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      Founder Build: Week 164
      Dev Build: 0.179.40 (9-20)

13,568 registered users and 5,707 supporters as of September, 22!

Thanks to your support, we can keep adding new fun to Blockade Runner!




Blockade Runner

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THE MULTIPLAYER SPACE ADVENTURE GAME

The Blockade Runner project is an on-going prototype for a multiplayer space adventure game that will feature fully destructible, operational, crewable 'living' starships in a procedurally generated galaxy.

Designed and developed by a group of six siblings, Blockade Runner is a labor of love we'd only dreamed we would be able to build in our younger days, and thanks to the early funding support of a whole group of unflappable Founders we've steadily been able to build this game right, by taking our time and fixing mistakes with the game engine early on.

2011 was our initial launch just to get BR kicked off, 2012 was our prototype for some usual techniques for handling voxels and multiplayer, and 2013 required us to re-build the engine for SharpDX and to take advantage of modern 2D/3D/Mplay pipelines.

Now in 2014 our focus is on tightening up the new engine, improving mod capabilities, and finally on to the actual game!  It's been a long journey, but we've learned time and again from better than developers than ourselves that it pays to focus on quality and to make sure you've got your foundation firmly in place before you go jumping into the game features. ^^

If you're interested in the past year's overhaul, check out the development timeline infographic below!

We'd like to thank both Zach Barth for inspiring us with Infiniminer, and Markus "Notch" Persson
for creating Minecraft. Without either, Blockade Runner would not exist!

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Today's development update! (September 16th)

Tuesday, September 16, 2014

Over the weekend, Nathan got three big parts of the texture system in place for this week.  It'll take all week to get them in though!

Zack yesterday and today worked on a safe environment in which to test the object-oriented components system with the...

Today's development update! (September 11th)

Thursday, September 11, 2014

Today Zack experimented more with artemis component-inizing the game's objects. Netcode is just a real pain with trying to set it up! =P  The benefit of the artemis component system though is the elimination of the "god object" problem that creeps up i...

Today's development update! (September 10th)

Wednesday, September 10, 2014

Today Zack and Gabe pretty much narrowed down how we'll be allowing certain bits of mod scripting to work.  Allows G to continue on Editor.  It's been tricky though... we're trying to make it convenient and simple for both us and contributing scripters...

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Today's Progress! IndieDB, Multiplayer test screenshot, Characters and Voting!

Apr 27

Written by:
Friday, April 27, 2012  RssIcon

TODAY'S PROGRESS REPORT!

Today had a great deal of work accomplished! A successful multiplayer test, sonic screw drivers discussed and modeled, human character faces with early textures, and a revisiting of first person interfaces we'd drawn up last Fall!

Thank you IndieDB!

IndieDB put Blockade Runner into the headlines for the main page! We appreciate it immensely, thank you IndieDB!

Nathan the Blob in Multiplayer!

Zack, Nathan and Gabe rocked the server/client of Blockade Runner! That green blob below is Nathan in the captain's chair of the basic shuttle you begin with on the server!


First test of
multiplayer!

Of course, there's still a lot to do, but we've got a big grin on our faces from the pure awesomeness of multiplayer.

This is what we started the game for together 56 weeks ago, and we're honored that you've all joined us and contributed to the development so we could get to this point! Thank you!

Terah's Faces

Terah's been studying from an old "Bridgman's Complete Guide to Drawing From Life" for help on the facial detail of the characters. Below, is her story. *CHUNG CHUNG!*

When it comes to making textures for interiors and pre-fabs, its fairly straight forward.

You've got to have a background, a foreground and details for the foreground that look pleasant all together and have that extra something that makes it different from other interiors or pre-fabs. Making a texture look like a human, however, is frigin' annoying.

Blockade Runner Human
Faces!

You have got to make sure you've got proportions, shadows and lines correct or else it will just end up looking like a flat monster, and nothing like a human. When I did some preliminary textures for the head below, I hated it.

I was ready to give up and move on to another art task till I could get some help when Micah pointed out just two tools to me in Photoshop.

Those tools were the burn tool and the dodge tool, and they made all the difference. Its funny how people can agonize over something to the point of exhaustion and then find the simplest solutions.

- Terah

Tomorrow:

More details on characters, sonic screw drivers, and a soon-to-be-realized mockup of the first person interface!



Voting results!

We promised the voting results today and here they are!

  1. O - Add glass ( plates of glass in numerous angles )
  2. R - Patch Updater (you no longer have to download new copies)
  3. K - Improve framerate with larger ships
  4. A - Make Plating/Interiors appear around prefabs
  5. L - Add mipmaps (no more grainy ships from far away)
  6. N - Add more frame angles ( 22.5 degrees, 11.25 degrees,and more!)
  7. F - Prefabs made less irritating to place
  8. E - Editor tool belt (assign blocks / tools to 1-9 keys)
  9. M - Add shadowmap (directional light casts shadows across the outside of the ship!)
  10. S - Simpler to use Interior Editor (point and click easy)
  11. B - Editor easier to use
  12. H - Fix Alt+Tab causing crashes
  13. T - Interior tiles working on angles better
  14. W - Ship previews in the loading screen centered properly
  15. U - Control over which interior tiles are placed
  16. C - Editor menus cleaner
  17. P - Overall Presentation (spit & polish)
  18. D - More editor hotkeys (i.e. tools like symmetry etc)
  19. V - Add tool to take screenshots in-game
  20. Q - Sound Effects (improved 3d sound effects)
  21. I - Remove Symmetry glitches (specify)
  22. J - Remove plating glitches (specify)
  23. G - Externalize text ( game's in-game text made editable from .xml files [ allows for translation ] )
  24. X - Bug fixes (specify)

Next time we'll probably forgo the letters, as some (albeit hilarious) spellings were possibly favored over a completely truthful vote. *cough*KLOBRN*cough*ROMULANS*cough*. (thanks guys! ;D)

An honest surprise is the spit & polish being a lower priority, with a kind of no-brainer being the addition of glass blocks.

Thanks everyone, we'll have a new vote soon!

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2 comment(s) so far...


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Re: Today's Progress! IndieDB, Multiplayer test screenshot, Characters and Voting!

Y'know, even the list has some spellings - ORK

By ZacmanTheDamned on   Friday, April 27, 2012
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Re: Today's Progress! IndieDB, Multiplayer test screenshot, Characters and Voting!

O.o Did bugs seriously get picked last?

By zolamee on   Saturday, April 28, 2012

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Older Builds:

A look back at the builds from the old W71 version of Blockade Runner. Since then, an entirely new engine has been built and is undergoing debugging by the original supporters right now!

Niwantaw's Seanchan Shipyard

Use intuitive tools like the rectangle tool to build starships!

Arrow Class Long Range Bomber

Multiplayer was prototyped in W50-W71, with the upcoming W1xx update representing a rebuild of the engine built entirely for multiplayer.

Community Prefab by LordDarkHelmet!

More than just blocks, BR is being built to allow complex geometry to work in any direction. There is no "up" in space.

Inside the Lethan Freighter

"Interiors" in W71 allow rich details for corridors that automatically detail the floors walls and ceilings.

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Size is no obstacle; design a ship as big as your imagination! (Or your PC's RAM...)

Dwarven Landing Ship

The Symmetry Tool prototyped back in W59 makes symmetrical ship building a breeze.

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