Blockscape cover
Blockscape screenshot
Genre: Role-playing (RPG), Simulator, Strategy, Adventure, Indie

Blockscape

Build 1517192 released

Hi!

Follow me on https://twitter.com/JensBlomquist for latest news.

Highlights:

- Items added to the inventory will now show in the lower left corner for a few seconds.
- Fix for all (hopefully) see through geometry/texture errors.
- Much better/softer distant sky shadows
- Many bug fixes



Full list of features and fixes:

[x] NPCs should look at player when close
[x] Must translate to inventory block type when NPCs analyze shelves
[x] NPCs should not do home improvements!
[x] Plastic material still affected by wind? Yepp depth map used wrong technique...
[x] Can't pick mushrooms in survival when no material is selected
[x] Add birch canopy with thin trunk building part
[x] Plant tool is not loaded in survival mode
[x] Fix slope sky shadow banding by position jitter? (not perfect but much better)
[x] Sky shadow resolution is messed up in the distance
[x] Fix sky shadow lod transition errors
[x] Hundkex is missing
[x] Fix block face visibility tests errors (Must do comp at vertex level)
[x] Glass shader tint doesn't work with vb alpha
[x] Beach rocks have wrong rotation
[x] Make sure all shaders care about vb alpha
[x] Show added inventory items in console
[x] Record and group inventory adds
[x] Console commands can now have different heights
[x] Added fire to the stone oven crafting station
[x] Flax is missing
[x] Small bricks has no/wrong normal maps?

Have fun!
Jens

Build 1509899 released

Hi!

This update adds:
- Much better shadows and ao
- Some game options (music volume, post effects (on/off) and blur shadows (on/off))
- Simplified inventory handling. You can now select everything with the mouse. Using the hotbars is now optional. Also, if you select something that is not in the hotbar it will still be visible above the hotbar if the inventory is closed.
- Icons for inventory tool tabs



Full list of features and fixes:

[x] Show selected material above hotbar if material is not in hotbar and inventory is not visible
[x] NPC belly should be smooth shaded
[x] Blur edge highlighting mask
[x] Blur ao mask
[x] Blur sky light shadow mask
[x] Do post blur on shadow mask
[x] Add random jitter to pcf shadows
[x] Implement pcf filtering for shadows
[x] Show check symbol in check boxes
[x] Show note symbols in music volume slider
[x] Fix menu items bounding boxes
[x] New option: Music volume
[x] New option: Post effects
[x] Options menu
[x] [ESC] now works in all in-game menu items
[x] Show selected tool above hotbar if tool is not in hotbar and inventory is not visible
[x] Pressing [E] while in crafting should open the inventory
[x] Pressing [C] while in inventory should open the crafting
[x] Tools tab icon for construction
[x] Tools tab icon for equipment
[x] Tools tab icon for furniture
[x] Tools tab icon for shapes
[x] Select material by mouse left click

Have fun!
Jens

Build 1501274 released

Hi!

First I would like to send out a big hug to everyone who supports this game. Watching the recent reviews go from mostly negative to mixed (almost positive) was just awesome.

I love you!



This update adds

- New glass shader (better looking and fixes all texture errors)
- Cave branching
- Block model protection (Means that crafting tables and other models can't be changed by overlapping world edits)
- Bomb recipe (salt + charcoal + cast steel)
- Salt crystals (New material. Found in caves)
- Arches (new terrain feature)
- Many fixes!



Full list of features and fixes:

[x] Loading a game should not add excluded inventory items
[x] Fixed some material selection errors
[x] must protect block models from any changes
[x] must protect block models from mblock changes
[x] Transition decals on light block is crazy wrong
[x] Smooth glass block types should not have edge highlighting
[x] Smooth plastic block types should not have edge highlighting
[x] Change ore gen logic to post paint mode
[x] New recipe: Bomb (charcoal + salt chrystal + iron)
[x] Incorrect rendering of glass in inventory
[x] Fix depth buffer for final layer of glass
[x] Use realtime highlights for glass shader
[x] Glass is not affected by sky light?
[x] Add salt crystals to caves
[x] New material: Salt crystal
[x] Add bp: arch pillar top rocks
[x] Add bp: arch pillar rocks
[x] Added rock arches to the terrain
[x] Cave branching
[x] Floating blocks should fall down if not attached to anything
[x] Convert not top layer grass to soil
[x] glass texture errors!
[x] Glass texture border render error (finally found it!)
[x] World chunk overlap error for glass material

Have fun!
Jens

The negative reviews are killing Blockscape


Help!

At the time of writing Blockscape have a 34% rating. No one will buy a game with that rating. Sure I'm biased and Blockscape is not perfect but that rating is just ridiculous.

I love this game and I love the idea of what it will become but at the end of 2016 I will have reached a point where I no longer have the funds to work full time on Blockscape anymore.

I love the game so much that I will continue to work on the game no matter what the reviews say but the time between updates will be significantly longer as I need to work on other things to survive.

Now the important part:

If you like the game, think you will like the game or just want to support the game then please post a positive review.

If you posted a negative review weeks, months or years ago then please try the game again. Lot of things have changed and the game is updated every week now.

Now I'm going to go back coding and hope for the best...

best regards
Jens

Build 1482759 released

Hi!

Follow me on https://twitter.com/JensBlomquist for latest news.

Highlights for this update:

- Better rendering performance for big maps and old systems.
- Bomb explosions will ignite other bomb fuses or make them explode instantly if close.
- Mobs and player now takes damage from explosions

Full list of features and fixes:

[x] Simplify light field when possible
[x] Make uh sound when falling
[x] Make uh sound when hit by explosion
[x] Player should take damage (based on distance) from explosions
[x] Mobs should take damage (based on distance) from explosions
[x] Ignite bomb fuse if close to an explosion. If it is very close it should detonate.
[x] Render glitches for plastic mat. Is it affected by wind?
[x] Fix slope l2 parts! Should only be offset part.
[x] recipe change: generator: ingredients are now 64 x [metal of generator]

best regards
Jens

Build 1477461 released!


Hi!

Follow me on https://twitter.com/JensBlomquist for latest news.

Highlights:

- Memory usage reduced by 30% !
- Faster world loading and editing.
- Faster rendering
- New and simplified recipes
- Limestone is now easier to find.

Full list of features and fixes:

[x] Limestone is too rare!
[x] Place state model sound should be based on the material that the state model is placed on
[x] Spawn mobs only if distance is > x from player
[x] Power blocks now work without generator in "just build" mode
[x] Light blocks should not be emissive when connected and not powered
[x] recipe change: plastic workbench: ingredients are now 64 x [plastic of workbench]
[x] recipe change: plastic workbench: now requires a metal workbench crafting station
[x] recipe change: metal workbench: ingredients are now 64 x [metal of workbench]
[x] recipe change: metal workbench: now requires a wooden workbench crafting station
[x] new recipe: ladder
[x] new recipe: lantern
[x] Change recipe loading so that we can have unspecfied material ingredients (later decided by tool materials)
[x] Much improved world chunk and block compression algorithms
[x] Chunks outside view distance are rendered in some cases?
[x] Some optimizations to memory pools

Have fun!
Jens

Build 1471668 released


Hi!

This update fixes many issues related to snapping and how the mblock glues and destroys blocks around the cursor.

Full list of features and fixes:

[x] new block model tag: grid_snap: set to 1 if model should snap to grid
[x] Most furniture no longer snap to ^2 grid
[x] mblock: don't delete rock material blocks outside model edit space!
[x] mblock: rock materials should glue using grid
[x] mblock: material glue must origin from within model edit space
[x] Bugs should navigate using voxel grid
[x] Bugs can no longer move through tiny holes (like between bars and window x)

Have fun!
Jens

The autumn release is here! (build 1468021)

Hi!

Follow me on https://twitter.com/JensBlomquist for latest news.

This release is really massive :)

The biggest change is all the logic I have added to the mblock tool to make building and digging easier and more fun. Blocks will now glue, smooth and collapse depending on the material type. Building roofs is super simple and blocks of rock material will automatically take the shape of rocks no matter what you do.

The new sound system and all the new sounds effects takes the game to a new level.

The bomb is fun. :)

Two defense towers are available in "just build" mode. Also fun. :)

Highlights:

- Block physics for loose materials.
- Easy roof build mode using the mblock (use [F8] to change slope)
- Easy spruce build mode using the mblock (use [F8] to change slope)-
- Complete sound effects overhaul.
- All sounds now have correct pan position and volume based on location.
- More and better destruction particles.
- View distance setting.
- Loads of optimizations.
- World encoded rock structure.
- Bombs! :)
- First versions of defense towers. Also first version of dynamic (freely movable) block models.


Full list of features and fixes:

[x] Default dir should be place dir for dynamic block models
[x] Fix shape of spruce leafs inventory material
[x] state model split doesn't work on user grown trees?
[x] Only create extra edit space if operation is add or delete
[x] Swans have trouble with path finding
[x] Delete block when cursor is inside doesn't work in some cases
[x] mblock: roof/spruce logic should only look in model space + 1 for up cursor
[x] mblock: spruce material: Free build when cursor is not up
[x] User should be able to select current slope for mblock and spruce materials
[x] User should be able to select current slope for mblock and roof materials
[x] Show mat extensions in inventory
[x] Add slope icon 65
[x] Add slope icon 45
[x] Show current mblock slope as icon
[x] Inventory should show a pyramid when tool is mmblock and material is roof
[x] mblock: Only convert roof blocks to 65 slopes if all blocks (in the full slope) are same material
[x] Remove tools tabs in crafting screen
[x] Use mountain pins to detect valid places for mountain base slopes
[x] No snow on cloads please!
[x] new console command: drawlod
[x] new console command: savecam
[x] new console command: loadcam
[x] Winter biome formations should be ice
[x] new material: ice
[x] toggle visible speed hacks doesn't work for caves and complex sream cases
[x] Houses should have snow covered roofs in winter biomes
[x] Streams should never happen on biome borders!
[x] Winter biomes should have snow everywhere :)
[x] geometry extensions: Override shape if underlying material is pine leaves
[x] mblock: if cursor normal is up then only add spruce and roof material if something below
[x] mblock: convert roof and pine blocks to 75 double convex if possible
[x] Add slope 75 c convex models and block types
[x] mblock: spruce materials: convert to 75 slopes when possible
[x] Add slope 75 c2 models and block types
[x] Add slope 75 c models and block types
[x] Add slope 75 models and block types
[x] create an expanded edit space tranparent to the edit functions to allow looking "outisde"
[x] View distance settings!
[x] Delayed block logic: Test if chunk is already on stack before push
[x] Mesh optimization: Added some more logic to handle some very complex cases
[x] More optimizations to the mesh optimization module :)
[x] Make sure we don't add slope adds inside terrain!
[x] Slope adds on high mountains should always be snow!
[x] Slope adds on mountains/rock should be smaller than lose materials
[x] Lots of new slope building parts for the Blockscape world
[x] Loose rocks should fall down in post block logic
[x] Fix rock and roof grid logic!
[x] Rebuild Cave entrance with new rock structure
[x] Rebuild overhangs with new rock structure
[x] Only do variants for l1 building parts with different material below
[x] Detect solid level before adding pins so that we don't add unnecessary slope add parts
[x] Some building parts (secondary cases? only s and c2?) get wrong rotation sometimes.
[x] Snow is yellowish in the distance (shadow map error?)
[x] Rebuild ores with new rock structure
[x] Fix lod 3 for tsvrockx
[x] Added some new beach rock models
[x] Gravel beach for snow and autumn biomes
[x] Better beaches (separate dry and wet sand players)
[x] Fix chaos building parts for level 0
[x] Deleting blocks should also delete cover material
[x] Bomb fuse animation?
[x] Chunks around water falls should always be rock
[x] Delayed block logic: Only process chunks of 4^3 size
[x] Remove all "holes" from all the rock building parts
[x] Pre-compute simple negative triangle shapes for triangle/quad visibillity tests
[x] Do better side visibillity checks in tesselation phase to avoid ninja stage
[x] Delete state models doesn't work!?
[x] Light blocks should always have full color intensity (powered block should driver the color towards white)
[x] Border faces for metal should not be added in blocky worlds
[x] add tc2vn parts
[x] Must do post block logic after explosions
[x] Explosions should remove state models
[x] Bomb fuse sound
[x] Bomb model
[x] Particles from explosions should have higher velocities
[x] Bomb block model
[x] new block model usage "bomb" (see bomb block model)
[x] Wood break sounds
[x] Hit particles
[x] Some optimizations to particles
[x] add tsvn parts
[x] add tcvn parts
[x] Blocks around edit space is incorrectly set as modified by user?
[x] Added 3 new wood debris sounds
[x] Added some new flesh hit sounds
[x] Player hurt sound should be single instance
[x] Ores should belong to rock material group
[x] block logic: only do h sloping for blocks in modelmin.y and modelmax.y range!
[x] Alternative sound effects logic
[x] Some simple post edit block physics for loose materials (auto slope)
[x] Added 3 new pickaxe against stone sounds
[x] Added 3 new sand debris sounds
[x] Added 3 new stone/rock debris sounds
[x] Wood debris sound effect
[x] Whiz sound effect for projectiles
[x] Sound effect pan position is now based on sound location relative to player
[x] Must calculate light probes as close to corners as possible
[x] Rock pattern is now encoded as a function of world position
[x] Updated all the rock building parts to match the new rock pattern logic (phew!)
[x] Updated the block logic so that it follows the new rock pattern
[x] Bug queen flying bug spawn sound
[x] Sound effect volume should decrease with distance
[x] Enemy count and presence should increase with number of NPCs
[x] Some new flesh/wood hit sounds
[x] Arrow tower material error
[x] Tower range
[x] Tower line of sight. (Almost :) )
[x] Towers should only target hostile mobs
[x] Random rotation of particles
[x] Cannon tower: fire sound
[x] Arrow tower: fire sound
[x] Towers should hit monster
[x] Towers should aim at closest monster
[x] Dynamic objects should cast shadow
[x] New block model property: dynamic.offset (sets center of object relative to parent state)
[x] New block model tag: dynamic (For movable objects inside state. See tower block models).
[x] New extra "world layer" for steep vertical walls. Makes it easier to climb terrain.
[x] Snow and sand should be solid for visible cells
[x] Fixed some biome transition erros
[x] Fixed rare crash related to world loading
[x] Arrow tower: Block model: Base
[x] Arrow tower: Block model: Carriage
[x] Arrow tower: Block model: Canon
[x] Arrow tower: Block model: Projectile
[x] Arrow tower: Tool
[x] Cannon tower: Block model: Base
[x] Cannon tower: Block model: Carriage
[x] Cannon tower: Block model: Canon
[x] Cannon tower: Block model: Projectile
[x] Cannon tower: Tool

Have fun!
Jens

Build 1327935 released

Hi!

This update is all about the player physics. There have been several problems since the beginning of Blockscape and so I finally decided to rewrite all the collision detection and response algorithms. I am very happy with the result.

Highlights:

- No more stuck in narrow openings like doors.
- No more see through wall glitches.
- No more walking through thin objects.
- No more glitches that lets you climb vertical walls.

Full list of features and fixes:

[x] UI state models are not disposed? (problem was that I split before delete)
[x] Need a better solution for walking in stairs
[x] New block model usage: ladder (forgot to add that one in the last update)
[x] Calculate response from normal at the intersection. Using face normal is not correct now!
[x] Fix fallback collision detection
[x] Player should not be able to climb diagonal vertical walls
[x] Need a more solid solution for checking if player can jump. Done!
[x] Player sometimes gets stuck in narrow openings like doors
[x] Player can move through thin objects
[x] Player can see through walls in some cases
[x] New collision and response module

Follow me on twitter for latest news: https://twitter.com/JensBlomquist

Have fun!
Jens

Build 1320144 released

Hi!

This updates is all about the inventory. A first step to make it more user friendly.

Hightlights:

- Materials are now auto sorted.
- Material group tabs are only visible if they have content.
- You can now drag the tool itself onto the player model. Makes sense when you only have one variant of the tool in survival mode.

Full list of features and fixes:

[x] Must check if tab is is visible _and_ selected when drawing tabs
[x] New materials should be placed in the hotbar if possible
[x] Current material tab is reset after drag and drop?
[x] Hide material tabs that are empty
[x] Material inventory auto-sorting
[x] Make it possible to drag a tool to player model (use currently selected material or default)
[x] Tools that are dragged appear behind the hotbar in the inventory
[x] Create icon for copy/paste tool

Follow me on twitter for latest news: https://twitter.com/JensBlomquist

Have fun!
Jens