Besiege - Von
Hello everyone!

Unfortunately we don’t have a full dev blog for you today, as we’ve been extremely busy lately, but we wanted to update you on how things are going and give you another peek at some of the stuff we’ve been working on.

First I wanna get some bad news out of the way. Unfortunately it's looking very doubtful that we will be ready to release when we had initially planned at the end of September. At this time its very difficult to say how long we will need to delay by, so we’re reluctant to set an exact date here, but we will be trying to keep you updated and we’ll let you know when we have a more solid idea. We realise this is upsetting news, we know you guys were really looking forward to playing it in a few weeks time, and we apologize for having to delay.

The reason we will be delaying the update’s release is primarily due to bug squashing, we really want the Multiverse update to be as robust as possible for you guys to enjoy! In that department we’ve made huge leaps and bounds, but there is still more work to be done before we’re happy to release it.

We deeply regret that the update won’t be finished in time as we’re really excited to get you guys playing and building, but we feel it’s important to make sure the experience is the best we can make it and isn’t overshadowed by instability and bugs. We are all working flat out to get everything finished asap and we’ll be sure to update you when we can.

Onto a brighter note; we have another sneak peek into the Multiverse update and some of the stuff we’ve been working on!

There will be some new additions to the game to complement the multiverse update, including some new level objects and a new environment to play in.

We’ve created a whole selection of tiles & objects for you to use when designing your levels, they were specifically designed to maximise their usability in creating large level environments for you and your friends to play around in.



I also thought I’d share with you a few examples of level types that the logic editor allows you to create. Please note that these are merely examples created by our team during playtesting and you should not expect to see these released with the update!

If you and your friends are more interested in structured gameplay or competitive objectives, rather than Besiege’s traditional more relaxed sandbox play, then the logic editor is the perfect tool for you! It allows you to create levels with objectives and games, of your own design.

For example, the screenshot below was taken from within a level designed as a kind of capture the ball type gamemode. Using the logic editor, we were able to create two opposing teams, each with their own iron ore ball. The objective being to steal the other team’s iron ore and bring it back to a collection point. Each time the enemy ore is collected, you can a point which brings you closer to winning the round.



Once one of the teams has retrieved a set number of ore, they are pronounced the victors and after a short delay, the level and scores reset!

Another possible game you can design is that with a ‘King of The Hill’ type objective, where teams gain points over time for being inside an insignia, like in the screenshot below.



The progression bar for each team slowly ticks up the longer they are in the insignia until one team reaches 100% and wins!

And just to finish things off I’ve put together a few gifs showing some of the new level objects we’ve added in.





I’m afraid that’s all for now, next time I’ll be bringing you a blog post about how the logic system works and delves into settings in a bit more detail.

We'd just like to appologise once again for the delay. Everyone here at Spiderling is working very hard to bring you the update as soon as possible but in the meantime, we really appreciate your ongoing patience.

Cheers,

Von
Besiege - Von


Hello Everyone!

Today we’re bringing you the second in a series of development blogs about the Multiverse update! The last blog focused on Physics in Multiplayer, how that all works and what kind of performance you can expect to get out of it.

Today's blog however, will be part 1 of 2 blogs on Besiege's new level editor. The first part will focus on how you'll be able to create an environment, using the editor, and the second part will focus on creating game modes and interactive levels using our newly created logic system!

Please keep in mind that the Multiverse update is still in active development and anything shown here may be subject to change.

Besiege levels are created using a variety of game objects which are placed into the world and can then be edited, including; structures, foliage, NPCs & environmental effects. And for those of you wondering, we are in the process of creating assets specifically to be used in custom levels & multiplayer levels.



Besiege's level assets have been divided into several different categories, making it easier for you to find what you're looking for.
To place an asset into the level, you simply select it and then click somewhere in the level to place it. Once we have the object in the level, we can use the tools along the top of the editor panel to edit it.



First we have the Translate tool, which allows you to move a selected object around the environment. Then there's; the Rotate tool for rotation, the Scale tool for altering the object's size, the Mirror tool for moving objects in relation to one another, the Eraser for removing objects and the Modify tool for editing an object's properties.



The properties tool has different options depending on the object that you're editing. For example editing a wall allows you to dictate whether the wall works in a physics way and the amount of force required to destroy it. Turning off the physics option will cause the object to become static and not to break into physics pieces when it’s destroyed.



You can also use the Properties tool to switch between several variations of certain models.



Other objects such as the AI for example, have considerably more options, allowing you to change their behaviour, stats and even make them friendly to a specific team! Allowing AI vs AI combat!



In addition to the object tools we have some more general level editor tools as well, including; a paintbrush mode for placing lots of a particular type of object, a snap to grid option and a duplicate option which has the hotkey Ctrl + D.



By clicking the green pencil on the snap to grid button, you can edit the size of the grid you wish to use:



The paintbrush tool works by holding down mouse button one and then moving your cursor around. Objects are then periodically placed along the path of your mouse, with random rotations and scales.



Levels can be saved and loaded at will by any player in the server, these level files can be shared with other players and you will be able to upload and download them from the Steam workshop as well!

You can also customize the aesthetic environment for your level in the level settings menu, we’ll be talking more about the menu in the next dev blog.

And remember, at any time you can just start simulation and test your level, easy peasy!



Unfortunately that's it for this Dev blog, but be sure to tune into the next one where we'll talk about configuring your levels to have rules and we introduce you into the editor's logic system which allows for more complex and interesting levels & game modes!
Besiege - Von

Hello everyone!

As I’m sure many of you are aware, last month we announced the Besiege Multiverse update, which will bring a Multiplayer game mode as well as a Multiplayer Level Editor.

Today I’m bringing you the first in a series of development blogs which will go into greater detail about the features of the Multiverse update and generally explaining how things will work!

We decided to focus on how Physics will work in Multiplayer for this first blog, as we’ve noticed it’s been a major point of query and concern amongst the community.

Anyway let’s just jump right into it.

Performance

In Besiege Multiplayer all the session’s physics is handled by the host’s computer which then communicates with the connected player’s computers telling them what is happening. This ensures a relatively smooth experience, with all war machine’s appearance & movements being synced together giving each connected player an accurate view of what's going on in the game.

Because all the physics is simulated on a single computer, you can expect to get a similar performance in multiplayer as you do in singleplayer. If your host’s computer can handle 500 blocks easily in singleplayer, then they can handle 500 blocks easily in a multiplayer session. Just to be clear, we’re talking 500 blocks total when all player’s machines are added together.
Another useful benefit of running all the game’s physics on one computer is that there is almost no performance load on the client player’s computers. This means that even if you have a low end computer, you can take part in multiplayer sessions containing as many blocks as the host can handle without experiencing poor performance!

We want to be abundantly clear here.
If the total block count of every player’s machines added together is too much for the host’s computer to handle, there will be performance drops. We have decided not to put a cap on the total allowed blocks, so it’s in the hands of the players to decide whether they want to load large elaborate machines into multiplayer.
During the course of multiplayer’s development we have tried several different ways of simulating accurate interactions between machines over a network and found the current method to be the best at balancing performance with accuracy.

Simulation

Besiege’s Multiplayer mode has two different types of physics simulation, Global and Local.

During Global simulation, all players can interact with each other's machines and the environment they’re playing in. In global simulation all the physics behind war machines and the level are run on the Host’s computer (aka the server).

Whilst Global simulation is active the level cannot be edited, but if a player is in local simulation, then the other players can continue editing the map.
Local simulation was created to allow players to test their machines without preventing other players from continuing to edit the level!

Local simulation (aka Ghost Mode) is where individual players simulate their machines independently from everyone else in the Multiplayer session. Players in Local simulation can still interact with the environment/level as it existed when they pressed the simulate button. During Local simulation all physics are simulated on the player’s computer and their machine is still visible to other players in a kind of ghostly form.



Clustering

One of the first hurdles we had to overcome when making Besiege multiplayer was the sheer volume of information that would have to be sent via networking to the host and other players.

The main way in which we overcame this problem was using an innovative clustering system which, without wanting to get too technical, allows blocks to be placed into groups in order to reduce the amount of information being sent to other players.
This system reduces lag between players and the host whilst providing an accurate view of simulated machines which is shared by all players without sync issues.

Under the in-game menu you can toggle on a visual representation of the cluster system and see how your war machine’s blocks are grouped into clusters. You can use this mode to help you design machines that are more efficient for use in multiplayer, as some methods of building work better with the cluster system than others, see below for examples.





That’s all for now but we’ll be bringing you more Dev blogs about the Multiverse update as we get closer to releasing it!

We also thought we'd include this live action reproduction of a typical Besiege multiplayer session:


EDIT: Just to remind people, we're aiming for release of the Multiverse update before the end of Q3 this year. (Around September)
Besiege

Medieval build-'em-up Besiege offers a lot of physics-based shenanigans for not very much money, letting you build vaguely Robot Wars-esque siege engines, before letting them loose on Medieval villages and fortresses. Released at the start of January 2015, it's still in early access—however, there's a big update coming that should breathe new life into the game.

The update's named, rather grandly, the Besiege Multiverse, and it will add co-operative and competitive multiplayer, a level editor, and an open sandbox you can mess around in to your heart's delight. Here's a trailer:

Excitingly, you'll be able to build levels while your friends are in there playing them. You'll also be able to fine-tune things like the physics and stats of units placed in the world.

There's no date yet for the Multiverse update, but developer Spiderling Studios hopes to have it released to the public by the third quarter of this year. It'll be free if you already own Besiege, while the price of the game will increase by $2 to accommodate the new features, when Besiege Multiverse arrives.

If you're intrigued, there's a 30% sale over on Steam until April 14. (Thanks, Destructoid.)

Besiege - contact@rockpapershotgun.com (Alice O'Connor)

Multiplayer and a level editor are coming to physics-based warmachine workshop Besiege [official site] later this year, developers Spiderling Games have announced. The Besiege Multiverse will let up to 8 players fight each other’s creations, compete to complete objectives, play cooperatively, or simply lark about in a murderous sandbox. The level editor will also be part of the Multiverse and, yes, let players build levels while others work on machines. I am so very excited to watch the wacky minigames and robot wars that will come of this. Have a peek in this Multiverse trailer: … [visit site to read more]

Besiege - Von


Hello Everyone!

Today we’re bringing you Version 0.45 and the unveiling of an upcoming exciting new addition to the game, The Besiege Multiverse.

The Besiege Multiverse

The Multiverse is a combination of the Besiege community’s two most requested features; Multiplayer and a Level Editor. For the past year or so we’ve been working on not only bringing these features to life but, combining them in a unique way for your enjoyment!

https://www.youtube.com/watch?v=Dh_LXRF0myw
The Multiverse allows Besiegers to create multiplayer sessions of the game (Up to 8 Players) to build, battle and compete with their friends. Alongside this we’ve included a large set of tools, allowing players to not only create their own custom levels, game modes & objectives, but create them with their friends in real time. Furthermore, players can choose to play/simulate custom levels, while their friends are still working on them!

The Multiverse update is not yet ready but we are aiming to have it released by the end of Q3 of this year. As you can imagine there’s a lot of testing that needs doing to ensure your experience of these new features is as smooth as possible.

Over the coming weeks we will be releasing regular Dev Blogs, explaining the Multiverse features in greater detail and how it all works, as well as a collection of guides which will help you to get the most out of Multiplayer and the powerful new Editor Tools.

The price of Besiege will also be raised by $2 after the Multiverse update is released, inline with our early-access pricing plan. However if you already own the game you will not have to pay anything extra!

Want to find out more? Click Here!!

Version 0.45 And Other Development News

In addition to the exciting announcement above, we also have two new Valfross campaign levels for you to complete/mess around in and some bug fixes to the game.

The first being an abandoned mine constructed by the peoples of Valfross, ruled by the infamous Withered King, with the apparent purpose of extracting ore from the mountainside…



The second level contains one of the great fortresses of Valfross, its mighty towers surviving countless ages of ice and snow, and guarded by fearsome warriors...



In other development news the localization system is entering its final stages of testing and we’ll be hoping to release that very soon. As we previously announced, players will be able to upload custom translations to the workshop and it is our intention to implement the most used of those into the standard game. Work on the options menu is also continuing and we have some other exciting levels in the works which we’ll be talking about in the coming weeks.
Going forward it is our intention to release individual pieces of content as and when they’re ready, instead of grouping them into larger updates.

Well, that's all we have for you right now, we hope you enjoy the levels and share our excitement for the Multiverse update! Stay tuned for more information in the coming weeks.

Cheers,

Von

PS: Please note that each time an update is released, Spaar's modloader is broken and requires updating in order for mods to function again. Please be patient while Spaar updates his modloader and download the new version when he's done. Attempting to use an outdated version of the modloader will cause problems with the game.
We are sorry for any inconvenience caused.

Besiege - Von

Hello Everyone!

We’ve got another development post today, to bring you up to date with what we’re working on and how things are going.

I touched upon this in the last Dev post but I’d like to start off by talking about the options menu re-work that we’ve been carrying out. It’s still very much work in progress and some of the options may not appear in the initial release but it’s coming along nicely.



As you can see above we’ve added an extensive list of video and audio options and we’re working on system to allow the remapping of base game controls such as; the camera, simulation start hotkey, etc.
The options menu will launch with some basic control customization, such as rebinding the camera hotkeys, with more being added as time goes on.
To the right of the options you can see a sample of game’s visuals which updates in real time as you alter the video settings. Please note that this is all still very work in progress, things are likely to change and much of it still needs a good layer of polish added to it.

I’d also like to take this opportunity to give you a sneak peek at some of the things we’ve been working on that will feature in new upcoming campaign levels.



The next level update will feature the first fortress of Valfross and for the construction of this fortress we’ve re-designed the Tolbrynd physics brick system, giving it a new aesthetic to suit the island's frozen wastelands. Pictured below is a small section of the fortress and its new brickwork system.


Please keep in mind that all of the above is still very much work in progress and at this point we’re not sure exactly which things will make it into the next update and which ones might come later, but we wanted to try taking a more open approach with you guys and talking about what we’re working on sooner than we normally would like.

We're going to be trying a different approach to releasing content for Besiege, in the past we've tried to assemble various features into a single update and have a specific focus for that update (Levels for example), but going forward we're going to try releasing individual items when we feel they're ready.

I also want to take this opportunity to thank those of you that participated in the “Favorite Levels” poll that I posted in the last article, we had a really great response and it was interesting to see which levels you all enjoyed the most!

The top five most voted for levels were as follows:
1st. The Duke’s Plea (Zone 16)
2nd. The Duke’s Dear Freighters (Zone 20)
3rd. The Martyr Knights (Zone 38)
4th. The Frozen Path (Zone 35)
5th. Aras' Refuge (Zone 34)
Honorable mentions include; The Queen’s Fodder, Scouts of Tolbrynd, Wynnfrith’s Keep & Argus’ Grounds.

We hope that this has helped wet your appetite a little and we hope to be bringing you these new features very soon.

Cheers,

Von
Community Announcements - Von
Hello Everyone!

Today we thought we’d take a bit of time to talk about some upcoming features and get your opinions on Besiege's campaign levels!

We’d like to start by talking about a couple of useful features that we’ve been working on.

Localization (Multi-Language Support)



Something that’s been quite hotly requested in the community, particularly by our Chinese friends, is for the base game to support multiple languages. To that end we’ve been working on a system that allows you to change the in-game language to one of your choosing. The game will come with a small number of supported languages by default but it will also have workshop support, meaning that community members can upload their own translations to the game for others to use!



Options Menu Re-Work

We’ve been re-working the options menu for Besiege, providing you with substantially more customization over the game. The menu is still very much work in progress at the moment so I’m afraid we don’t have any screenshots for you today but I can tell you that it will include a variety of sound options, more detailed graphical options and the ability to customize Besiege’s base controls.

We are also very interested in what your favorite Besiege campaign levels are! Please take a few moments to vote on your favorite levels using this poll: http://directpoll.com/v?XDVhEtlXiHx5SphVzQDZ6YjJbAwWAc2
If you’re unsure which level is which you can find them all listed in this post on our forums: http://forum.spiderlinggames.co.uk/index.php?threads/what-are-your-favorite-besiege-campaign-levels.5962/

Thank you all for your support of Besiege & it’s development team, and we hope you continue to enjoy the game as we bring it closer to full release!

Cheers,

Von
Community Announcements - Von

Hey Guys!

We've just released another hotfix to deal with some issues created in the 0.42 update, at the bottom of this post I've included changelogs for both of them if you are interested. We have also decided to display letters next to the version number of the game to indicate which hotfix you are using, to cut down on confusion.

If you experience any problems after an update, please make sure to verify your game files through Steam as this solves most issues people experience immediately! Restarting your computer or Steam can also help resolve any issues you might experience!

We'd also like to remind everyone that Besiege currently doesn't have any official mod support and as such, whenever an update is put out, all mods will stop working.
Something we have been considering for some time now is having the previous build available for people to use if they wish to wait for their mods to be updated before playing the latest version of the game.

You can now access the last build whenever we update the game through the Steam Beta's menu. To access it, go to your Steam library, right click on Besiege and select properties. Navigate to the "BETA" tab, click the drop down arrow and select the option "-previousbuild". Once you have done this, Steam should begin downloading the last build and you will be able to play it when its finished. As shown below:



We hope you are all enjoying the latest update and we'll have some more development news for you sometime next week!

Cheers,

Von

Hotfix 0.42a Changelog:
-Optimized a subset of the machine scripts to potentially pose less problems, primarily in relation to mods.
-Fixed an issue with the grabber.

Hotfix 0.42b Changelog:
- Added missing Template skins
- Fixed an issue where the Log block couldn't receive a skin for the short version
- Fixed an issue where the game would freeze if a cannon was fired too early when starting simulation
- Fixed Camera resseting to center everytime a block was placed
- Fixed an issue where the symmetry pivot would reset its position in unwished scenarios
- Fixed an issue where skins on balloons wouldn't load correctly on the rope
- Fixed an issue where rockets would have their trails blocked by the rocket itself
- Fixed an issue where dragged blocks added to rockets would be applied an uninteded force after the rocket exploded
- Fixed an issue where camera would focus on a wrong point upon entering levels
Community Announcements - TGYD ✔

Hello Everyone!

Today we’ve got another Besiege update for you, Version 0.42. V0.42 brings with it 3 new blocks, updates to existing blocks and several bug fixes.

The new blocks added by this update are the Crossbow Block, Log Block & Vacuum Block. The Crossbow Block allows you to fire large arrows at enemy targets and has 30 rounds of ammunition before it is depleted.
The Log Block is… well, it’s a log. The block is three times the length of a single wooden block for use on larger scale machines.
The Vacuum Block creates a suction force that pulls; enemies, objects, debris, etc towards it. This block was designed with both environmentally conscious players in mind (To help them clean up their devastation) and also for those players enjoy obscene levels of chaotic violence.



We’ve also been gradually working our way through some of the game’s original, more dated looking blocks, updating them with improved textures and models.
As previously mentioned in our development post, we have compiled and uploaded a skin pack to the workshop which contains all of the original textures and models for the blocks, for those who wish to continue using them. They can be found here: http://steamcommunity.com/sharedfiles/filedetails/?id=821757028
Development on other areas of the game is continuing to progress well and we’ll hopefully be announcing some new pretty major features soon! But for now we really hope that you enjoy these new blocks and look forward to seeing what you use them for!

Cheers,

Von

PS: The machine used for the Gif was created by Phantom and can be found here: http://steamcommunity.com/sharedfiles/filedetails/?id=482201288
Changelog V0.42

ADDITIONAL CONTENT

Added Crossbow Block
Added Log Block
Added Vacuum Block

IMPROVEMENTS

Updated Models & Textures for the following blocks:
- Cannon
- Shrapnel Cannon
- Spike
- Hinge
- Ballast
- Bomb
- Bomb Holder
- Decoupler
- Balloon Rope
- Flamethrower
- Rope & Winch

FIXES

Fixed fire smoke effect bug
Fragments now maintain material properties
Fixed flipping issue with Steering Hinge
Fixed Piston extension/contraction inversion error on copy/paste
Fixed an issue with Undo/Redo system
Fixed an issue with balance in level 35
Attempted to fix fleeing issue in Zone 38
Fixed freezing zone in sandbox to cover entire area
Fixed an issue with spamming simulation at level load
Fixed error with tree crown interpolation offset
Fixed bug where a block with no joints can’t take damage
Melee Axe enemies now apply a force to what they hit
Fixed damage texture for wooden pole
Fixed bug with damage texture intensity exceeding 100%
Fixed Yak colouring
Boundary grid now correctly updates in build mode
Fixed an issue involving the rope & winch in Zone 37
Fixed rotation issues with rope & winch and braces
Slightly improved Cannon precision in certain set ups
Fixed all bugs and added invisible ghosts to make it look like there's bugs

Hotfix changes:
Optimized a subset of the machine scripts to potentially pose less problems, primarily in relation to mods.
Fixed an issue with the grabber.
...

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