Today we have another Besiege update for you, Version 0.32! Over the past few weeks we’ve been working hard to eradicate a lot of Besiege’s bugs, that have been building up since release. Whilst this update is mainly about those fixes we’ve also got a new tool for you to try out, The Symmetry Tool!
The Symmetry Tool
The symmetry tool has been on the cards for a while now, basically it allows the builder to symmetrically place blocks with a single click. You can mirror the placement of blocks across three different axis in order to speed up the production of your war machines!
Bug Fixes
The main portion of version 0.32 is bug fixes, in total there are fixes for 62 bugs in the update and made a number of improvements. We've also had to make significant changes to the game's joint system in order to address some fundamental flaws that were causing serious bugs. As a result we have improved joint stability, however it is possible that certain machines may not function as before and that certain build practices will be adversely affected, these include:
---We fixed a rotation bug that would prevent blocks from attaching correctly, machines that relied on this bug will no longer work properly. ---The Pin Block is now far more rigid, some machines may experience parts snapping off if they are not properly supported when using Pins.
In other news, level production is going very well and we’re hoping to have the next couple of campaign levels soon! Work on other unannounced features is also proceeding well and we should be announcing them in the near future!
We really hope that you find the symmetry tool useful and enjoy a less buggy experience whilst playing Besiege. We’re sorry for the lack of new content in this update but we wanted to spend some time fixing the many bugs that have been mounting up since Besiege’s early access release.
Thank you for your continued patience and enjoy!
Von
Changelog V0.32
ADDITIONAL CONTENT
Added Symmetry Tool
IMPROVEMENTS
Undo/redo now works with the flipping of blocks Changed pin block to use a kinematic system to increase performance of it. Switching from camera block to default camera now has a smoother transition Added new option, "More Accurate Physics" that increases physics accuracy Various GUI tweaks Switched engine to Unity 5.4.0f3 offering increased performance due to: ---Improved multithreaded job execution (Engine). ---Improved multithreaded rendering (Engine).
FIXES
Fixed a bug where some machines would break on starting simulation, if rotated in build mode Fixed a bug with the save files and brace on Linux systems Fixed UV mapping of bomb to allow for texture on skin. Fixed a problem where the short version of a skin wouldn't update correctly. Fixed a bug where the short wooden pole didn't load skins. Fixed a bug where it was possible to open the skins bar ui during simulation. Fixed camera block issues where it would slightly affect frame rate after a lot of simulations. Fixed an issue with wooden poles and double wooden blocks where they would fail to connect. Fixed music resetting to enabled upon loading new level. Fixed a problem with selecting a skin pack. Fixed an issue where only some joints would be broken by freezing. Fixed various bugs with explosions, now more uniform & are more physically sound. Fixed a bug where shortened blocks would be saved as their long counterparts. Fixed rope being able to break in invincible mode. Fixed invisible crystals in zone 30 breaking before displayed Fixed an issue where using the Steam Overlay would hide the game’s UI Fixed bug where Modifier + Tab hides UI Fixed bug where Tornado force would stack at 0% simulation speed Fixed issue with the size of the old sandbox’s boulder Fixed problem where pressing Tab to hide gizmos and 3d hud wouldn’t always work Sacred flame holder can no longer be moved in build mode Odd Contraption handle can no longer be moved in build mode The well bucket can no longer be moved in build mode Fixed Zone 1 tutorial page counter Fixed an issue where ropes would be placed oddly Fixed an issue where the transform tool placement would be off Zone 17 is now named correctly Fixed a problem with suspension joints being too weak Fixed sheep placement issue in Zone 13 Fixed a bug where chickens couldn’t be killed by fire Fixed a problem where double clicking too quickly would fail to save a machine Removed floating trees from Tolbrynd level select Wheels and Saw Blades can no longer be place inside flamethrowers Fixed a problem with Drills and Saws not killing NPCs Fixed a bug that caused the level completion flag to get stuck on the screen Fixed a problem where sometimes the sound for placing or flipping blocks wouldn’t play Blocks can no longer be placed through toolbars Fixed a bug that allowed cannonballs to fire through wooden panels Wooden Pole & Long Block can no longer be placed inside the swivel joint Fixed a bug where the unpowered wheel would prevent a machine from being destroyed These blocks no longer have red titles; Steering, Suspension, Spinning, Wing, Wing Panel Fixed a bug where birds would still produce blood when killed even if it was turned off Fixed an issue with the long wooden block intersecting and replacing itself with a small one Fixed an issue where blocks still freeze and break even if invincibility is turned on Fixed a problem with the half-pole acting as a long pole in sub instances Using God Powers whilst at 0% simulation speed will now prevent level progression Fixed an issue where Camera blocks were frozen by the placement of pins Fixed an issue where copying block settings would allow the player to exceed slider limits SingleBlock now freezes at high altitude Wheels now freeze at high altitude Wooden Armor now freezes at high altitude Fixed Balloons functioning as normal whilst in a Zero G environment Fixed an issue with cannons firing at incorrect power when fired using heat Spikeball is now rendered correctly in thumbnails Fixed a bug where flipping a piston on a rotate machine would off-set the piston’s placement The Camera block no longer counts as a physical object Cannons can now be fired more than once by heat, when infinite ammo is turned on Fixed an issue where mods would cause the title screen not to load on game launch Fixed a bug where water particles would appear in unexpected places Fixed a bug where rope would intersect with blocks attempting to be placed Fixed bug where the COM would fail to update when machine is deleted or translated Fixed bug preventing player building from under the floor in Zone 26 Fixed bug where transform tool failed to appear in middle of modded machines
CHANGES FOR MODDERS
More public functions available in the AssetImporter class. VR player option enabled, allowing for easier VR modding.
Today we have another Besiege update for you, Version 0.32! Over the past few weeks we’ve been working hard to eradicate a lot of Besiege’s bugs, that have been building up since release. Whilst this update is mainly about those fixes we’ve also got a new tool for you to try out, The Symmetry Tool!
The Symmetry Tool
The symmetry tool has been on the cards for a while now, basically it allows the builder to symmetrically place blocks with a single click. You can mirror the placement of blocks across three different axis in order to speed up the production of your war machines!
Bug Fixes
The main portion of version 0.32 is bug fixes, in total there are fixes for 62 bugs in the update and made a number of improvements. We've also had to make significant changes to the game's joint system in order to address some fundamental flaws that were causing serious bugs. As a result we have improved joint stability, however it is possible that certain machines may not function as before and that certain build practices will be adversely affected, these include:
---We fixed a rotation bug that would prevent blocks from attaching correctly, machines that relied on this bug will no longer work properly. ---The Pin Block is now far more rigid, some machines may experience parts snapping off if they are not properly supported when using Pins.
In other news, level production is going very well and we’re hoping to have the next couple of campaign levels soon! Work on other unannounced features is also proceeding well and we should be announcing them in the near future!
We really hope that you find the symmetry tool useful and enjoy a less buggy experience whilst playing Besiege. We’re sorry for the lack of new content in this update but we wanted to spend some time fixing the many bugs that have been mounting up since Besiege’s early access release.
Thank you for your continued patience and enjoy!
Von
Changelog V0.32
ADDITIONAL CONTENT
Added Symmetry Tool
IMPROVEMENTS
Undo/redo now works with the flipping of blocks Changed pin block to use a kinematic system to increase performance of it. Switching from camera block to default camera now has a smoother transition Added new option, "More Accurate Physics" that increases physics accuracy Various GUI tweaks Switched engine to Unity 5.4.0f3 offering increased performance due to: ---Improved multithreaded job execution (Engine). ---Improved multithreaded rendering (Engine).
FIXES
Fixed a bug where some machines would break on starting simulation, if rotated in build mode Fixed a bug with the save files and brace on Linux systems Fixed UV mapping of bomb to allow for texture on skin. Fixed a problem where the short version of a skin wouldn't update correctly. Fixed a bug where the short wooden pole didn't load skins. Fixed a bug where it was possible to open the skins bar ui during simulation. Fixed camera block issues where it would slightly affect frame rate after a lot of simulations. Fixed an issue with wooden poles and double wooden blocks where they would fail to connect. Fixed music resetting to enabled upon loading new level. Fixed a problem with selecting a skin pack. Fixed an issue where only some joints would be broken by freezing. Fixed various bugs with explosions, now more uniform & are more physically sound. Fixed a bug where shortened blocks would be saved as their long counterparts. Fixed rope being able to break in invincible mode. Fixed invisible crystals in zone 30 breaking before displayed Fixed an issue where using the Steam Overlay would hide the game’s UI Fixed bug where Modifier + Tab hides UI Fixed bug where Tornado force would stack at 0% simulation speed Fixed issue with the size of the old sandbox’s boulder Fixed problem where pressing Tab to hide gizmos and 3d hud wouldn’t always work Sacred flame holder can no longer be moved in build mode Odd Contraption handle can no longer be moved in build mode The well bucket can no longer be moved in build mode Fixed Zone 1 tutorial page counter Fixed an issue where ropes would be placed oddly Fixed an issue where the transform tool placement would be off Zone 17 is now named correctly Fixed a problem with suspension joints being too weak Fixed sheep placement issue in Zone 13 Fixed a bug where chickens couldn’t be killed by fire Fixed a problem where double clicking too quickly would fail to save a machine Removed floating trees from Tolbrynd level select Wheels and Saw Blades can no longer be place inside flamethrowers Fixed a problem with Drills and Saws not killing NPCs Fixed a bug that caused the level completion flag to get stuck on the screen Fixed a problem where sometimes the sound for placing or flipping blocks wouldn’t play Blocks can no longer be placed through toolbars Fixed a bug that allowed cannonballs to fire through wooden panels Wooden Pole & Long Block can no longer be placed inside the swivel joint Fixed a bug where the unpowered wheel would prevent a machine from being destroyed These blocks no longer have red titles; Steering, Suspension, Spinning, Wing, Wing Panel Fixed a bug where birds would still produce blood when killed even if it was turned off Fixed an issue with the long wooden block intersecting and replacing itself with a small one Fixed an issue where blocks still freeze and break even if invincibility is turned on Fixed a problem with the half-pole acting as a long pole in sub instances Using God Powers whilst at 0% simulation speed will now prevent level progression Fixed an issue where Camera blocks were frozen by the placement of pins Fixed an issue where copying block settings would allow the player to exceed slider limits SingleBlock now freezes at high altitude Wheels now freeze at high altitude Wooden Armor now freezes at high altitude Fixed Balloons functioning as normal whilst in a Zero G environment Fixed an issue with cannons firing at incorrect power when fired using heat Spikeball is now rendered correctly in thumbnails Fixed a bug where flipping a piston on a rotate machine would off-set the piston’s placement The Camera block no longer counts as a physical object Cannons can now be fired more than once by heat, when infinite ammo is turned on Fixed an issue where mods would cause the title screen not to load on game launch Fixed a bug where water particles would appear in unexpected places Fixed a bug where rope would intersect with blocks attempting to be placed Fixed bug where the COM would fail to update when machine is deleted or translated Fixed bug preventing player building from under the floor in Zone 26 Fixed bug where transform tool failed to appear in middle of modded machines
CHANGES FOR MODDERS
More public functions available in the AssetImporter class. VR player option enabled, allowing for easier VR modding.
I’m sure many of you may have noticed that the Spiderling Community Forums have been down for the last week or so but they are now pack online and ready to use! http://Forum.spiderlinggames.co.uk/ If you have trouble accessing it then you should try clearing your browser history/cache/cookies!!! We decided to change the forum software that we were using in order to provide a faster and more pleasant experience for community members! Unfortunately the process of migrating the forum’s data across to the new software took longer, due to some problems we encountered during the process, than we originally intended and we are very sorry for any inconvenience caused! Unfortunately we haven’t had a chance to create a custom style for the forums yet and as such, for the time being, the forum is using a default style which is very different from the previous forum’s look. Please be aware that all links to the old forum will no longer function correctly and will need to be updated manually. Also, for security reasons we ask that, if you are a forum user, that you change your forum passwords ASAP. If you encounter any problems with the new forum software then please let me know, either through the forum or via our support email address: support@spiderlinggames.co.uk Over the weeks since the last update we have been working hard to eliminate many of the bugs that have been slowly piling up as Besiege’s development has unfolded, therefore the next update will be a bug fixing update! Unfortunately we can’t really offer a firm release window for the next update but it’s safe to say that it will be coming soon!
We’d also like to reassure you that the team members working on new levels are not involved with other aspects of development and as a result level production is not hindered by regular update content. Level production is going well and soon we will be bringing you the last few levels of the Tolbrynd island as well as some levels on the new island Valfross. We do apologize for the long delay in releasing new level content and we are aware of how frustrated some of you are at the lack of new levels content being released. We have also brought a new artist on board to help with level production but it has taken quite a while to bring him up to speed with our level design philosophy. Now that we have done this, things are moving along at a much nicer pace!
I’d also like to take this opportunity to tell you that we will be announcing some of the new ‘long term’ features that we have been working on behind the scenes, in the coming weeks, so stay tuned!
I’m sure many of you may have noticed that the Spiderling Community Forums have been down for the last week or so but they are now pack online and ready to use! http://Forum.spiderlinggames.co.uk/ If you have trouble accessing it then you should try clearing your browser history/cache/cookies!!! We decided to change the forum software that we were using in order to provide a faster and more pleasant experience for community members! Unfortunately the process of migrating the forum’s data across to the new software took longer, due to some problems we encountered during the process, than we originally intended and we are very sorry for any inconvenience caused! Unfortunately we haven’t had a chance to create a custom style for the forums yet and as such, for the time being, the forum is using a default style which is very different from the previous forum’s look. Please be aware that all links to the old forum will no longer function correctly and will need to be updated manually. Also, for security reasons we ask that, if you are a forum user, that you change your forum passwords ASAP. If you encounter any problems with the new forum software then please let me know, either through the forum or via our support email address: support@spiderlinggames.co.uk Over the weeks since the last update we have been working hard to eliminate many of the bugs that have been slowly piling up as Besiege’s development has unfolded, therefore the next update will be a bug fixing update! Unfortunately we can’t really offer a firm release window for the next update but it’s safe to say that it will be coming soon!
We’d also like to reassure you that the team members working on new levels are not involved with other aspects of development and as a result level production is not hindered by regular update content. Level production is going well and soon we will be bringing you the last few levels of the Tolbrynd island as well as some levels on the new island Valfross. We do apologize for the long delay in releasing new level content and we are aware of how frustrated some of you are at the lack of new levels content being released. We have also brought a new artist on board to help with level production but it has taken quite a while to bring him up to speed with our level design philosophy. Now that we have done this, things are moving along at a much nicer pace!
I’d also like to take this opportunity to tell you that we will be announcing some of the new ‘long term’ features that we have been working on behind the scenes, in the coming weeks, so stay tuned!
Today is the day that we’re launching version 0.3 of Besiege! We had planned to release it Friday night but unfortunately we ran into some very pesky bugs at the last minute and its taken most of the weekend to resolve them, so we're sorry for the delay! Version 0.3 includes two new sandbox levels as well as the new skin/model loader for importing custom textures and models into Besiege, alongside some bug fixes for a variety of issues.
The New Sandbox
Since the very beginning of Besiege, the sandbox environment has been the most popular choice for builders, machine fanatics and youtube showcases alike. For these reasons we spent a bit of time examining why people like the sandbox environment and what improvements could be made to expand the player’s experience.
The new sandbox environment is quite a bit bigger than the old one. The above image shows a white square overlayed to represent the size of the old sandbox level. It includes structures and elements from the game you’ve played through thus far and some that you haven’t experienced before! The level was designed with aircraft in mind, so should prove a more interesting testing ground for your flying machines.
In addition to the sandbox level shown above, we have also added another sandbox environment that is quite large but is quite barren in features. Those of you that love to create huge machines, this level should be just the thing for you!
The Skin Loader
The other part of this update is the new ‘Skin Loader’, used for importing custom textures and indeed models to replace the default blocks in Besiege. Downloading and using custom textures/models is as simple as copying files into a folder or subscribing to a pack on the workshop. Once that’s done you will be able to apply your new packs to specific blocks or an entire machine.
Creating your own custom texture & model packs is also a very simple process and we plan to produce a video tutorial showing you how it’s done. But all you really need is to copy an image into a block’s folder and then it can be loaded as a texture, likewise creating a .obj model and putting that into a block’s folder will load the new model! Note that you don’t have to have a model to change a texture and you don’t have to have a texture to change a model.
As part of the ‘Skin Loader’s’ implementation we’ve reorganized the workshop and divided items into two separate types, Machines and Skin Packs. We’ve also created a new sub-section of the modding board on our forum, specifically for the publishing and discussion of Skin Packs.
Alongside the above we have a number of bug fixes which will be listed in the patch notes at the bottom of the post.
We know that many of you are desperate to get your hands on new campaign levels and, as we’ve said in the previous fortnightly post, we are working on them. Unfortunately we can’t say yet when they’ll be ready but we hope that it will be worth the wait! I’d also like to re-iterate that development is continuing on a number of features we, and you the community, want to see in Besiege before its official release. We’re also aware that some of you fear that Besiege will be one of those early access games that loses its way and never finds a release date, be assured that we have an internal roadmap and release target.
With all that being said, we really hope that you enjoy these new additions to Besiege and we can’t wait to see the creative stuff that you guys come up with!
Cheers,
Von
Changelog V0.3
ADDITIONAL CONTENT
Added New Sandbox Level Added New Barren Sandbox Level Added Skin Pack System
IMPROVEMENTS
The Source Cube Block has had a bit of a makeover Added Steam workshop support for Skin Packs
FIXES
Fixed issues affecting the Drag God Tool Fixed an issue with Un-doing/Re-doing caused by duplicate guids Fixed an issue causing the rocket block to put out fire Steam is now able to push rockets Pre-extended Pistons should now rotate correctly Fixed a bug with save files, preventing machine information from being loaded correctly
Today is the day that we’re launching version 0.3 of Besiege! We had planned to release it Friday night but unfortunately we ran into some very pesky bugs at the last minute and its taken most of the weekend to resolve them, so we're sorry for the delay! Version 0.3 includes two new sandbox levels as well as the new skin/model loader for importing custom textures and models into Besiege, alongside some bug fixes for a variety of issues.
The New Sandbox
Since the very beginning of Besiege, the sandbox environment has been the most popular choice for builders, machine fanatics and youtube showcases alike. For these reasons we spent a bit of time examining why people like the sandbox environment and what improvements could be made to expand the player’s experience.
The new sandbox environment is quite a bit bigger than the old one. The above image shows a white square overlayed to represent the size of the old sandbox level. It includes structures and elements from the game you’ve played through thus far and some that you haven’t experienced before! The level was designed with aircraft in mind, so should prove a more interesting testing ground for your flying machines.
In addition to the sandbox level shown above, we have also added another sandbox environment that is quite large but is quite barren in features. Those of you that love to create huge machines, this level should be just the thing for you!
The Skin Loader
The other part of this update is the new ‘Skin Loader’, used for importing custom textures and indeed models to replace the default blocks in Besiege. Downloading and using custom textures/models is as simple as copying files into a folder or subscribing to a pack on the workshop. Once that’s done you will be able to apply your new packs to specific blocks or an entire machine.
Creating your own custom texture & model packs is also a very simple process and we plan to produce a video tutorial showing you how it’s done. But all you really need is to copy an image into a block’s folder and then it can be loaded as a texture, likewise creating a .obj model and putting that into a block’s folder will load the new model! Note that you don’t have to have a model to change a texture and you don’t have to have a texture to change a model.
As part of the ‘Skin Loader’s’ implementation we’ve reorganized the workshop and divided items into two separate types, Machines and Skin Packs. We’ve also created a new sub-section of the modding board on our forum, specifically for the publishing and discussion of Skin Packs.
Alongside the above we have a number of bug fixes which will be listed in the patch notes at the bottom of the post.
We know that many of you are desperate to get your hands on new campaign levels and, as we’ve said in the previous fortnightly post, we are working on them. Unfortunately we can’t say yet when they’ll be ready but we hope that it will be worth the wait! I’d also like to re-iterate that development is continuing on a number of features we, and you the community, want to see in Besiege before its official release. We’re also aware that some of you fear that Besiege will be one of those early access games that loses its way and never finds a release date, be assured that we have an internal roadmap and release target.
With all that being said, we really hope that you enjoy these new additions to Besiege and we can’t wait to see the creative stuff that you guys come up with!
Cheers,
Von
Changelog V0.3
ADDITIONAL CONTENT
Added New Sandbox Level Added New Barren Sandbox Level Added Skin Pack System
IMPROVEMENTS
The Source Cube Block has had a bit of a makeover Added Steam workshop support for Skin Packs
FIXES
Fixed issues affecting the Drag God Tool Fixed an issue with Un-doing/Re-doing caused by duplicate guids Fixed an issue causing the rocket block to put out fire Steam is now able to push rockets Pre-extended Pistons should now rotate correctly Fixed a bug with save files, preventing machine information from being loaded correctly
Today we’ve got the first fortnightly information post for you to sink your teeth into. Every two weeks we will be bringing you some information about what we’re working on as well as discussing some of the awesome happenings within the community! So we’d like to start off with our ‘Community Spotlight’ section of the fortnightly post. We will be featuring media/machines/challenges or even just interesting discussions here that have caught our eye recently.
Last week Besiege’s Tieba community released another video showcasing a collection aircraft that they’ve created! It’s well worth a watch even if you don’t speak Chinese! https://www.youtube.com/watch?v=N_ZltnH9U_Y
If you are interested in community goings on, please do check out our forum, the Besiege reddit or follow us on twitter! https://twitter.com/spiderlinggames So next on the agenda is the second half of the coming update V0.3. We’ve been working on systems to allow the community more creativity and flavor in their war machine designs. Whilst we have some other stuff in the works, the first feature that we’ll be releasing is a model/skin importer for Besiege’s blocks.
You will be able to use this to quickly load up custom models and/or textures to replace the ones that are in vanilla Besiege. Whilst the modding community has been working with one hand tied behind their backs to bring new blocks and styles to the game, we’ve decided to try and streamline this process as much as possible.
Adding custom models and textures to the game will be as simple as copying the appropriate files into a folder, just like with saved machines! No seriously, got a picture on your computer? Just copy it into the folder for the block you want to change! We’ve been working on what we hope will be an intuitive management system, in game, for your model/texture packs and this is one of the things that isn’t quite ready yet.
We’re also working on a new workshop system that will allow you to upload your texture packs to the community and even link them as requirements for your uploaded war machines. This is something we really want to take a lot of time to make sure we get it right which is another reason that the update isn’t quite ready for release yet.
Our rough estimation for the update’s eta is 2 weeks. However we do still have a few loose ends that are still being tied up and we’re still in the process of polishing/optimizing the new sandbox environment, so it could take a little longer. We’re going try our best but please don’t hold your breath… you might hurt yourself.
Looking past the coming V0.3 update, we are working on a number of other big additions to Besiege and we’ll be using these fortnightly posts to reveal them to you as they get closer to completion!
I hope you found this post informative and in another 2 weeks we'll be bringing you V0.3 or another fortnightly post!
Today we’ve got the first fortnightly information post for you to sink your teeth into. Every two weeks we will be bringing you some information about what we’re working on as well as discussing some of the awesome happenings within the community! So we’d like to start off with our ‘Community Spotlight’ section of the fortnightly post. We will be featuring media/machines/challenges or even just interesting discussions here that have caught our eye recently.
Last week Besiege’s Tieba community released another video showcasing a collection aircraft that they’ve created! It’s well worth a watch even if you don’t speak Chinese! https://www.youtube.com/watch?v=N_ZltnH9U_Y
If you are interested in community goings on, please do check out our forum, the Besiege reddit or follow us on twitter! https://twitter.com/spiderlinggames So next on the agenda is the second half of the coming update V0.3. We’ve been working on systems to allow the community more creativity and flavor in their war machine designs. Whilst we have some other stuff in the works, the first feature that we’ll be releasing is a model/skin importer for Besiege’s blocks.
You will be able to use this to quickly load up custom models and/or textures to replace the ones that are in vanilla Besiege. Whilst the modding community has been working with one hand tied behind their backs to bring new blocks and styles to the game, we’ve decided to try and streamline this process as much as possible.
Adding custom models and textures to the game will be as simple as copying the appropriate files into a folder, just like with saved machines! No seriously, got a picture on your computer? Just copy it into the folder for the block you want to change! We’ve been working on what we hope will be an intuitive management system, in game, for your model/texture packs and this is one of the things that isn’t quite ready yet.
We’re also working on a new workshop system that will allow you to upload your texture packs to the community and even link them as requirements for your uploaded war machines. This is something we really want to take a lot of time to make sure we get it right which is another reason that the update isn’t quite ready for release yet.
Our rough estimation for the update’s eta is 2 weeks. However we do still have a few loose ends that are still being tied up and we’re still in the process of polishing/optimizing the new sandbox environment, so it could take a little longer. We’re going try our best but please don’t hold your breath… you might hurt yourself.
Looking past the coming V0.3 update, we are working on a number of other big additions to Besiege and we’ll be using these fortnightly posts to reveal them to you as they get closer to completion!
I hope you found this post informative and in another 2 weeks we'll be bringing you V0.3 or another fortnightly post!
So today we’ve got some information for you about what we’re working on and what you can expect to see in the coming update V0.3.
We are aware that many of you are growing frustrated at the seeming lack of development and ever longer periods between updates and this is our fault for not communicating more regularly with the community. We are sorry about this and we will endeavor to regularly post progress updates as we develop Besiege further.
Over the past few months we have been working on a number of long term large scale feature additions for Besiege. The development of these features is going very well and they are getting ever closer to a releasable standard. We don’t want to spoil the surprise just yet but it would be fair to say that these are things the community has been asking for from day one.
Development of Besiege’s next campaign continent, called Valfross, is underway and will bring new types of challenges and visuals that will hopefully be unique enough to justify the wait. Valfross is an icy, wind-battered kingdom that has been mostly deserted since ancient times. We’ll be giving you a sneak peak into some of these new levels after the release of V0.3.
Moving away from vague glimpses into the game’s future we’ve got some information about what you can expect to see in the coming update.
We’ve been working on a new sandbox environment with a unique design and a much larger scale. A lot more thought was given to the use of flying machines in this sandbox than the original because, to be frank, we didn’t expect anyone to ever master the art of flying. How wrong we were…
In addition to the new sandbox we’ve been working on another system for modding blocks that we’ll be unveiling on release day of V0.3, but suffice to say that it will offer a great deal more customization from Besiege’s modding community.
Unfortunately, and here’s the bit you’ve all been waiting for, we are still quite a way off from having the new version in a releasable state. We’re reluctant, as always, to set a firm release date but we are certainly still looking at weeks.
We know that some of you are disheartened by the recent pace of Besiege’s update releases but your patience is allowing us the time we need to develop larger-scale features for updates further down the line.
Finally, with regards to our abysmal communication with the community, we are going to be bringing you a regular update post every 2 weeks. This post will feature information about Besiege’s development and what is going on in the community. We hope that this has reassured you that Besiege’s development is still moving forward and that we’re working hard to bring you the content that you want to see.
Thank you for your patience and continued support,
Cheers,
Von
PS: The plane used in our gifs was created by Flying Flapjack
So today we’ve got some information for you about what we’re working on and what you can expect to see in the coming update V0.3.
We are aware that many of you are growing frustrated at the seeming lack of development and ever longer periods between updates and this is our fault for not communicating more regularly with the community. We are sorry about this and we will endeavor to regularly post progress updates as we develop Besiege further.
Over the past few months we have been working on a number of long term large scale feature additions for Besiege. The development of these features is going very well and they are getting ever closer to a releasable standard. We don’t want to spoil the surprise just yet but it would be fair to say that these are things the community has been asking for from day one.
Development of Besiege’s next campaign continent, called Valfross, is underway and will bring new types of challenges and visuals that will hopefully be unique enough to justify the wait. Valfross is an icy, wind-battered kingdom that has been mostly deserted since ancient times. We’ll be giving you a sneak peak into some of these new levels after the release of V0.3.
Moving away from vague glimpses into the game’s future we’ve got some information about what you can expect to see in the coming update.
We’ve been working on a new sandbox environment with a unique design and a much larger scale. A lot more thought was given to the use of flying machines in this sandbox than the original because, to be frank, we didn’t expect anyone to ever master the art of flying. How wrong we were…
In addition to the new sandbox we’ve been working on another system for modding blocks that we’ll be unveiling on release day of V0.3, but suffice to say that it will offer a great deal more customization from Besiege’s modding community.
Unfortunately, and here’s the bit you’ve all been waiting for, we are still quite a way off from having the new version in a releasable state. We’re reluctant, as always, to set a firm release date but we are certainly still looking at weeks.
We know that some of you are disheartened by the recent pace of Besiege’s update releases but your patience is allowing us the time we need to develop larger-scale features for updates further down the line.
Finally, with regards to our abysmal communication with the community, we are going to be bringing you a regular update post every 2 weeks. This post will feature information about Besiege’s development and what is going on in the community. We hope that this has reassured you that Besiege’s development is still moving forward and that we’re working hard to bring you the content that you want to see.
Thank you for your patience and continued support,
Cheers,
Von
PS: The plane used in our gifs was created by Flying Flapjack