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Part alignments and slider rails

Greetings all, I think it's time for an update on what's been happening for the past few weeks! I got back up and running on a newly built PC after the old one gave up the ghost, and I've been working on task management stuff, making various improvements to the game, and fixing bugs.

[h3]Trello[/h3]

During the down time while waiting for parts to arrive for my new PC, I couldn't make much development progress, so I took the opportunity to get set up on Trello for task tracking. All of my tasks are on there now, as well as feature requests and suggestions from the GearBlocks community. Many of the tasks still need fleshing out more and perhaps breaking up into sub-tasks, but it's a decent start.



The great thing about Trello is that it gives people the opportunity to comment and vote on tasks. Currently it's set up as invite only, so if you'd like access, email me at: [email protected]

[h3]Part alignments[/h3]

I've been making improvements to how part alignment works, specifically how alignment positions & orientations are defined and processed.

Previously, a part's alignment grids could be specified from a local origin + width & depth values, saving the need to specify each alignment point individually. Now, these grids have been extended to optionally have a height value, allowing for alignment "columns" to be more compactly represented (useful for axles for example).

Also, the alignment grid setup and search code has now been refactored to be simpler, easier to debug, and easier to extend.

All this was a prelude to the main change, which was to make part attachments (fixed, rotary bearing, etc.) refer to the alignment grids that they were created from. An attachment now gets its orientation and allowed attachment types directly from the alignment grid, saving the need to store them separately. The main reason for doing all this though was to address a problem with linear bearings which I'll come to in a moment, but having access to the alignment grids this way has other advantages too, for example it allows for retrieving the alignment type when displaying attachment indicators (e.g. surface vs. interior could be shown differently). This is something I'll hopefully get to make use of in the future.

As attachments now index into their source alignment grids, I had to change the save format to store these indices. I've implemented code to convert old saved games / constructions upon load so that their attachments reference valid alignment grids.

[h3]Sliding distances[/h3]

When setting up the physics constraint for a linear bearing attachment, a sliding distance and anchor offset need to be calculated. Previously this was done by simply using the bounds of the part, i.e. its outer dimension along the sliding direction. However this only works for simple "convex" parts (e.g. blocks and axles), for anything more complex, the sliding distance may need to be less than the size of its bounds.

So to solve this, the sliding distance and offset for a linear bearing attachment is now calculated based on the dimensions of its source alignment grids, which it has access to due to the changes I mentioned earlier.

The slider rail parts are limited to 25 units in length, I don't want to make them any bigger than this as I think it would be rather unmanageable to build with. However, it seems reasonable to be able to create effectively longer slider rails by placing them end-to-end, so I made some modifications to allow parts to appear to slide from one rail to another. To do this, I implemented code in the slider rail part behaviour to find its adjacent neighbours, and then calculate a new total sliding distance and offset for any linear bearing attachments associated with it.

Here's an example of this in action:-



[h3]Other stuff[/h3]

I've also been working on some other improvements. For example, constructions are now spawned frozen and positioned on the ground in front of the player. Previously one of the parts in the construction would have been selected by the player after spawning, resulting in the construction potentially being oriented weirdly, poking through the ground, player, etc. This made spawning constructions awkward and confusing, and I think the new way is a lot better.

Player character free flight movement has been modified to have different acceleration and a higher top speed when holding shift. This helps to quickly navigate larger distances around the map.

All of this, plus various bug fixes will be in the next demo update, which I'm hoping to release very soon!

GearBlocks Demo 0.6.7518



Hey everyone, I've just released a demo update with all the UI and workshop improvements that I discussed in the previous community post, along with several bug fixes, enjoy!

Release notes:-
  • Improved UI textures, colours, and elements to make the UI more legible and easier to use.
  • Improved the general appearance and layout of all the UI menus and screens.
  • Selection lists of saved games / constructions are no longer refreshed every time UI screens are opened, only when something has changed.
  • Improved Workshop browser screen, including search functionality, various sorting & filtering options, and voting.
  • In saved game / construction UI screens, shown saves can now be filtered by their tags.
  • Added UI support for publishing saved games to the Workshop, and for loading downloaded games.
  • Saved game / construction tags are now forced to be all lowercase, in order to match Steam Workshop.
  • Double clicking on a saved game / construction will now load / spawn it.
  • User now asked to confirm before overwriting an existing saved game / construction.
  • Esc. key now backs out of in-game GUIs.
  • Added a "Steam Workshop agreement" popup UI that is shown after publishing an item when the player needs to agree to it.
  • Increased LOD transition / draw distances for parts.
  • Bug fixes.
  • Upgraded to Unity 2019.4.5.

UI and Workshop improvements

Hey everyone, it’s been a while, so here’s a brief update on what I’ve been working on over the past month or so!

[h3]Save / load UI improvements[/h3]

I’ve made quite a few improvements to the UI screens used for saving / loading games or constructions.



Now, rather than repopulating the list of saves whenever the screen is opened, they are only updated if something has actually changed (e.g. file saved or deleted). This makes it more responsive and means the scroll position doesn’t keep getting reset.

I’ve also implemented some features to help manage and organise a larger number of saves more easily. Each save screen now has a list of tags (populated from those currently in all the saves), which can be selected from to filter out which saves are shown. In addition, locally saved, Workshop downloaded, and built-in example saves are now separated into their own panels that can be switched between.

The player now has to confirm before saving over an already existing saved game or construction (just like when deleting a save).

Double clicking on a saved game or construction now loads / spawns it, without having to click on a button. Similarly, double clicking on a map in the “creative mode” screen will start a new game with that map.

[h3]UI appearance[/h3]

I also spent a lot of time tweaking the layout of the UI screens and improving the various UI elements. My aim was to improve the overall UI appearance, make better use of space, and (most importantly) improve legibility.

The UI could still be way better of course, and there are many more things I would like to do, but I think it has been a good step in the right direction.

[h3]Workshop integration[/h3]

Finally, the other area I’ve been working on is extending and improving the Steam Workshop support in the game.



In the Workshop browser screen, there are now a whole host of searching, sorting, and filtering options. The player can search with a text string (matches against the text in item names and descriptions), or they can search using tags (matching against any or all specified). Results can be sorted by popularity, recently added, etc. and filtered by items subscribed to, published, etc. Speaking of popularity, I also added buttons for voting items up and down.

This was all implemented using Steamworks functionality, so it was pretty easy to do really, the main challenge was more on the UI side of things.

Lastly, I’ve also added support to the load game screen for publishing saved games, and for loading games downloaded from the Workshop!

[h3]Hardware fail[/h3]

On Monday my PC completely died (reboots every few seconds), narrowed it down to either the CPU or motherboard. It’s a fairly old machine, so at this point it probably makes most sense to build a new PC.

Anyway, I’m currently resorting to using my old laptop, which is a major setback to progress as it makes development painfully slow. I was hoping to release a demo update soon with all the UI and Workshop improvements, but this will probably be delayed for a while now unfortunately.

GearBlocks Quick Pitch

[h3]The game[/h3]

GearBlocks is a game all about building interactive machines made from working mechanical components, testing them out in various challenges & scenarios, and sharing them with a like-minded community.

It aims to take you a little deeper into the mechanical side of things, so there are no simplified elements that do some of the work for you, you have to make everything from the ground up out of the fundamentals. It can be a bit of a brain stretcher at times, but gives a lot flexibility and scope for creativity!

[h3]The demo[/h3]

The demo version has a limited selection of parts and tools, a couple of basic maps, and gives you free reign to build in creative mode. It also has Workshop support, so you can share your creations. Even with the limited part selection, the GearBlocks community has already made some incredibly cool creations, so it's well worth checking them out.

There aren't any in game tutorials yet, so to get up to speed with the building tools, you can refer to the hints in the game, or ask for help in the Steam Community or on the GearBlocks Discord.

[h3]About me[/h3]

I'm an ex long time "AAA" game programmer, now solo indie developer. For as long as I can remember I've always been fascinated by cars, machines and mechanical engineering. It probably all started as a child when I was obsessed with Lego Technic, which has been a big inspiration for this project, I wanted to try and bring the fun of that building experience into a game.

There have been many challenges along the way (gear physics comes to mind!), and progress is slow as it's just me, but after many years of work the game is finally starting to come to fruition. I hope you enjoy it!

Steam Game Festival / Discord build contest

Welcome to the GearBlocks Steam Game Festival build contest! After the last submission date (June 22nd), I'll pick my favourite three entries. The top three creations will go into the next demo release as example builds, and their creators will be added to the "expert builders" Discord role.

[h3]Theme[/h3]

Build a walking vehicle. Your perambulating, hopping, or crawling machine should move across the terrain without rolling on wheels, and have room onboard to transport at least one brave pilot.

I'll be looking for things like:-
- Fluid and stable locomotion.
- Ability to traverse bumps and obstacles.
- Clever and interesting mechanisms.
- A well thought out design visually.

[h3]Rules[/h3]

- To enter, upload your creation to the Steam Workshop and then post the name of it to the #build-contest channel on the GearBlocks Discord.
- One entry per person.
- Submit your entry by June 22nd.

Best of luck!