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Steam News15 October 20214y ago

Block'Em Devlog #1 - Our first devlog!

Hey there, everyone! I'm Rasmus, one of the producers at Aurora Punks and the producer currently responsible for Block'em!. This is our first devlog for Block'em!, and I'll touch on the state of the game in this one.

Full notes

Full Block'Em! update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Hey there, everyone!

What changed

0 fixes1 addition2 changes0 removals
  • Gameplay
  • UI and audio
addedBlock'em was slated for joining the Steam Next Fest this past weekend, providing the public with a playable Demo. However, as software projects with only one programmer usually go, the bugs mounted up and we had to make a final decision to not release a demo in its current state.
changedMost things in the game are implemented by now. There is online and local multiplayer, a level editor, fully customizable controls, a tutorial that dynamically adapts to your control scheme (keyboard for keyboard users, button prompts for gamepad users, pretty nifty in my opinion), localized it to over 10 languages and more!
changedIf you've ever tried your hand at implementing online multiplayer for a real-time PvP game, you know the frustrations of finding solutions that put players on equal footing. The host will always have an edge unless the code has an incredibly accurate client-side prediction, but... This isn't always so easy to implement!

Block'Em! changes

addedBlock'em was slated for joining the Steam Next Fest this past weekend, providing the public with a playable Demo. However, as software projects with only one programmer usually go, the bugs mounted up and we had to make a final decision to not release a demo in its current state.
changedMost things in the game are implemented by now. There is online and local multiplayer, a level editor, fully customizable controls, a tutorial that dynamically adapts to your control scheme (keyboard for keyboard users, button prompts for gamepad users, pretty nifty in my opinion), localized it to over 10 languages and more!
changedIf you've ever tried your hand at implementing online multiplayer for a real-time PvP game, you know the frustrations of finding solutions that put players on equal footing. The host will always have an edge unless the code has an incredibly accurate client-side prediction, but... This isn't always so easy to implement!

I'm Rasmus, one of the producers at Aurora Punks and the producer currently responsible for Block'em!. This is our first devlog for Block'em!, and I'll touch on the state of the game in this one. Coming devlogs will explore the mechanics, art, code and history of Block'em!

Block'em was slated for joining the Steam Next Fest this past weekend, providing the public with a playable Demo. However, as software projects with only one programmer usually go, the bugs mounted up and we had to make a final decision to not release a demo in its current state.

Most things in the game are implemented by now. There is online and local multiplayer, a level editor, fully customizable controls, a tutorial that dynamically adapts to your control scheme (keyboard for keyboard users, button prompts for gamepad users, pretty nifty in my opinion), localized it to over 10 languages and more!

If you've ever tried your hand at implementing online multiplayer for a real-time PvP game, you know the frustrations of finding solutions that put players on equal footing. The host will always have an edge unless the code has an incredibly accurate client-side prediction, but... This isn't always so easy to implement!

But our stalwart coder is on the job! We're currently planning an online multiplayer playtest in November, and you can currently sign up for it on our Steam page.

Source

Steam News / 15 October 2021

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