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Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more
This release adds procedural houses. This is the first step towards more complex buildings like castles and cities. The houses are empty right now but in the next release they will contain furniture and items.
I also fixed a lot of errors in the world generator like trees that grow inside rocks and cave openings that messed up water and surrounding world parts.
And threre are two new block types: Potion and Bottle. They don't do anything yet so use them as decorative objects if you like.
Full list of features and fixes:
[x] New block type: Potion
[x] New block type: Bottle
[x] Don't generate trees inside cliff/terrain walls
[x] Don't add stuff that should be hidden from the inventory during gameplay
[x] mblock: bark materials block logic (only v and h should be converted into special types)
[x] Procedural houses: Fix roof "top plate"
[x] Clean all base parts if next level is solid 16
[x] Fix opposite corner case (Add two c building parts?)
[x] Create a stack to push changes that should be done after parts are set
[x] Procedural houses: Clean inside after parts are set
[x] Need to clean cave entrance after world parts are set
[x] Cave entrance stairs should not be part of the cell parts. Add it directly!
[x] Procedural houses: Roof should also add pilings if needed
[x] Procedural houses: Must check surrounding cells when finding starting pos
[x] Don't remove water outside caves!
[x] Only clean to a minimum of 1 cube outside caves
[x] Top growth error. Growth material is lost? Cubefills?
[x] Add small amount of default light from the player
[x] Add tc2vsandb building part
[x] Procedural houses: Floor/Ceiling part
[x] Procedural houses: Stairs
[x] Procedural houses: Growth removal error on edges when feature type is set to lot
[x] Procedural houses: Create support when house part is in air
[x] Procedural houses: door frames
[x] Painted blocks casts no shadow?
[x] Procedural houses: window frames
[x] Procedural houses: Avoid water
[x] Procedural houses: Must check surrounding cells when finding best door pos
[x] Procedural houses: Search best door pos
[x] Procedural houses: wall parts
[x] Procedural houses: roof parts
[x] Procedural houses: 50% chance there will be a window
[x] Procedural houses: select house/village pos based on surrounding "flatness"
[x] Procedural houses: modify surrounding terrain levels
[x] Procedural houses: 50% chance there will be 2 floors
I'm currently implementing procedurally generated buildings. In the next update they will be empty but in the future I plan to add furniture, items and some secret stuff. Some houses will be abandoned and some will be inhabited by NPCs. The abandoned houses are great if you are too lazy to build your own when starting a new survival game.
The type of building you find will depend on the biome and some other parameters. In the next update only modern houses (the ones in the images) will be generated. House colors are selected based on biome colors.
If you think the whole idea with procedurally generated building is stupid you can just turn them off when starting a new game.
If you want to get the latest news about Blockscape you should follow me on twitter. I am a nice guy. I promise: https://twitter.com/JensBlomquist
Oh, and did you watch the (very short) new trailer I made? I'm going to add a longer version of the song in the trailer as another in game background song: https://youtu.be/kCW4W5SmhLo
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