In this week’s post we’re going to talk about building for The Splintered Sea’s water environments, explaining new mechanics you’ll need to consider and showing you some new tools to help with machine building.
Building for water presents a more complex challenge than building machines for land or maybe even those that fly. We have worked to make aquatic machine building as accessible as possible, while maintaining the complexity of physics simulation you’ve all come to expect from Besiege. With that said, we advise you to start simple and build your understanding of The Splintered Sea’s water mechanics as you go, before attempting large & complex creations.
With the introduction of water to Besiege, every physics object in the game (including blocks) now has a “buoyancy” value attached to it. The more buoyant a block is, the more mass or other external forces are needed to sink it.
Some blocks are more buoyant than others, like wooden blocks, but we’ve also added Barrel blocks whose buoyancy can be customized to much higher values than any other block. Conversely, the Ballast block can be used to increase a machine’s overall mass, or density of mass in a specific area to help balance it. This can be particularly useful when constructing large ships.
If you want to build a machine that floats, you need to ensure it's overall buoyancy exceeds it's overall mass. To make a submarine, something designed to be underwater by default, you'll need to balance it's mass & buoyancy, making it "neutrally buoyant". This will mean you're not constantly fighting against a rising or sinking force.
Just as each machine in Besiege has a “center of mass”, the same is true of buoyancy. Balancing your “center of buoyancy” is essential to ensuring your machine doesn’t become lopsided or even capsize.
Besiege already has a handy tool that displays a machine’s “center of mass” and to aid you with building for water we’ve added a “center of buoyancy” visualization to the same tool. The closer together your centers of mass & buoyancy are, the more stable and controllable your machine is likely to be. A machine’s “center of buoyancy” is only calculated using blocks that are submerged in water, so you’ll need to lower the hull of a ship beneath the surface in order to get useful information from it, for example.
A machine’s “center of mass” is indicated by the red orb and “center of buoyancy” by the blue orb, as shown above.
We’ve also added an orange arrow to the tool that shows the machine's “center of density”. This arrow shows the part of your ship that is most likely to sink first. In the image above for example: the machine’s rear has a significantly higher density than the front, therefore the orange arrow indicates this part of the machine will dip lower in the water. To remedy this, you'd either need to reduce the density of mass at the stern or increase buoyancy there.
Generally, keeping the “center of density” near the center of your machine will ensure it performs optimally, but when making ships you may wish to center it toward the vessel’s stern. This will make the machine’s front more buoyant (relatively) and naturally cause it to rise slightly, enabling the vessel to more easily crest large waves.
Although the aforementioned tools were created to help you build machines for water, they’re only part of the picture and it’s important not to hyper-focus on them. The practices discussed in this post are not applicable to every type of machine and the tool visualizations are not always perfectly accurate. We’re dealing with incredibly complex calculations here and we hope to continue refining these tools as we get more feedback from the community.
Another feature of The Splintered Sea’s water simulation system is “Shape Dependent Drag”, which is applied to blocks that are passing through water. This creates a realistic feel to your machines by causing resistance, as it attempts to push itself through the water.
The image above was taken in our debug mode and shows areas of a machine that are causing the most drag when it moves forward. The colours show the amount of relative drag each block is causing, with red blocks creating the most drag. Considering the shape of your machine design will be important to ensure it’s able to move through the water easily and in a controllable manner.
In this post we’ve covered the basics of building in water and some best practices that will help when designing aquatic machines. If you’re an avid machine builder and looking to broaden your engineering knowledge with concepts of greater complexity, we’d encourage further reading. Metacentres and Center of Floatation are topics which could be of interest, there’s also this article by Subhodeep Ghosh which does a good job illustrating these concepts.
That’s all for this week’s post, but we hope it’s given you a glimpse into the exciting new machine-building frontier that is The Splintered Sea! Next week we’ll be taking a look at the expansion’s campaign levels, environments & occupants…
See you next week! Von
If you haven't already, please consider wishlisting the expansion and check out The Splintered Sea’s steam page for more information! :)
Update - v 1.1.6 - You can now use healing food on multiple stacked characters at the same time. - A button to collect all cards into the inventory at once has been added to the backpack.
Update - v 1.1.5 - Fixed inaccuracies in the text of some languages.
Update - v 1.1.4 - Now, placing food directly at the campsite(Broken Airship) will restore health points to all characters. - Introduced a feature allowing multiple synthesizations directly with items such as wood, metal, and crafts. - Corrected an error in the compass hints. - Resolved a bug that prevented scene loading due to incorrect stacking when entering plot sequences. - Addressed discrepancies between some characters' skill descriptions and their actual effects. - Fixed a bug where stardust synthesis could affect other cards under specific conditions.
Update - v 1.1.3 - Fixed issues where some character skills did not work as expected. - Fixed issues where deleting cards sometimes did not produce the correct results. - Fixed inaccuracies in the text of some languages.
Update - v 1.1.2 - Added a feature to scroll the screen when the mouse is moved to its edges. - Optimized hints for certain puzzle elements. - Auto-loot now also applies when coin. - Fixed a bug that occurred when attempting to enter combat during scene transitions. - Corrected various textual errors. - The certain characters has been subtly adjusted.
Update - v 1.1.0 - The compass now offers hints in certain scenes as well. - The certain characters has been subtly adjusted.
Update - v 1.0.9 - An icon has been added to the scene, clicking on this icon allows players to leave the current scene from any location. - The difficulty level of some battles has been lowered.
Update - v 1.0.8 - Auto-loot now also applies when selling items. - Clocks, Dormitory, and Underground Flower Garden can now be activated by mouse click. - Fixed an issue where the volume setting was not saved correctly. - Fixed an issue where synthesis would trigger with five stardusts. - Expanded the range of screen sensitivity settings. - Corrected some compass hints.
Update - v 1.0.7 - Fixed a bug where forcefully quitting certain battles could occasionally cause the game progress to freeze. - Decreased the strength of enemies on the easy difficulty setting.
Update - v 1.0.6 - Added a puzzle guidance feature; you will receive an item called the compass when starting a new game or loading an old save for the first time. Stack it with certain items to receive hints.
Update - v 1.0.5 - Decreased the strength of enemies on the easy difficulty setting. - Fixed an issue with some language texts being inaccurate.
Update - v 1.0.4 - Now, movement in other scenes can also be performed with a single click. - Added a recipe guide feature, where you will receive an item called "Note" when starting a new game or loading an old save for the first time.
Update - v 1.0.2 - Now, Leave and Return are effective with just a click. - In a later update, we plan to add a recipe list.
Update - v 1.0.1 - Fixed an issue where opening the scene would block the cards. - Fixed an issue where some skills were not working correctly. - Fixed an issue with some language texts being inaccurate.
Another month already? Feels like they're flying by! I'm gonna be upfront, not a lot of things were done this month, due to some personal things, like moving house!
So that didn't give me a lot of time to work on Fever. BUT! We still have some things we can show you all, mostly some new QOL updates, and Accessibility Options!
So let's just get right into it!
Quality of Life Updates
We're working on a ton of new Quality of Life updates! Here some previews:
New Marvellous Hit Effect Sprites
We updated the Marvellous hit effect sprite to better match the colour of the Marvellous text!
Button Sprite Changes
The current sprite for buttons, while it matches thematically with the game, it can sometimes look odd, or hard to read, for this reason, we are experimenting with new sprites for buttons, that make it easier to read. THIS IS NOT THE FINAL VERSION OF THE SPRITE
Accessibility
Circular Fever aims to be easy to pick up and play for everyone, so we're working on some features to make it easier for some.
Colourblind Modes
We're working on colourblind modes, so that those with colourblindness will be able to play with no difficulties!
Dark Mode
is Circular Fever too bright? Turn on Dark Mode for a darker way to play! With Dark UI, and Dark Note sprites! Coming to a Steam Store near you!
Input Latency
Do your devices have too much input delay? Is it preventing you from mastering every song? Well fret not! We're working on a way for you to add latency to your inputs, so that the effect of input delay is mitigated!
and... That's a Wrap!
And that's it! You're all caught up with the Development Updates from April!
I only have one question... What's up with this monitor..?
【Bug Fixes】 1. Fixed the bug that the attack range was displayed as a remnant 【What's New】 1. After clicking on the unit, the unit information in the lower right corner will be locked 2. New: You can click on the enemy unit to display the movement range and attack range of the enemy unit
We'll start the night off with some Resident Evil 1 before hopping into What Lydia Knows with Wordy! Afterward we'll play some Railbreak and finish off Resident Evil 1 before midnight!
It has been a while since we last connected. We are excited to announce that we are in the process of developing a brand new game and would like to extend our gratitude for your continued support.
For updates, please follow us on our social medias:
Weibo: New account is Class2-局外人LEtranger (please note that our previous account, 局外人galgame, is no longer active) Douban: 局外人galgame Twitter/X: 局外人 L'Etranger【公式】
May the 3rd is a very important and merry day in the history of Poland. In 1791, on this date, the Constitution of Poland, regulating basic rights of every citizen, was created 🇵🇱
As a Polish studio, we are very glad to celebrate Steam Polish Constitution Days together with the Community! 🥳
Fun fact: Polish Constitution was the first such act in Europe and the second one in the world 💡
🍄Some people collect the ears of their rivals, and others collect flowers, ore and other useful resources to create something beautiful. Remember them the next time you stock up on potions or look for crafted armor. A competition for the best earner is announced!
This Saturday the Hour of the Breadwinner will take place: ▪Servers "Prometheus" and "Hyperion": from 21:00 to 22:00 (UTC+3 - Moscow) ▪"Atlas" server: from 18:00 to 19:00 Saturday (UTC -3) (00:00 - 01:00 Sunday Moscow time)
Collect the maximum number of 📦strong skins📦 within the specified time and become an honorary member of the artisans guild.
The reward will not be long in coming: ✨3 days of premium account ✨Craftsman's Potion (1 day) ✨5 strong potions of protection ✨5 resurrection scrolls ✨Powerful magic pen ✨5 rank 2 strengthening crystals
All this will be yours!
Only resources received from the resource point during the specified period of time will be counted. Resources previously mined or obtained through exchange with other players will not be counted.
Results will be published within three working days after the event ends.
Another month has gone by, which means we're creeping closer and closer to our 1.0 launch. While we've not announced an exact date for this yet, we can tell you that it is coming Summer 2024, which is very exciting and we're having a lot of fun working on brand-new content for 1.0. While we're putting all our energy into development, here's what's happening community side!
Which Is Your Favourite Pet?
There are 9 different types of pet in Core Keeper, from the loyal Subterrier all the way to the scorching Jr. Lava Slime! Which is your favourite?
How Many of You Use Mods?
We asked our community on X whether or not they used mods when playing Core Keeper. Most didn't use mods, but it was a near-even split!
Community Feature Fun!
We also asked our community on X what they would add to the game if they could add just one new feature. It was amazing to go through the replies and see such creative suggestions. We had recommendations for things like diving, fish tanks, more info on the story and lore of the game, new pets, new biomes, and more. We're not at a point where we can reveal anything for 1.0 or make guarantees about community suggestions, but we always value hearing from the community.
Magic Mirror Standing Tall...
...who has the most achievements of them all? Well, it could be you if you know what you're doing to complete the Impersonator Syndrome achievement!
Building Challenges!
We've just launched another building challenge over in the Core Keeper Discord! This one is all about creating pixel art in the map and you've got two whole weeks to get your entries in. You can find details of this challenge in our community events channel.
Fishing Zones
Discord user, Ryan Adamic, recently added these awesome fishing zones to their base to make fishing more aesthetically enjoyable. It's really cool to see bits of different biomes in such close proximity!
Caveling Minigunner
Coding Golem's Caveling Minigunner art concept is exactly the kind of thing you would NOT want to run into in Azeos' Wilderness.
"Imagine getting caught in a snare plant and this guy pulls up! I'd love to see this guy revving his minigun before blasting at everything he sees." - Coding Golem