The on-going space voxel project by the six sibling studio, ZanMgt! A labor of love, Blockade Runner is an ever-evolving development that's currently undergoing a major engine overhaul to provide a solid foundation for the game's bi-weekly builds. We've found the bi-weekly builds to be an enjoyable and healthy development cycle and are anxiously preparing the game for their return!
Today we demonstrate one of the systems we're focusing on this year now that the ship systems have our undivided attention (see the Battle Plan article), as well as explain a bit of the reasoning behind...
Posted by [ZanMgt]Aaron on Jan 28th, 2013
Today we demonstrate one of the systems we're focusing on this year now that the ship systems have our undivided attention (see the Battle Plan article), as well as explain a bit of the reasoning behind the months of work we've put into plating, angles, and prefabs.
Next video on the list is a visualization of the power-line systems, so stay tuned and keep an eye out for the next major update to Blockade Runner!
Hopefully the video shows a little bit of the background work we've been putting into Blockade Runner, and that there is a goal in mind with the features Nathan's spent the spent the majority of his time on!
Also, I'd like to make a mention towards the N64 styling. Since we're aiming for a sandbox style for the greater portion of this year, we've reconsidered our low-poly limit and will be maintaining the higher poly count ala the Rock Monkey.
Aaaaand, quick update on the multiplayer update since I haven't caught up with the tweets on the main page yet:
It's progressing very well considering it's complexity (6DOF multiplayer team building/destroying with 100% sync is no pickle), but there's still very obvious bugs that'd prevent gameplay. We need to ask for some continued patience while we iron these out.