08/04/19 - v0.4
Well, this is the first ever blog-post for Blix! In the discord, I announced that I'll only be releasing public updates from here on out for every tenth version, meaning v0.4, v0.5, and etc. The game has come along way since it's last update, bringing several systems into play that will be extremely useful down the line.
For instance, now that we have registrations, we can keep track of data, and now that we can keep track of data, we can keep track of player's scores for items such as how many blocks they've placed, how many kills they've gotten. The list goes on. Names will appear in the server now with the new login system. The main menu was redesigned in the process to help make room for the scoreboards, and a future character development system.
I'm also proud to announce the brand new saving/loading mechanic that took probably the longest to develop. All files save to the Blix folder within your 'AppData' directory. All files and images must be labeled with '_map' and '_img' to work within the game. (For all you modders that want to turn your save images into memes.) I managed to get a descently working 2-grid system working within one another: 1x1 grid layout and a 2x2. This allowed for multi-size block placing, which has now been implemented into the game. There are now 1x1 and 2x2 size blocks. This will also pave room for future size layouts as well. 4x4's, 8x8's, even .5x.5's. Grid snapping can be disabled by the middle mouse button, with it now staying rotated with the player, allowing for any degree needed. Now that ramps need a way to be rotated, you can rotate them with plus and minus, and the bracket keys on the perpendicular axis. I also made it so you can use the arrow keys (for now) to also move the block around the map, and placing with enter. Though it's not the most optimized controls, it's all about setting up the placeholders for them. Eat your heart out Minecraft. In additon, the loading system places one block at a time, based on your computers speed/framerate. This will prevent any crashing on any size map you trying to load into the game. Though, be warned, the saving and loading system isn't fullproof, so don't try to get on it's bad side and make sure to back-up your saves.
Saving - Since Blix does not install onto your computer, you'll have to add the template save folder that is in the game's download folder, to your AppData/LocalLow/Blix/Blix folder. (After you've played the game atleast once.) There's a simple gif on the right-hand side that shows the single step of dragging the save folder into the game's AppData folder.
Welding has had some major tweaking and now works across the network, fully syncing the physics and movement of the objects being simulated. Whoever is interacting with the blocks will have the best experience, and other clients viewing the interactions will see a smooth syncing of the positioning and rotation of the objects. Also, objects are now able to have 2 parent-joints. For instance, much like a bridge, you can have blocks connect with one another like a rope, and have the other side of the block be attached to the structured foundation. BE WARNED: Welding does not do well when used heavily over a network with more than 1 player on it. Do NOT work on welds to save without being in a single player game by setting the player count to 1.
So, how do you weld? After you've pulled your green welder tool out, you can left click a block to make it the parent object, then right click another block to make it a child object of that parent object. You can change the static state of the parent object and it will also change the static state of all child objects attached to it. Always remember what your parent object is! No need for you to change the state of every block if you know which block is the weld-parent of them all. There are still plenty of fixes I'll be doing in future updates for welding, but it has a descent enough foundation to work off of for now.
The flooding system was put into the game to allow for physics testing. This will be a fun way to see whether or not your structures that you build can handle a strong hit! Press the red button in the middle of your map, while holding your hammer out, and pressing E. This will activate the flood. There is no way to stop it after it has been activated, so... good luck!
Besides that, most other things were networking issues and UI fixes. Though the game doesn't have much to do gameplay-wise as of right now, the game is developing a strong foundation for mechanics, if I do say so myself. College is starting back up soon so development will slow down quite alot. We've had about 40ish people join the discord, our lil community, so I would like to say thanks to them. Though it's not much, it's been great to hear some feedback about the game.