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Genre: Simulator, Indie

Gamecraft

Community Highlights! New Update Launching Soon!

Hello Gamecrafters,

Over the last week, members of our Discord have been challenging themselves to release daily builds throughout the month of December up until the 24th! These builds have all been uploaded as blueprint sets and you can download them all right now!

Here's a short highlight video of these creations:

[previewyoutube="Sp_qGuZd3Y0;full"]

Click here if you want to join the Gamecraft discord

Update Incoming!


We are currently testing a new update which will go live soon. Starting from tomorrow we will be posting details each day showing you the various changes and additions planned for the update going live on 16th of December.

9th December - Reworked Damped Spring Block reveal
10th December - New block reveal
11th December - New block reveal
12th December - New object reveal
13th December - New object reveal
14th December - New block reveal
15th December - Full patch notes!
16th December - Update goes live

Make sure to add Gamecraft to your wishlist if you have not done so already. We'll be back tomorrow to talk more about the reworked damped spring block

The Gamecraft team
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Hotfix - 30.11.2020

Hello Gamecrafters,

We've just released an update which greatly improves the issue of wheels 'sinking' into the ground when turning, or when angled. All Tyres can now handle sharp turns much more smoothly so vehicles will no longer 'snag', causing them to stop or flip over. This change does have a slight impact on trains/rails that use wheels so they may perform a bit differently now.

All the best,
The Gamecraft team

Incredible Creators Have Been Busy Making Blueprint Sets! Highlights Video

Hello Gamecrafters!

Over the last few weeks we have seen some incredible work from you all. We've seen vehicles, game modes, contraptions and art. Today I wanted to just a few of the highlights that have been uploaded by the community. Each of these can be downloaded via Steam Workshop right now!

[previewyoutube="v1YVf--00v4;full"]

If you are creating something awesome, be it a game mode, a vehicle or a logic set. Upload it as a blueprint! We would love to continue highlighting all of your incredible hard work regularly and can't see what you all make together.

Details for each creation as well as links can be found below:

Speeder by Mike_Law
3024x 3024 Landscape By Freejam
Vehicle Pack by Qorst Synthion
Wooden Character By Tonish
Classic Steam Engine By BRindustries

Have a wonderful weekend!
The Gamecraft Team

Blueprints Hot Fix 26.11.2020



Hello Gamecrafters,

We’ve just released a hotfix to address a couple of issues with the latest update.

Bug Fixes



  • Fixed a crash loading games/saves that was affecting some players
  • Improved the issue with wheels wobbling on fast moving builds
  • Fixed a bug where hinge/ball joints would often collide with themselves
  • Fixed visual issues with Physics Blocks not lighting up correctly (Also added bloom to these parts now)
  • Fixed a bug that made it harder to non-uniformly sale parts in small increments
  • Fixed an error that could occur when lots of projectiles were colliding with parts that are being destroyed in quick succession
  • Fixed an error when destroying a Chunk/Cluster Modifier that would spawn a pickup on the same chunk
  • Fixed a bug that caused Quantum Rifle projectiles to spawn at the wrong position in 3rd person
  • Point and Spot lights now color correctly, although they’ve lost part of their glow so we’ll continue working on a fix for this
  • Fixed an error for players when Physics blocks were present in multiplayer


Potential fixes


We’ve had a few reports of issues that we’ve been unable to reproduce and confirm internally. If anyone affected by these issues could let us know if they’ve been resolved, or provide us with more information if they haven’t, that would be incredibly helpful.


  • Fixed an issue that could cause certain mice to freeze periodically
  • Fixed a bug that could cause parts to remain blue (at least one known case has been fixed)
  • Fixed a bug that could cause the outliner to remain visible in Time Running
  • Fixed various visual issues - Issues in Fastest/Fast may still be present so if anyone has any more information on how to reproduce these, system specs etc. please do get in touch with us


Other Changes



New Part - Grid Block


We’ve added in a couple of new blocks with a grid-like material. These serve as a standard for grid based building. The grid shows every 1-block unit with thicker lines at 3 and 9 block intervals. These parts are static, like grass treated as Concrete when it comes to collisions and tyre grip, and come in the 4 core shapes.



Material Changes


Textures that tile, like Grass and Iron have been reworked slightly so that they work on the same grid as the new Grid Blocks. Grass and Dirt checkerboard pattern tiles in a 3x3x3 grid. Iron tiles every block.

The checkerboard textures were previously offset by half a cube, so they would not line up with other block placements. We’ve fixed this but existing saves will still have the old offset. Any new saves will align correctly.

The starter “Create a New Game” scene now features a grid block floor which is already pre-aligned so anyone starting new files should find it all works out of the box.

We’ve also rotated the Wood texture by 90 degrees.

New Loop SFX Block Audio


We’ve added a couple of new audio clips to the Loop SFX block to go with the fantastic train blueprint sets we’ve been seeing. The “Train Track” and “Steam Train” clip can be used to enhance your train simulating experience.


We’re continuing to work on some visual issues and a few of the bigger physics issues that have been around for a while (and those that have gotten a bit worse) so we’ll continue to roll out fixes for these when we can.

The Gamecraft Team

Blueprints - HOT FIX



We have just released a hotfix to address a couple of issues with the latest update.

Bug Fixes




  • Fixed a bug that caused Triggers to become less reliable as more are added
  • Fixed the maximum number of active lights being lower than intended
  • Fixed an error that could occur on launch for some players that played earlier this year but have not launched Gamecraft for a while
  • Fixed a bug that prevents wires from being copied when MMB selecting blueprints in certain cases
  • Fixed a bug that caused single button popups to appear with two, unusable buttons
  • Fixed upside down Num2Txt blocks
  • Fixed incorrect strings in the Inventory
  • Fixed a bug that caused Leo to continue moving after a Game Over screen appears
  • Smart-snap icon is now correctly visually disabled in modes that cannot use it
  • Clicking empty blueprint inventory slots will no longer close the inventory
  • The active slot in the blueprint hotbar should now update correctly when deselecting or MMB selecting blueprints
  • Cancelling a box selection with LMB will no longer bring back the last blueprint in the same action
  • Opening and closing the Inventory without selecting anything, while in Config Mode, will no longer swap you over to that mode
  • Fixed a visual issue with Hexnet on Fastest


Other Changes



Havok Physics update


As part of this hotfix we’ve updated the Havok Physics package. For the most part you shouldn’t see any drastic changes in your games yet. We are however making the tough decision to drop support on older games that were still running Unity Physics, along with those that were built during the ‘signal channel’ stages. There are a couple of reasons why we’ve done this now.

The first reason to update is the bug fix for Triggers. As the number of Triggers increases, they become less reliable and less responsive. This means that massive games that rely on a lot of Triggers for logic can sometimes mess up. Things may not activate, others might not register the character walking into certain areas. Even smaller games could still encounter some of these problems. Triggers should now work consistently no matter how many there are.

The second is that we would not be able to try and tackle some of the bigger physics issues that have been around for a while, like snagging objects, wheels sinking into the ground or even having Leo handle stairs better. With this update out of the way we can start dedicating some time to investigating and trying to solve these issues over the next couple of updates.

With each update, or upgrade to packages like this, we have to spend extra time making sure we account for the conversion of older saves, to keep them playable. This can eat up a lot of time and make things harder to manage over time so we’ve made the decision to cut support for these games. They’ll still load and will automatically switch to Havok Physics now, but if the games are old enough, no wires will be present so you’ll see things move on their own as soon as you start.

Smart-snap middle point


We’re adding in a 5th smart-snap point to make it easier to stack parts of different sizes. This extra point will be in the middle of the part/blueprint you are trying to snap to.

Miscellaneous



  • Smart-snap status is now saved across sessions
  • Sunlight, Ambient, Fog and Sky blocks now take an average when there are multiple of the same type. This allows for cross fading of multiple colors, intensities etc.
  • The active blueprint set is now highlighted more clearly in the Inventory
  • The blueprint set lists now show the current number of sets shown/total set count
  • All blueprints will now trigger a deletion timer
  • Make some tweaks to the wheel impact audio to make it less prominent
  • Tweaked the Motor start up/loop audio to be smoother
  • Reduced the intensity of the new lens dirt effect
  • Rebalanced Post-Process effects across all quality settings


The Gamecraft Team

MAJOR UPDATE NOW LIVE - BLUEPRINTS



Hello Gamecrafters!

The Blueprints update is live right now! This is a major update which provides greater collaboration opportunities between engineers, artists and game makers. Creators can create blueprints, which are a group of blocks selected by a creator, for example a building, a vehicle or even an enemy type. This will make building 50x faster as you can select from a wide pool of blueprints very quickly!





These can be assigned to blueprint sets that can then be shared with everyone online via Steam Workshop. You can comment, like and subscribe to each blueprint set and we anticipate that there will be hundreds of blueprints for you to download soon.

We’ve created a few blueprint sets for you to download and use in your games and they can be downloaded right now!



You can UPLOAD your own blueprints too! So over the coming weeks we’re looking forward to seeing what you create and share. We’ll also be selecting a few of these blueprints to be featured over the coming weeks and if you’re featured you’ll win a special Gamecraft T-shirt!



So get sharing your beautiful art, your incredible contraptions and your awesome games right now!

FOG AND SKY BLOCKS




We’ve added new blocks to give you more choice for atmosphere when creating your games. You can create a bright and colorful platformer, or maybe even a foggy intense first person shooter





Ongoing Optimizations


The optimizations this time mainly focus on static cubes. Larger levels that have a lot of static scenery and objects should have some very noticeable performance increases.

On top of that we're also targeting our minimum spec machines. The Fastest quality setting now has resolution downsampling, and we've got some further optimizations to Havok that should really increase framerate on less powerful machines.

Full Patch Notes for this update can be found from the following link:

https://store.steampowered.com/newshub/app/1078000/view/2924486854021219588

Thank you everyone who helped us test this update and to everyone who has been playing Gamecraft. We’re already working towards the next update and we will reveal more news soon.

In the meantime, follow our social accounts to get up to date news on all things Gamecraft!

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The Gamecraft team

MAJOR UPDATE: Blueprints - Patch Notes

Hello Gamecrafters! The Blueprints update launches tomorrow, this includes a powerful new tool that will let you build games 50x more quickly, build bigger and better games, and collaborate as a community to make great games together. Tomorrow we’ll post a shorter announcement as soon as the update goes live which will include a summary of key features. But if you’re itching to know what is coming, read on!

Blueprints




Blueprints are a selection of blocks that can be grouped together and saved. Instead of needing to create a vehicle or a house from scratch, a blueprint will remember all the blocks and the logic systems attached to it. This will speed up your creativity when creating game modes. This will also allow those new to building to use high quality assets created by the community to build their first games much more easily too.



When you copy a selection of blocks, they will be stored on your clipboard as a new blueprint. The game will remember your last ten blueprints and you can add these to your hotbar to access them with ease. The game will also remember your last ten blueprints even if you quit the game and load it back up!

Sets
If you’ve made a blueprint that you want to keep hold of, you’re able to add it to a set. This will keep your blueprint safe and will free up your clipboard to copy other creations. Each set can contain up to 64 blueprints, but you can load and unload sets whenever you want! Perhaps one set contains a space station or even a castle. The sets can drastically change in their purpose and even theme.




NB: Each blueprint will have an image generated, based on the position of the player at the moment it was created. This will be one of 4 fixed angles so make sure you position yourself to snap a great, clear image of your blueprint.

Collaboration and sharing


Blueprints opens up Gamecraft to become a more powerful creation tool for new players, hardcore engineers and game makers.

Experienced creators can upload their blueprint sets for anyone to download, these can be liked, subscribed to and anyone can leave a comment to the creator to let them know what they think of their blueprint. These are uploaded via Steam's workshop system and we anticipate that there will be thousands of incredible blueprint sets available for any Gamecrafter to download.

We want to see epic collaborations between gamecrafters! Artists can share their beautiful environments, engineers can share their inventive contraptions and game makers can pull from the resources of all creators to create incredible experiences for others to play. We are very excited about what this will mean for all of you and can not wait to see what you all build together.

Additionally, if you create an amazing Blueprint Set and we feature it, you’ll win a free T-Shirt, so get crafting, get sharing, get downloading!

Mode Changes



General Changes
We’ve made a couple of big changes to how placing, deleting and selecting work with this update. One core change is that clicking the Right-Mouse button will first ‘deselect’ any part or blueprint you are holding. In this state, right clicking again will delete objects as normal.

While in Blueprint mode, if you try to delete a blueprint object, it will delete the entire object. But if you want to delete only a few blocks individually, entering block mode will allow this.

Clicking LMB with nothing selected will now bring back the last thing you were holding, whether that’s a regular cube, a wheel or even a giant spaceship blueprint. Left clicking again places as you would expect.

Box Selection as a tool
To create blueprints you will still use ‘Box Selection’. By holding LMB you can create a box around the parts you want to group together as a blueprint. The only difference here is that you need to make sure you have nothing from your hotbar selected. Clicking the Right-Mouse button to deselect your current part or blueprint will give you access to this tool.

With these parts highlighted, pressing CTRL+C will keep the origins parts, creating a copy as the blueprint. CTRL+X will cut these parts and make them into a blueprint and DEL will simply delete everything inside the selection.

This can be accessed in both Blueprint and Block mode.

Outliner
While you have nothing selected, looking at a part or blueprint will show a red outline around it. The behaviour of this changes a little depending on which mode you are in. In blueprint mode, entire blueprints will be grouped together and outlined as one. While in Block mode, individual cubes and parts will be highlighted instead. So the wheel of a car can be highlighted as could a single spring, giving you more information on how things are built.

In Color Mode the outliner will also reflect the color that you currently have selected.


Blueprint Mode
In this mode you can place and delete blueprints. We posted about this earlier in the announcement but we’re really looking forward to seeing what blueprint sets you make!

From the Inventory you can create new sets out of your current Blueprints, publish your sets and download others made by the community.

Block Mode
No major changes to the functionality here but we’ve removed the extra hotbar here to make things consistent across all modes.

Color Mode
In the inventory you can now create your own color hotbars. Previously we provided 10 fixed pages of color swatches. You can now drag and drop colors from the Inventory to the hotbar to create any color sets you want.

Config Mode
The core functionality is the same here.

The hotbar in this mode now reflects the one you came from, as a little bit of polish. Pressing E again will swap you back to that mode.

Smart Snap




New smart-snap tool works perfectly with Blueprints to make it super easy to place things together. When enabled, if you place a blueprint near another one, it will snap to one of the corners. Works with all sorts of sizes and blueprints.

In block mode this will only apply to objects larger than 1x1x1 but functions the same way. This can be toggled off with F6 if you need finer control sometimes.

Fog & Sky Blocks








Ongoing Optimizations


As part of our ongoing work to deliver smooth and powerful gameplay to everyone we're pushing another round of optimizations with this update. This time the focus is mainly on static cubes i.e. cubes that simply do not move, whether those are Grass cubes or other cubes that are attached to Grass. Larger levels that have a lot of static scenery and objects should have some very noticeable performance increases.

On top of that we're also targeting our minimum spec machines with some more optimizations. The Fastest quality setting now has resolution downsampling, which should bump up the framerate considerably. Lastly, we've got some further optimizations to Havok, again mainly targeted at machines on the lower end. There's plenty more coming in future updates too!

Other Changes



Character flight changes
We’ve made a couple of changes to the way Leo moves in creative mode. The first is a new setting in the new “Game Options” screen. This new setting allows you to toggle whether touching the ground while flying will automatically switch you into walk-mode. This will be disabled by default.

The second change is the addition of tweakable flight speed. Two new sliders allow you to set how fast Leo moves while flying around, as well as how much faster you move while holding run in this state.

LODs and Culling
We’ve added a first pass of LOD’s for all parts to slightly improve performance. This also includes some changes to stop rendering parts that are quite far away, although this does need more fine tuning.

Ghost Cube Coloring
With blueprints it was quite hard to tell what they actually were, especially if you had a square tile that was just dirt and grass. As an improvement to this we’ve changed the ghost cube to include the material and color of it’s contents in both block and blueprint mode.

Updated Hotkeys
We’ve updated some of the default keybinds for everyone with this update:

  • Blueprint Mode is F1
  • Block Mode is F2
  • Color Mode is F3
  • Debug Info is F8


A few other notable changes are:

  • New creative saves will have destruction disabled by default. Add a Destruction/Modifier to your games to enable destruction
  • New default creative map with larger Grass and Dirt tiles
  • Prefab Workshop renamed to Random Creations
  • Invisible lights have been moved next to their standard verison in the Inventory
  • Reduced the frequency of tiny collision audio
  • Improvements to non-uniform scaling
  • Increased the maximum Intensity and Range of Spot and Point lights
  • Increased the maximum intensity of the Sunlight block


Bug Fixes



  • Fixed an audio bug where objects of different sizes colliding could play the wrong sound
  • Fixed a bug with Music block tracks not being on the Music channel
  • Fixed a bug that prevented multiple Music blocks from being active at the same time
  • Fixed a bug with some Sound block clips not being on the Effects channel
  • Fixed some inconsistent interaction ranges with placing, selecting and deleting blocks
  • Clipboards (now Blueprints) that contain seats and certain other parts can now be placed inside building spawn points
  • Invisible lights no longer affect the overall health of chunks they are attached to
  • Fixed incorrect destruction fragments on foliage parts
  • Fixed some visual issues with icons and search fields in the Community Games/Random Creation screens
  • Fixed low resolution checkmarks in filters on lower quality settings
  • Fixed a bug that gave the player infinite ammo if when picking up ammo while seated
  • Pause menu has been recentered
  • Fixed Incorrect coloring on Magma effects when viewed at an angle


The Gamecraft Team

Blueprints Update coming to Gamecraft November 13th

Hello Gamecrafters,
We’re extremely excited to share some more sneak previews of our upcoming major launch! Create games with 100 times more scope in 1/100th of the time with this brilliant game changing feature coming November 13th - BLUEPRINTS!!!

Join our art director Fat Digester as he dives into the new feature in this dev video and learn how you’ll be able to create a fantastic looking city block in no time at all!
[previewyoutube="Ao8JvQ4AZ0U;full"]
Enabling the entire community to collaborate at all levels and skill sets; the machine builders, the landscapers, the logic maestro's and the designers. Blueprints make building so much quicker and simpler!

The Gamecraft Team

UPDATE: Lights, Shapes & More - NOW LIVE


Hello Gamecrafters,

The Enlightening is here! With new lights, shapes, materials and a bunch of audio and graphical improvements, we’ve got something for everyone. We’ll give you a quick rundown of these new features below but you can check out the full patch notes here: https://steamcommunity.com/games/1078000/announcements/detail/2882824752342321466

Lights



6 new light blocks open up a world of possibilities when it comes to lighting your games and creations. Sunlight and Ambient lights take some of the complexity out of the console commands and give you lots of control over the global look and feel of your world.

The powerful Point and Spot lights offer a whole new level of customization when it comes to more localized lighting. Each of these lights can be colored with a brand new color stat in the config panel, along with a few other settings like Intensity and Range.

New Materials & Shapes



We’ve added 10 new shapes, 2 new materials and 8 new sport themed balls! These new shapes were heavily requested and focus on filling in some of those niche edges and corners that we’ve been seeing. Available in most materials, these shapes should help you clean up those builds.

Bouncy is back! This new material takes the old bouncy property from Rubber (now Grippy), letting you create trampolines, giant mallets to send Leo flying and anything else you can think up. The new balls also have varying degrees of bounciness, with Bowling balls having far less than Basketballs, for example.

Audio Changes


This update adds the Mob Sound block, with 22 new tracks that can be used for enemies in your games. We’ve also added 6 new tracks to the Music block and another 8 new robot themed Vocal block sounds.

We’ve overhauled a couple of areas that we weren’t quite happy with in this update, with the main focus being on collision and destruction audio.

Each material now has a variety of new impact sounds, from tiny glass cubes clinking against iron to massive wood blocks hitting dirt, you’ll really be able to hear the difference. On top of that the system has been reworked a little bit to make sure the correct sounds are playing and mixing together, instead of just using a dirt audio clip when glass hits it.

Destruction has received similar treatment, with a range of new sizes for broader, more varied explosions between a massive starship, a fighter and the side-mirror of a car being destroyed. These changes make destruction feel much more satisfying.

Bug Fixes and Other Changes


We’ve got a few more notable changes to cover but you can read the full details in yesterday’s patch notes.

A number of materials have been tweaked to make their color more distinct and vibrant.

The BGM in creative has been changed. The old track has been added to the Music block if you find yourself missing it.

That covers everything new in this update. We can’t wait to see all of the amazing worlds that put these new lights to use.

The Gamecraft Team

UPDATE: Lights, Shapes & More - Patch Notes


Hello Gamecrafters,

The Enlightened update is live tomorrow! There will be another announcement as soon as the update goes live with a shorter list of key features, changes and additions but for those of you who want to soak up all of the information early, read on!

Lights



We have 6 new light blocks as part of this new lighting feature! Some of these blocks make a couple of console commands clearer and simpler to use (with some extra functionality, of course), while others offer new functionality altogether.

Point Light
We’ll start out with the new light emitters. Point Lights create a sphere of light around themselves, like a regular light bulb. You can tweak the range and intensity to create wonderfully lit rooms and spaces, or even flashing police lights. You can even change the intensity when time is running by connecting a controller or logic block to the input to turn lights on and off, or just dim them slightly.

You can also change the color that these lights emit, along with all of the new lights via our new color picker stat! Simply click on the color dropdown and pick one of the preset colors.

N.B: We currently have a limit of 8 active lights at any given time. You can still place as many lights as you want, but only the nearest 8 will be able to emit light for now. This is a limitation of the engine but is something that is being worked on so we will try and resolve this as soon as we’re able.

Spot Light
The Spot Light emits light in a cone, like a flashlight or streetlight. You can tweak the range, intensity and angle of these lights, along with the color. Spot Lights also have a toggle that lets crafters decide whether they should cast shadows on things they illuminate or not

N.B: Shadows will always be disabled on the lower quality settings for performance reasons, regardless of what this is set to.

Invisible Point & Spot Lights
On top of these two lights we’ve also added in “invisible” versions. These mostly work in the same way with a few core differences. Invisible lights will still emit light when time is running but the bulb/light itself will vanish, collision included. These parts also have no mass and will not fall under gravity (unless they’re attached to something).

Sunlight
The sunlight block takes a couple of the existing commands and wraps them up in one place. Setting the Time stat will move the sun across the sky, Facing Angle will let you re-orientate where East and West are in your game. You can also toggle global shadows from this block.

The Time Offset input converts a signal of -1 to +1 as a 12 hour offset in either direction which is ideal for day/night cycles!

N.B: Lights will not emit light when time is stopped and the Sunlight and Ambient Light blocks will not reflect how they will look when time is running. Each part will however change from dim to glowing as you alter the intensity and will change to match the color stat.

Some of the functionality such as moving the moon, altering the color in time running and setting the color of the sky (rather than the sun) will be possible through other blocks in future.


Ambient Light
Finally, we have the Ambient Light. This one may seem a little odd at first but in short, this part lets you set the color and intensity of the global lighting.

A lower Sunlight intensity will only darken the light coming directly from the sun, leaving the ‘natural’ global lighting as it is. This will lead to less noticeable shadows and depth in general.

A lower Ambient light intensity on the other hand will darken the world’s natural lighting but still let the sunlight shine through at full strength, allowing for some intense shadows.

Pro Tip: If you have multiple Sunlight or Ambient Light blocks in your game, the one with the highest Brightness * Intensity stat will be active. You can use this to toggle different lighting throughout your game by lowering or raising the intensity of specific parts.

New Materials & Shapes


Bouncy

That’s right, bouncy is back! Rubber cubes were previously bouncy but had to be removed for a number of reasons. We’ve brought them back as a separate material in the base 4 shapes. These parts will bounce on impact and have low friction.

Unlit & Glow

These two new materials are a bit special. Neither of them receive or reflect any light, which makes them perfect for a variety of gameplay and aesthetic purposes, such as creating a completely black void for your space game.

Unlit Glow cubes emit an intense bloom effect, which could be used in place of lights in some areas to create the illusion of glowing or lit areas.

Shapes

Based on community requests we’ve added in a bunch of new shapes. These will be available in multiple materials, excluding the Plates which are only Aluminum.

Sliced & Pyramid Segments
We have 5 new shapes designed to fill some of the smaller gaps that are appearing in builds:
  • Sliced Fraction
  • Sliced Slope
  • Half Pyramid (Left & Right)
  • Pyramid Sliced

Plate Square, Circle & Triangle
There are a couple of new shapes that fit perfectly on the end of cubes, tubes and triangles that take up the same space as a Text Block, without the extra text functionality. These parts can only be scaled in two axis, in the same way as Text Blocks.

Tube Cross & Tube T
These two shapes offer more connections between Cylinders and Tube Corners.

We’ve also added Tube Corner shapes to all base materials that were missing them (Oiled, Rubber, Glass, Wood, Iron and HexNet).

Balls


We’ve added some new cosmetic, functional balls as well. Each of these sport-themed balls has its own properties so we’re sure you’ll find the right one for your games:
  • Basketball
  • Bowling ball
  • Soccer ball
  • Golf ball
  • Hockey puck
  • Pool ball
  • Bouncy ball
  • Tennis Ball

Changes to existing materials

We’ve made some changes to some of the existing material with the goal of letting their color be a lot more noticeable and vibrant.
  • Aluminum - These parts now have less specular, so they’ll reflect less. This also applies to Text Blocks, which could be completely unreadable in the wrong light.
  • Oiled Steel - The iridescent color of this has been reduced considerably to give it a flatter, shiny color that’s really distinguishable now.
  • Grippy (Rubber) - The bumpy surface has been toned down quite a bit, giving this more of a ‘matte’ feel. The color is also much more prominent now.
  • Wood - Now takes on more of the applied color.
  • Grass & Dirt - Now takes on more of the applied color and is a little darker overall.
  • Cliff - Takes on more of the applied color.
  • Magma - Smaller tiling so you never end up with a block that has barely any ‘magma’ in it. Also takes on more of the applied color.

Audio Changes


We’ve overhauled a couple of key areas or audio in this update. There’s still more room for improvement in other areas that we’ll be looking into and will revisit these latest changes based on your feedback.

Collision Impact
The audio that plays whenever two parts collide has been changed completely with new sounds for each material. We’ve added new sizes for more variation and made it so that the materials have a bigger role in the sounds. Overall we’re very happy with how all of this sounds. We’re still going to be tweaking this over time based on feedback so let us know what you think!

Destruction
Similar to the collision rework, we’ve changed up the audio that plays when a part is destroyed and smoothed things out to sound much, much more satisfying.

New sounds

  • Mob Sound Block - This new block comes with 22 tracks across a variety of themes such as Animal, Human and Witch
  • New Music Block tracks - 6 new tracks, including the old crafting BGM
  • New Vocal Block tracks - 8 new robot themed tracks

We’ve also changed the BGM music that plays while crafting to fit better with the new main menu music. The sound effect for starting/stopping time has also been changed to be a little less intrusive.

Other Changes


  • Rubber has been renamed to Grippy
  • The crosshair hint that appears when hovering over a configurable part will now appear in all other modes
  • Crosshair hints have been centered
  • Trigger volumes are a bit less opaque now, making it easier to see when multiple are overlapping
  • We’ve started adding LODs to more parts
  • Fog is currently disabled, but don’t worry, we’re working on bringing it back with more options in the near future
  • Health Modifiers have been renamed to Chunk/Cluster Destruction Managers
  • Health of doors has been increased
  • When a player is connecting to a multiplayer server, any players in the game are locked in place until the connection finishes to help smooth out the process

Bug Fixes


  • Fixed a bug where Hemisphere shapes were all being treated as Aluminum
  • Fixed a bug that caused Leo to gain unintended speed when walking over or near small parts
  • Fixed an error that could occur when deleting wires while at a low framerate


The Gamecraft Team