Peek into Battle Mechanics and Interfaces

We have been hard at work implementing the next stage of the game before the release of version Alpha 2. Alphas will be an additional complete playable feature, until we reach Beta stage. The past week has been focused on preparing both the back-end and the front-end for battle. Here is a sneek peek of the front-end work.

AttackHUD

 

The top right corner displays the attack head up display(HUD) of the locked target where you can rotate the model and click on any of the blocks you want to attack, with your available turrets. We will also be introducing different weapon classes which have the ability to penetrate through shield, armor and hull structures in a single strike.

That’s all the details we are going to divulge for now. We will post more details of the targeting systems later in the week, so stay tuned!

 

From Map to Battle Arena

Ships are now entering into a battle arena! Checkout the video below of this in action. Note, all textures and models are placeholders for prototyping, but will have a similar low poly pixel style once in Beta.

The video shows three stages before you can enter into an attack with another player. The design stage of your ship, exploration on the sub-realm map to find other players, and finally getting into the targets range to enter into a battle arena. In the current stage of development, the construction stage for your ship from the blueprints has been left out. This is where you turn your blueprints into the actual ship. During pre-alpha, all ships will be instantly constructed from the blueprints without the need to mine for the necessary blocks. Very handy.

When you first enter the map, your ship will be placed next to your home island (Those green cubes in pre-alpha). You are then free to explore the map for other players or targets. To enter the battle arena you must first lock them. Once the target is locked and within battle range, you will automatically be placed into battle arena with the other player. From there the carnage begins.

We hope you enjoyed this weeks video and you now have at least a vague idea of how battles are started. If you want more info or just have a general comment feel free to drop us a line at the bottom. Stay tuned as we release more exciting material on the actual battles themselves.

 

Work In Progress – Sub-Realm and Locating Targets

A start to a new month and more progress to share. This week is an update on the development of the sub-realms. As previously mentioned, the world will be built from main-realms and sub-realms. Here we present a very early prototype for the layout and appearance of a sub-realm.

Sub-Realm of Ships

Both the yellow player ships and the green home islands of the player are shown on the map. In this case sub-realm 101. As a player, your ship will appear next to your home island when you deploy your ship and enter the sub-realm. From there, you are free to target other players to enter into a battle with. However, there are a number of factors which will affect your ability to reach the target ship before entering a battle. These include the modules or blocks you have on your ship, and an important factor, the speed of your ship.

A reminder this is a work in progress, all models and textures are temporary, and it will be much more polished once we reach Beta. Stay tuned as we bring you more developments into BloxWars.

 

 

 

An update on realms, travel and exploration

Late post for the weekly update. The major components to realms and sub-realms have now been implemented. What this means for you as a player is the ability to travel from your sub-realm (consisting of up-to a maximum of 150 neighboring player islands) to the main-realms. Each main-realm will consist of 25 sub-realms. To help further illustrate this, here is a rough diagram showing the various relationships and connections between the world, main-realms and the sub-realms.

Partitioning of Realms

During the testing phase there will be three main realms online, with a dummy capital realm implemented. The capital realm is where goods will need to be transported for trading to occur, and the opportunity for pirates to loot. Some resources must also be transported to the capital realm and into the special facilities for further processing into the final item.

Stayed tuned as more details of this develop, and we release some screen shots of what traveling in these realms and sub-realms may look like.

 

 

 

 

Implementation of Realms

This week there has been a lot of work changing the architecture of the back-end. This was necessary to accommodate the new realization of realms, rather than to select from a list of potential opponents or have the computer find a match for you. The new map feature being realized will enable you to see all the ships in your current realm in real-time and to select which one to attack. All realms will be linked into a single shard and your character is free to move between them all.

More details will be released in the upcoming  posts.

Custom Voxel Ship Design Blueprints

This week we introduce the new feature of blueprints, and a video of ship construction as promised.  Possibly not the most interesting of features, but a very useful one. With blueprints you can view what others have created, publish your own, or trade them.

The blueprints enable you to design the ship of your dreams without the need to have all the required blocks in your possession. We never want to hold back the creative process, even when you don’t have all the blocks. If you have an idea, design it!

All plans are stored safely in the cloud, for access across a number of platforms you wish to play on.

Manufacturing of ships can begin once you have your blueprint, and have obtained enough blocks.

For those interested in the components under the hood, here is an high level view of the systems involved during a blueprint transaction.

Until next week, join us again to get the latest updates on Blox Wars.

 

High level component view of systems involved during blueprint interactions.

Preliminary Ship Building Interfaces

Almost another end to the week and an update to the dev logs. More progress to show on the ship building side of the game. This week, work has been focused on bringing the build ships feature to the game. Shown in the screen shot is only the preliminary layout of the GUI and things at this stage are still fluid.

 

Work in Progress Ship Building GUI

With the current user interface placing blocks is simply achieved by left clicking, and removing blocks by right clicking. The interfaces are nice and simple and will enable the user to start building straight away.

We will be talking more about this in our next post, along with a video showing a speed build.

Custom Voxel Ships

The limited web demo is now live, seems stable, and now it is time to start concentrating on implementing the more interesting features. For us that would be the ability to build voxel ships, then to destroy them in battle of course.

More details about the ship construction will come.