will be.


    Level Design Methodology


    The actual implementation of the core mechanics (for the vertical slice, so long as you ignore a lot of the polish stuff like the game modes or localisation) is really simple; what's made to be tough is the puzzle design, to stress only the most enjoyable (through being challenging) experiences. As far as I've worked out, this is currently the best way to approach designing the levels.


    This process begins by having a very vague idea for a location, crime type and difficulty (how many events for the sequence, how many combat encounters etc) and then continues on;


    1. A rough outline of the level's floor plan is drawn (specifically only the playable space). It needs not be any more complex than some cubes, since everything can be shifted around and changed. There just needs to be a physical map for the sake of concepting to help motivate better choices.
    2. At this stage, plot the sequence of events as crappy little stick figures on the map. Put circles for people, and draw tiny symbols and arrows to represent interesting detail that will be critical to note for the next phase. Add a number next to each event to say which stage it is. It's all about understanding what the player's goal is, and trying to space the content of the level around the entire level, instead of making the crime stuck to one tiny portion of the map.
    3. For every event on your map, jot down in notes a description of what should be animated, who and what it involves and so on, so forth.
    4. Going even further, circle the things that would make for conclusive evidence that the event happened. We're not yet ready to say what form of evidence they'll be found in, but we can at least confirm every single thing the player will need to finish the level.
    5. With a high-level overview of the critical path ready now, it's time to go conspiracy-theorist and draw lines. Evidence "Elements" need to be connected together to show the relationship in how you can collect and use them. Some elements will simply only contribute to the unlocking of the event, while other elements should be used to unlock more pieces of evidence. Some evidence items prove, some disprove (both of those for dialogue sequences), and some act like keys. It's not time yet to say exactly what one does to another, you need only to mess around and try decide on some open or closed chains of progression for your player.
    6. Now that you understand the item relationships, you can place them into the level. Mix it up; have some items as physical collections, some as environment details to study, and some as evidence extrapolated from interrogating witnesses. This is also the time to create your red herrings, witnesses, and flesh out the scene itself.
    7. Lastly, you need to create all the valid permutations of dialogue and item descriptions (including the little coloured hints) for this level. There needs to be a mix of valid Truth and Lie cases. It'll also pay to begin thinking about Disturbance Mode modifiers for the level.


    It's not a perfect process yet, but it's a start. As I become more comfortable making levels, I'll refine this process and figure out smart shortcuts, as well as a clearer set of designer rules for working within the bounds of the mechanics.

  20. dsdude123
    Latest Entry

    Found an exploit allowing me to load DLC content from LEGO Star Wars The Force Awakens. Working on getting textures and models to load but that will take some time while I mess with the DAT format (need to figure out how to remove files from the archive).




  21. Here.

    The gist is that it recursively creates and calculates the area of squares that compose a circle with radius 1, and totals the area of those squares to get Pi.

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