Creative Director for ZanMgt.

Comment History  (0 - 30 of 202)
[ZanMgt]Aaron May 7 2014, 4:23pm replied:

Well, mind giving it a test? If it works, Patrik can go ahead and lump it into the update he's working on. ^^

+1 vote     article: Warcraft vs Starcraft Information
[ZanMgt]Aaron May 5 2014, 11:34pm replied:

How do you mean it's bad? It's how Starcraft works... >.>

+2 votes     article: Warcraft vs Starcraft Information
[ZanMgt]Aaron Apr 12 2014, 5:55pm replied:

Patrick made the snazzy little graphic at the top of the Moddb page. ^^

If we can dig up the never-released-due-to-HD-crash patch, maybe Patrick can finish the terrain up on it and release it. =]

+1 vote     mod: Warcraft vs Starcraft
[ZanMgt]Aaron Mar 24 2014, 2:02pm says:

December and January in review are finally up... now onto February. =X

+1 vote     game: Blockade Runner
[ZanMgt]Aaron Mar 10 2014, 3:38pm replied:

Realistic, to a degree. 100% realistic is questionable for its fun content. ;D

+1 vote     game: Blockade Runner
[ZanMgt]Aaron Feb 26 2014, 2:41pm replied:

Working on it. A lot of "potential" means a lot of work. =P

+1 vote     media: Niwantaw's Seanchan Shipyard
[ZanMgt]Aaron Dec 1 2013, 11:18am replied:

Many experimentation's. O.o

+1 vote     media: Development Progress: Week 1 to Week 138
[ZanMgt]Aaron Nov 16 2013, 11:02am says:

One step at a time. =]

+1 vote     media: Blockade Runner Development Timeline
[ZanMgt]Aaron Sep 10 2013, 4:03pm replied:

If you're referring to the styles for the character, atm we're favoring the final rendition of the head on the far right:

+1 vote     game: Blockade Runner
[ZanMgt]Aaron Aug 7 2013, 11:38pm says:

Full-time job for the whole group. Building an engine from scratch takes a lot of work. =)

+1 vote     article: July in Review!
[ZanMgt]Aaron Dec 19 2012, 12:14pm replied:

Well, check out Liquid Cubed ( on the Liquids/Gasses front, and while I would ordinarily suggest you just "wait and see" and play the demo, you've apparently already given your financial support!

We can't promise everything will be in all at once, however our development is aimed towards achieving those things we're confident can be done over a realistic period of time. Some of it will require more helping hands in the long-run which we'll be asking for community assistance with (modding, ar, and much of the general content expansion we're expecting we'll need to increase the size of our team to accomplish.

That said, the engine is continually evolving and being worked on every day (including the weekends) in an attempt to make a playable, working demonstration of the game's promise to be out of the realm of "maybe" and into "likely". It's the beauty of being an indie and being able to take that risk on something new and innovative.

Although few in number, we've been working diligently the past several months on the multiplayer and character engine to make it absolutely seamless, and hope you'll stick around to give it a shot once it's ready for release. =)

+3 votes     game: Blockade Runner
[ZanMgt]Aaron Nov 29 2012, 11:37am replied:

Getting the multiplayer right is paramount, with Notch himself wishing he would have built Minecraft with multiplayer from the beginning. It's taking a bit of time, but we can't move forward with the ship systems and main gameplay until its done, and what we had in the past was held together by popsicle sticks.

As for the character, it's in no way final (there was literally no attempt at texturing it yet), and you might want to follow the discussion in the forums to get a better idea on what we're going for.

Thanks for chiming in!

+1 vote     article: All-new video: Starman!
[ZanMgt]Aaron Nov 12 2012, 4:50pm replied:

Yeah, our first impression was, "Wow, what game is that from?".

... >.>

We're going to look into creating more complex/EVE-style skyboxes. =)

+1 vote     media: The Infinitas Cruiser Prototype
[ZanMgt]Aaron Sep 16 2012, 10:29am says:

Full-sized planets would resemble Minecraft's "infinite" terrain when you land on their surface, and so we'd need to spend precious development time re-treading the same steps as Notch (and everyone else). We want to start with the difficult bit with the free-floating entities (ships, asteroids) before implementing the planets. =)

+2 votes     article: Blockade Runner - Progress (80+ changelog items!)
[ZanMgt]Aaron Aug 29 2012, 11:10am replied:

Working on a replacement for the IrrKlang sound system. Too many machines were having incompatibility issues with it.

+1 vote     article: Atmospheres in upcoming 0.74.0!
[ZanMgt]Aaron Aug 28 2012, 11:37pm says:

Likely to be replaced by more artificial means, but these can get you started with atmospheres in a hurry.

+1 vote     media: Blockade Runner - Terraformers
[ZanMgt]Aaron Aug 25 2012, 12:23pm replied:

Every entity has a specific mass that we can easily plug into, so yeah. It's a question of when it gets irritating to deal with as the player though. =)

+1 vote     media: Blockade Runner - Atmospheres in Upcoming 0.74.0!
[ZanMgt]Aaron Aug 25 2012, 12:22pm replied:

Gravity boots will not work when gravity is already present.

+1 vote     media: Blockade Runner - Atmospheres in Upcoming 0.74.0!
[ZanMgt]Aaron Aug 24 2012, 7:45pm replied:

Asking for us to stay away now are ya. ;P

+2 votes     media: Blockade Runner - Atmospheres in Upcoming 0.74.0!
[ZanMgt]Aaron Aug 24 2012, 6:40pm replied:

I certainly understand, and we're considering more "alien" and less immediately rip-off identifiable texture sets for the terraformed asteroids.

In the future our angles system should do away with the tell-tale "caking" that occurs in a Minecraft clone, it's just a question of development priority to utilize said system.

+2 votes     media: Blockade Runner - Atmospheres in Upcoming 0.74.0!
[ZanMgt]Aaron Aug 15 2012, 9:19am replied:

Check your e-mail. =)

+2 votes     game: Blockade Runner
[ZanMgt]Aaron Aug 15 2012, 9:01am replied:

So... shorter videos huh? ;P

+1 vote     media: Blockade Runner - Multiplayer Hunt
[ZanMgt]Aaron Aug 11 2012, 10:37am says:

Workin' on that. As a six sibling family, multiplayer is paramount, and we usually tend to play the games that have the least amount of start-up time for multiplayer. =)

+1 vote     article: Blockade Runner - Start Server from Menu + More!
[ZanMgt]Aaron Aug 11 2012, 1:47am says:

Good point. *scribbles frantically: chair hats are out*

+1 vote     media: Blockade Runner - Sneak Peak at the Inventory!
[ZanMgt]Aaron Aug 3 2012, 4:25pm replied:

DxDiag is retrieved by opening the DirectX Diagnostic tool, instructions here: (

+2 votes     game: Blockade Runner
[ZanMgt]Aaron Aug 3 2012, 1:32pm replied:

Could you send your dxdaig ( to This is likely due to your hardware but we'd like to confirm. =)

+2 votes     game: Blockade Runner
[ZanMgt]Aaron Aug 2 2012, 11:35pm replied:

Demo has about half of the features made available in the editor, including symmetry, mirror, rectangle tools and a good deal of the objects and prefabs.

The multiplayer and solo (in development now that we have a stable editor for everyone to use while we "break things" with the main game) are still under consideration for their limitations. Good bet is on character limits, and perhaps some limits on sandbox mode, etc.

+3 votes     game: Blockade Runner
[ZanMgt]Aaron Aug 2 2012, 9:29pm replied:

Multiplayer's being renovated at the moment, keep an eye out for patches during the next week.

+4 votes     game: Blockade Runner
[ZanMgt]Aaron Aug 2 2012, 7:28pm says:

irl or in the game?

The Moon or Vesta with any likely possibility of an active core being long dead would be a great experiment for that... theoretically there also shouldn't be any of the hydrogen pockets or intense heat we've run into at 7km here on Earth, we might run into some radioactive bits though.

I can imagine some fun experiments performed at the Moon's core. I wonder what your head would feel like at the focal point? ;D

+1 vote     media: Physic Debris in 0.69.0!
[ZanMgt]Aaron Aug 1 2012, 8:35pm says:

The debris are not "items" you can collect (that's a separate object that we're aiming to be Borderlands-style), they're only meant as a special effect of sorts. I think the debris has a light mass of only 10g so they're not too annoying to maneuver around. We could try something more intense though. =)

Blockade Runner calculates mass for an entity (asteroid, ship, etc) in realtime, so it's just a matter of plugging in how much we want objects to be pulled towards the object. The thing is though, in real life it takes an enormous amount of weight to attain any noticeable gravity whatsoever, so we're going to gamify it a bit for the sake of fun though to get more of the "mass = gravity" effect.

+1 vote     media: Physic Debris in 0.69.0!
Offline Since
Jul 4, 2014
United States United States
Member Watch
Track this member
Comment Statistics
Posts per day