Did some more work on projectiles. Rocks of various materials can now be equipped and thrown. Soft materials like snow and sand will stick to the surface and create a one voxel wide layer with a bit of randomness. Harder materials like stone and metal will destroy a small chunk of terrain on impact. Any material will also hurt mobs on impact and the damage taken depends on the material hardness. I think I will increase the speed of the fox and the horse so that you will have to hunt them with prjectile weapons. [previewyoutube="Mk4kXXqmFck;full"]
Thinking about some kind of visualization of the world loading process. Like the one you have in Minecraft. Would be more fun too look at than the boring progress bar that we have now.
The story of the old ones is coming along nicely. You will see more traces of that in the next updates.
Blockscape BSNG v22 released (Christmas 2021)
Hi!
I hope you are having a wonderful christmas. As a christmas present I give you a massive update.
Full list of changes:
Better clouds
Fade out ground clouds close to player.
Better horizon clouds by using billboards.
Better fog with light scattering
Fixed fog discontinues by extending the skydome into a sky sphere.
Better plant distributiion.
Removed limestone in snow biomes!
Higher quality world world mesh smoothing
Added towers with tall roofs to castles.
Fixed can delete terrain above house lot rails?
New Oak models.
Added tree cube models export
New indirect lighting
Added clover to pine forests in summer and spring biomes.
Lots of new tree models
Added normal flowers to spring biome oak/pine forest.
Better rendering of pine leaves (normal hack for volume)
Removed leaves from normal grass when covered with snow.
Added more variation to pine leaves.
Lot grass is now made of scalar field voxels.
Block models with skins are now visible in inventory.
Player skin is now visible in inventory
Fixed attack cycle in creative mode is so fast it's almost invisible
New animations for main character (including running)
Rebuilt armor as skin.
Synchronized attack animation, sound and logic.
Fixed face for player and settlers
Added more variants to ground detail.
Removed fog under water!
Workers now use new player skin
Added Landscape 3 (Bigger biomes, deserts, big caves...)
Fixed mod sort order
Added horses.
Fixed horse health points
Increased Golem detonation hurt radius
First version of Flowers and Pollen
Fixed shadows missing from skinned models.
Fixed armor modifiers for torso and feet armor.
Added some blood when monster is hit
Blood now stick to ground.
Sync walking and runnning animation
Removed bird sounds during night time.
Synced walking sound to animation
Pollen initial speed is now higher and they move away from flower
Addded animation when flower is hit.
Pollen now rotate (and pulsate?) when moving
Fixed walking sounds panning errors
Cave carver now delete terrace voxels.
Flower Stem is now some shade of green color.
Fixed Flying bug wings are missing.
Monster Flowers now only spawn near Flax and hundkex.
Removed trees from rooms.
Fixed crate hit points.
Guards wont attack in just build mode any more.
Flower pollen will not damage player in just build mode now
Added "open container" sound
Added sound when opening chests/drawers.
Added wood creak sounds
Added Blueprint document type
Some recipes should be locked by default. Unlocked with blueprints.
Fixed Enigma attack not working.
Fixed Point lights doesn't work on inner walls.
Fixed flickering walls in building rooms below ground level
Fixed wrong color for lime stone castle balconies
Added entity UIRefresh adn fixed UIConstructor
Added specular for flashlight
Added cave branching
Added flower pots test.
Added snow to beached in winter biomes
Added wake up screen with text "You wake up...".
Added new rock particle type
Golems will now throw rocks.
Fixed golem rocks source position.
Added saving unlocked recipes.
Added salt crystals in caves.
Added Copter to tools. Refined metals only!
Added Copter recipe.
Metal boots will now protect from heat.
Have fun! Jens
Blockscape BSNG v21 released (64 bit update)
Hi!
The 64 bit version is now the official version. I hope you like this update.
Highlights in this update:
Blockscape is now 64 bit
This means that Blockscape can finally use all the available memory in your machine. Build as big as your computer can handle.
Improved scattering and colors to give a better sense of scale
Higher quality post effects
Higher quality bloom and distance blur. Antialiasing is now a separate option (see FXAA)
FXAA option
This option replaces the previous quite blurry antialiasing filter.
Optimizations to the world generator
Full list of changes:
Golem parts are now smooth
Added memory pooling for some world map level objects.
Switched to 64 bit.
Auto roof can now be placed behind other auto roofs.
Fixed invisible tools in crafting screen
Added FXAA option
Added higher quality bloom effect
Separated antialiasing and post effects
Tuned off falling snow when underwater
Fixed some holes in the terrain
Small rocks are now normal rock material (not cracked rock!)
Modified scattering to give a better sense of scale.
Have fun! Jens
64 bit Blockscape available for test
Hi!
I have updated the unstable branch with the 64 bit version of Blockscape. You should now be able to set View distance = "Very High" without any problems.
A 32 bit application is always limited to ~3 GB of memory. By switching to 64 bit we can now have maps and builds as big as your computer can handle.
best regards Jens
Blockscape BSNG v20 released (Environment update)
Hi!
Highlights in this update:
Environment UI. It's a UI to control weather and the day/night cycle. The menu contains the following parameters: Dynamic wheather on/off, Fog amount, Falling Snow amount, Day/Night cycle on/off, Time Of Day, Sun Light amount, Sky Light amount and Sky Brightness. The UI is accessed from the main menu and is only available in "Just build" mode.
Better texturing of distant terrain. It's not perfect yet but it avoids most of the ugly repeating patterns.
Improved falling snow module. It can now have different amounts of falling snow. When the Dynamic (auto) weather is on the amount of snow is linked to the fog amount for cold biomes. When the weather is clear there is also a small chance of a small amount of falling snow.
Changed "Blue shadows" to "Blur shadows" :)
Added Environment menu
Added enviroment parameter: Dynamic wheather
Added enviroment parameter: Fog
Added enviroment parameter: Snow
Added enviroment parameter: Day/Night Cycle
Added enviroment parameter: Time of day
Environment menu should only be available in just build mode.
Fixed a small shadowm mapping error only visible when doing big changes to sun position
Rebuilt the falling snow module so that the amount of snow can be set with a parameter.
Fixed a lighting error making sky light a bit too bright at dusk and dawn.
Added enviroment parameter: Sun light
Added enviroment parameter: Sky light
Added enviroment parameter: Sky brightness
Made noon sky color and sky light a bit more turquoise.
Increased default sun light a bit.
Remove high frequency textures from distant terrain. Only for non-pattern (bricks, plank...) textures.
Falling snow amount now depends on fog amount.
A clear sky can now have a small amount of falling snow.
best regards Jens
Random thoughts 12
I started working on god controls (Is that a good name? Any ideas?). It's a dialog with controls for weather and day/night cycle. Most of the things you can do in this dialog have previously only been accessible from the console/chat. [previewyoutube="xzzHR3N8h8c;full"]
It feels strange that I have yet to reveal what the game is about after all these years. But we are getting close now.
More monsters are on the way. Just need to spend smore more time in Blender.
Investigated some tree errors where the trunk ends above the canopy. Because you can see through the trees now I guess some trunk parts should be shorter and taper towards the top.
It would be cool if some of the procedurally generated buildings were item shops.
Still haven't figured out why the game uses so much memory with view distance set to "very high". It should stay within limits according to my calculations.
Blockscape BSNG v19 Patch 2
Hi!
It's great to see that more people are playing the game again and that the review score went up another percent ːsteamhappyː
New vehicle: Hang Glider [previewyoutube="ooeiTaTYPSk;full"]
Falling Snow (Only in winter biomes with fog). [previewyoutube="NYQ1ITcblbk;full"]
Added a player Bed. The new Bed can be used to restore health and also sets the spawn position. The worker bed is now renamed to "Guest Bed".
Low temperature can now hurt you. Craft boots to explore winter biomes.
New snapping logic for modular building parts (MBP). Much easier to work with.
Modular Building Parts (MBP) can now be crafted in survival mode (Recipes are auto generated for tools detected as MBPs). MBPs are crafted with the "Architects Table" crafting station.
Almost full list of changes:
Real leaves
Switched to alpha transparency
Alpha clouds
Better normal maps
Added material transitions for distant terrain
New mod: Landscape 2
Drill vehicle (Voxel Cruscher 3000)
Added Falling Snow
Added vehicle tag to xml.
Added player head position to Moonstang
Removed any player heads from vehicles voxel data.
Fixed destination pos for play transition into drill vehicle
Pick up entities with [SHIFT] + [RMB]
Deleteing (picking up) entities should add them to inventory
Water flow is now working correcty.
Added debris particles. Something in between blocks and smoke.
Added water foam!
Added water splashes
Fixed pivot point for bomb!
Fixed Savegame screenshot generation.
Added MSAA to hud/inventory
Forced third person camera in drill.
Fixed thirdperson camera dist for drill
Added Pitch display for easier navigation with drill
Smooth transitions between animations
Added Copter :)
Fixed many problems with world surfaces
Added torso Armor
Added sitting animation
Added support for flying machines
Add lights to drilling vehicle
Fixed flashlight and foliage lighting errors
Tunnel Camera for drill
Added biome temperature
Make sure player start above water and not too high.
Fixed Smoke not recieving light from eye or flashlight
Should not be able to jump from steep slopes
Auto create recipes from modular building parts
Added caves systems
Make sure that caves are not generated outside the map!
Fixed Crafting screen scrollbar not working
Fixed Hand and tool is not visible in third person.
Fixed No sound when hitting bcm with health
Remove flying ores in caves!
Temperature should not hurt player in god mode!
Fixed snapping for all modular building parts. Much easier to work with now.
Added beamed support and arch modular building parts.
Placing blocks should be instant in both god and survival mode.
MBP Wall attachments should snap to other wall attachments
Fixed "Porch roof support snaps to wall when wall has balcony"
Added architects crafting tables
Architects table should be made of plank only
Architects table crafting
Architects table should only be craftable from Workbench!
Fix scaling of leaves. See inventory!
How to visualise leaves on for very small objects like saplings? Using different scale for leaves from scalar fields and blocks now.
Blockscape hangs on exit when in vehicle! Looks like it happens at random!
NPCs should use animation mixer
Remove the grid pattern on tools!
Falling snow should use shader with "omni" light.
Add falling snow
Switch to texture arrays
Fix player hand.
Leaf voxels are not allowed to placed near normal voxels. Better to make neighbor surface visible? Try this first! Yep, works good!
Write info about temperature damage to chat.
Add player bed.
Should not be able to sleep in guest beds (see master bed).
Equipping a tool should select MBlock.
Fixed "No hit particle when hitting scalar fields surfaces"
Fox should drop fur
Dropped items should show up in chat (found items)
Boots crafting
Add boots. Should keep you warm in the snow!
Player should respawn at player bed position.
Equip sound.
Force flying when in copter.
Force NOT flying when in glider or ground vehicle!
Add wind sound to glider
No smoke from glider please!
Controller back should tilt copter and glider backwards?
Fixed "Player walking animation is too fast when in glider"
Add slope rounded
Add slope rounded half
Add slope rounded corner
Force flying when in helicopter
Add hang glider!
Glider crafting
Added Tires block typer as a test.
No light from glider please!
Add luminous mushrooms to caves
Fixed angle of Drill wheels.
Fixed Wrong material on drill
Furniture should not snap to MBP
Drill crafting
Fix description on mouse over vehicles
Instant delete in Just build mode!
I hope you like it!
best regards Jens
Random thoughts 11
Hi!
Next version will introduce the new landscape. I have worked really hard to make this landscape much more interesting to explore. [previewyoutube="CaFZTU6Vpic;full"]
The world and all the mechanics are now good enough to support the game I want to make. From now on I will focus more on making the game fun and addictive.
I did some work on machines. They will help you reach places that are not accessible by foot. [previewyoutube="QSzE5PWxW_Q;full"] [previewyoutube="UkHOQhrjUxA;full"]
Rewrote the whole snapping logic for modular building parts to make it much easier and robust to work with. Here is bridge test built with modular building parts: https://youtu.be/zYaNTV1RGsA
All modular building parts can now be crafted in survival mode using the new "Architects Table" crafting station: