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Suggestions / Re: Player Physics
« Last post by ThomasMonroe on July 27, 2017, 06:54:42 pm »
Thank you Enigma for explaining that to me.
I am glad that all of what i brought to the table(so to speak) was already being or had been considered.

As for the water i had built a canal, however the map block at the edge of the black rock blue flat zone had unloaded when i got to my factory area, i know that increasing the horizontal loading helps, however it does slow the game down a little.

but i am eventually going to get to the water generators, so np after that XD.

Thanks again.

also i might consider helping with the development eventually, but i want to play through the game in order to understand what all is there and how it works.
Suggestions / Re: Player Physics
« Last post by Enigma on July 27, 2017, 10:42:52 am »
Hi, ThomasMonroe and welcome to the Blackvoxel Forum  :)

We understand what you said about the left handed users. So, the team decided to make something. A customisable input system is already in the todo list, but taking in account the priorities, it may take some time. In the meantime, what we can do is adding the right shift key as a "quick fix" for an upcomming version.

For the points related to travelling time, we are not surprised that players accustomed to other voxel games can be slightly lost. Blackvoxel is a very different game with very different paradigms and gameplay. Much more different than most player could think at first sight.

What we mean is that a different game means some different gameplay choices. In Blackvoxel, the travel time is one of the problems we decided to put strongly in the player's way. So, it's part of the problems the player will have to think about in order to find solutions. This have a strong influence on player's gameplay.
When displacements have a strong cost, this incitate the player to avoid unnecessary travels. So, the player will develop some kind of organisation in order to avoid these. That's what we want.

Blackvoxel provide Vehicles, Automation and Massive voxel interaction as base paradigms. A slow travel time reinforce the need for vehicles, organisation and automation.
There is also other game orientation reasons in favour of that choice that would be long to explain. This kind of choice is also common in adventure games.

A "power" for walking faster was already discussed in the forum. After some thinking and consideration, it's unlikely we'll add it. For the same reason, we won't retain suggestions to include some "teleportation portal" or any similar paradigm that would eliminate the distance.

For the example you given about water, here are some example I would suggest in order to solve it in a "Blackvoxel gameplay way".

* Automation way : Use more pumps, so you'll have more water per time unit. You'll bring back much water per travel, so much less travels to do.
* Building way : In Blackvoxel, water can flow from a relatively long distance. Some players dig horizontal tunnels to get water near their base.
* Exploration way : There is some infinite water generators in the Canyons ( Why not bringing one at home ?

About "Stairways pain", you'll be happy to hear that this will be improved : some planed elements are missing and remains to do like a vertical transportation system.

For the actual game, there is some ways to avoid making a very long staircase. Some players use the airplane to travel vertically in order to reach deep locations. Robots can dig large vertical access pits and horizontal caverns where you can build runways. The Z0 airplane can be used, but when you reach high tier of the game, the Z1 airplane and it's short landing distance is very good for that.

In the hope we can have helped you, thank you for your interesting return, feeling and thoughts. :)

The Blackvoxel Team
Suggestions / Player Physics
« Last post by ThomasMonroe on July 25, 2017, 04:21:22 pm »
Please understand that i know that the physics of a game makes the game, but i have some suggestions for the player physics.
And also i am no newbie to Voxel-based games.  ;)

I find it odd that going up stairs is a real pain if you don't have a ceiling to stop yourself from going too high, but then that same ceiling limits how fast you can go down stairs. For me i think the most annoying thing in the game is that and the next point i will make.

When I want to get from my water source in the next zone and back again, it takes me a long time, I am suggesting make a power that allows you to run when a certain key combo is pressed.  ;D

And also i am left handed, so pressing left shift while i use the arrow keys, and use the mouse is impossible, so can you make that key customizable?
Announcements / Blackvoxel 2.1 Mac Os Port is out
« Last post by Enigma on June 18, 2017, 03:08:08 am »
The Blackvoxel Team is proud to announce Blackvoxel V2.1 : now compatible with MacOsX.

All thanks of the team goes to Joshua Olson, the contributor who made this port.

This first experimental version is released in source code form.

To run blackvoxel on MacOs, go to the Blackvoxel Github and follow the instructions.
  • Open a terminal
  • Execute `xcode-select --install` if you don't have Xcode's command line tools.
  • For the GLEW and SDL dependencies, make sure Homebrew is installed.
  • `brew install glew sdl`
  • Download the Blackvoxel source tarball (or zip file) here and extract it to somewhere in your home directory
  • Use something like `cd blackvoxel_source*` to open your terminal to the root of your Blackvoxel source folder.
  • `make`
  • `./blackvoxel`
Once this is done the first time, you will then only have to repeat steps 1, 6 and 8 to launch Blackvoxel.

Report any difficulties in the Troubleshooting and bug reports section in this forum.

The Blackvoxel Team

General Discussion / Re: The tips & tricks thread.
« Last post by rajdakin on May 13, 2017, 06:30:01 pm »
I'll start with a few and then you are free to add more :)
  • You qan stick to ceilings by holding down the jump key. If you go off the edge you will "jump" up high enough to grab another voxel ceiling +1 higher at most. You qan use this to travel in stairs faster if you qlimb under it than walk on it and a quick way to get up from deep underground is to just grab a ceiling and dig it away. If there's no voxel above to grab then you'll fall down again so be qareful.
I think that last one is a bug, isn't it? (I didn't looked into the code about this but I noticed it in version 1.38)
I'm not reporting this as a "bug" since I'm not sure about if it is...
Troubleshooting & Bug Reports / Re: drill grinding sound stops after first block
« Last post by Enigma on May 13, 2017, 10:15:59 am »
The first "bug" can be converted into an option: when enabled, it stops the sound after the first block, but not if the option is disabled.

The second "bug" may be resolved by changing the sound of the footstep (maybe less loud?).

Hi, Rajdakin and Welcome to the Blackvoxel forum. :)

Yes, we think these are good ideas for making it better. :)

The Blackvoxel Team

Ps: About your message on github, as the private messaging system is disabled because of some spammer issues, we sent you an email address on your email.
The first "bug" can be converted into an option: when enabled, it stops the sound after the first block, but not if the option is disabled.

The second "bug" may be resolved by changing the sound of the footstep (maybe less loud?).
Suggestions / Re: Mid-game logic systems
« Last post by Enigma on May 05, 2017, 01:44:14 pm »
Yes, we'll take the necessary time to make the things right.

Blackvoxel is a long term project, what's matter is to make the right choices.

Thanks for your encouragement and support.  :)

The Blackvoxel Team
Suggestions / Re: Mid-game logic systems
« Last post by dodomorandi on May 02, 2017, 10:52:52 pm »
Thank you so much Enigma, and thank you to the whole BlackVoxel team.
I am very happy you replied, and I love what you wrote. I am glad to hear that what I wrote have been already matter of thinking, and I am really excited about the direction you are going to take.

It is also nice to see that what you are suggesting for the actual gameplay are things that already come to my mind -- maybe I have been able to enter the mood of BlackVoxel  ;D

I am just another user, but I want to say it: take you time, do not rush. Me and many others are impatient, but we will take what you give us, when you will give us.  ;)

BlackVoxel is a great project, go on like this!  :-*
Suggestions / Re: Mid-game logic systems
« Last post by Enigma on April 29, 2017, 04:53:17 am »
Thanks for your interesting suggestions and toughts  :)

Yes, we are aware that there is currently a gap to fill between "dumb" automation and the programmable stuff. And that is limiting the kind of interactions that can be done. We have some reflexions and improvement plans for future updates in order to bring more production schemes. But the confirmation of the user (you) on this point is useful for us.

You'll be happy to hear that many point you raised are already in our plan : logic gates, sensors and electronic circuits... and many, many more. (It's would be difficult to expose the 7 years of thinking we had around this game). All these will come. Though, these may work differently of what you described : Blackvoxel have a particular game logic and spirit ;). We should publish a guide to explain this.

For interfaces to voxel inventory, there are already some. That's what enable automation interactions (ex: Pump->Atomic Compressor). But I guess you mean : these are stream oriented and a direct access kind is missing for some kind of future blocks or the programmable robot. We'll add one.  :)

About roadmap and priority, it's difficult to indicate when a particular feature will be implemented as the roadmap is dynamic and subjet to frequent re-evaluation and changes. This also depend on community returns.

For the actual gameplay, I would recommend not trying to control the production from the source (by "blocking" it's input) but rather to control the production from the end : When a machine produce something and you don't remove the produced block, the machine will stop and wait for producing another one. Yes, some resources are immobilized in the "pending" production. But that's not a real problem as resources in blackvoxel are plentiful enough.
About chaining production, I recommend to use the networks (Optical and Wireless). Several machines can be fed with one single input. You can make a factory that can build everything "on demand" with this.

The Blackvoxel Team

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