1. Marble World
  2. News

Marble World News

Patch 0.1.1A

Hey everyone!

Here's patch 0.1.1A, which includes some small fixes. The important reason this went live is the cursor lock bug which should now be resolved.

- Fixed the RMB + Esc bug where you could get stuck without any ability to continue or close the game. Some users reported an F1 + Esc bug as well, this seems to be the fix for both.
- Fixed the starter prefab collision between the rotating part and the static part
- Fixed the single straight prefab not having the correct collision shape
- Added an extra check for the pop-up animation when spawning objects in (for some users this lead to a tiny variant of the object)
- Added a check on the confirmation to save before exiting dialog. For some users this was not centered.
- Fixed a textual error for the single curved tube
- The rotate step which used to be 35 is now 30. This makes it uniform again.


The elusive bug where building when paused causes issues is still in production, first estimation is still this weekend. Unless fixed earlier, then I'll patch it directly.

Thank you all for the support, bug reports & feedback so far! It's immensely valuable for me and others as well.

Patch 0.1.1 (The Tools Patch)

Hello everyone!


Over the weekend I've been hard at work checking out various bugs & feedback from all the players. Of these things the most important ones have been prioritized to be in this patch. There are some bugs left which needed more time to be fixed but I wouldn't want you all to wait for this longer than needed.


Patch notes for version 0.1.1 (The Tools Patch)

- Move & Rotate tools got their own keybind (Default hotkey: 1) to toggle between the two.
- Booster and starter tracks copy over their settings when duplicated
- Booster and starter tracks receive the same settings when having multiple selected and making changes in the edit window.
- Added a quick rotate button (default: R) to rotate selected objects by 45 degrees on the world Y axis.
- Delete key now also works for selected marbles
- Added a reset object button (Default: 3) (Only works when having 1 object selected)
- Starter tracks now spawn marbles starting horizontal first instead of depth first
- Fixed an issue where marbles could get stuck on the finishline
- Single starter track now also supports the marble spawning system with customization
- Skins / Effects are now always evenly distributed in order
- Added grid size options
- Added rotate snap options
- Added 3 additional arrows to the Move tool for singular axis movement
- Added support to move the pivot on tracks to any of their attachpoints (Default: TAB)
- Pasting objects now is in the exact same position (Originally wasn't done on purpose as the pop-in didn't exist yet)
- Moving a rotated track with auto rotate after snap enabled will go back into the original rotation if moved away without releasing your move button
- Rotate / Move icons have been moved to the center of the screen next to the tool and are merged in one toggle
- Added a Local/World toggle button, objects can now be moved and rotated in world and local space
- Prevent keypressed when typing into an inputbox (such as spawning marbles accidentally)
- Added missing left curve track
- Fixed various bugs

One of the more notorious bugs is still in progress, which is trying to build when the game is paused. I'm guessing this will be fixed next weekend and is on the high priority list.

Thank you all for the support, bug reports & feedback! It's immensely valuable for me and others as well.


Early Access Release & Polishing

Hey everyone!

Short update here on the Early Access release.
It went pretty good so far! (it's been 5 hours since the button was pushed)

Some bugs and issues became clear immediately which didn't show up during testing but luckily they were reported fast & tracked down to what caused them. The most critical ones of these will be resolved in the first patch (0.1.1).

Others have shown that a tutorial is very much needed to explain the controls & some aspects need some Quality of Life improvements. These things will also be prioritized to be included in the 0.1.1 patch. This patch will hit somewhere next week.

As a single developer things can take some time, and things are easily missed too. Thank you for all of your feedback! (in whatever form it got to me) If no one told me things we're bad (or good!) I wouldn't know it.

I want Marble World to be a good game, and by you providing feedback we'll get there! Patch 0.1.1 will be another step in that direction.

Don't forget to join on Discord for the most up-to-date news! https://discord.gg/jbx92tbMSG
You're free to ask any questions you have, suggestions to mention or report any bugs you may find or just have a chat. I check the steam community section too from time to time, so if that's more your thing that's fine too :)

Have a good weekend!

https://store.steampowered.com/app/1491340/Marble_World/

May 7th and the future of Marble World

Hey everyone!

So the past few weeks since the last post have been quite overwhelming! Keys have been distributed for marketing and some really big youtubers have created videos on it, skyrocketing the game's presence! The Discord has been growing since, and I've seen a lot of cool ideas presented already :). (some of which will be available at Early Access release)

So a big thank you to ScrapMan, Camodo Gaming, Drae and Raptor for showcasing the game and thus helping the game reach a good audience! I never expected any big youtubers to cover the game, but i'm truly honored it happened :)

[h2]What's in it?[/h2]
I'll try to keep it short. There's 2 variances of tracks, one made of wood and the other being plastic tubes. Both are seen a lot in real life video's where they are used to make actual marble runs. There's a total of 24 different pieces to use. These 2 variants are paintable in 14 different colors where 2 of them are animated.

There are at least 2 marble spawners available, one for just spawning marbles randomly with skins / effects and one more suitable for races with a gate that can open / close and settings to spawn the marbles you want. This also comes with the ability to add marble names which are used when spawning.

There are 80 decorational types as of typing, some have physics and can spin, some are boosters and some are bounce pads! All of these (except the boosters) have collisions too, so if you want you can create a track existing purely out of decorational items without any tracks. The majority of decorational items cannot be painted (for technical reasons). And the boosters can be configured in strength. (meaning you can make marble cannons)

Marbles can be customized with a name, one of 14 different skins, and an effect of which there are 16 at this moment.

The current maximum amount of marbles that you can spawn is 25k. This does not mean your PC can handle 25k, but the limit is there for the ones who have extremely powerful PC's. The default limit is 5K, which is roughly what a medium end PC can run at 60fps whilst the time is slowed down.

I feel this is a good amount of things to start the Early Access launch with, there's enough to experiment with for a long time, but of course more is to follow! You can read more on this at the Marble World's Future section.

Here's a picture of the new 4 boosters, paintable & customizable in strength. They fit precisely into the tubes & the wooden tracks.



[h2]May 7th[/h2]
At 9:00 AM PDT The game will be available for purchase for a price of 10 Euro / 12 USD or your country's currency equivalent. During Early Access the price will remain the same, and will go up when it goes out of Early Access.


[h2]Marble World's Future[/h2]
As for the Marble World future, the aim is to have a 2-3 week patch cycle. Meaning you will get content everytime along with bugfixes & improvements. The content can be new marble skins, marble effects, track pieces, decorational items and paint! Other things will be implemented as well, think of features in terms of a marble 3rd person camera or various pads that alter marble physics such as flipping the marble's gravity. If you have any cool idea's too, join the Discord and let me know!

There's a lot of cool things planned! I'm not going tell you everything yet as some things should remain a surprise, but are well worth the wait!

Don't forget to join on Discord for the most up-to-date news! https://discord.gg/jbx92tbMSG
You're also free to ask any questions you have!

I hope you all have a good week, only a few days left till Early Access!

https://store.steampowered.com/app/1491340/Marble_World/

Polishing Marble World!

Hello everyone!

Last few weeks have been filled with polishing & adding some new content! As the last few weeks kick in before the early access launch it's time to focus on the necessary systems that definitely need to be in the game before it goes public.

[h2]Performance System[/h2]
As talked about last post, Marble World will now monitor your performance, and will accordingly slow down time (and thus heavy marble calculations) based on if you are not reaching the desired FPS. This system will be a work in progress for a longer period of time as it requires alot of tweaking based on other people's experiences with it. The desired FPS is currently set at 60, but there will be an option to change it to whatever you would consider a good FPS!

[h2]More Content[/h2]
In the past days I've also worked on some more content! Introducing a new animated marble skin, animated marble paint, some more props & more marble trails!



One of the pictures contains a decoration type that is still work-in-progress. I haven't talked about it yet, but there's a big chance it'll be in Marble World at Early Access launch ;)

As seen on the last picture there's been a revamp of the painting system, it's now located at the bottom right and will pop up as a menu instead of above the bar itself. The UI is close to ready as Marble World now also supports key rebinding! If you don't like moving the camera with the WASD controls you can now bind it to whatever you like! Controller support is one of the other things I'd like to implement but that will take some more time.

[h2]Upcoming Time[/h2]
As maybe noticed, this post came way later than originally said. It requires some time to get it ready and I'd much rather spend that time working on the game ofcourse! So from now on expect a post roughly every 2 weeks instead of weekly.

Next time a newspost arrives it will be right before the Early Access release. I'll go over what's in it and what didn't make it (yet!). From that point on I'll start doing polls in the discord to see what the priority should be for certain features.

Hope you all have a great week!

Don't forget to join on Discord for the most up-to-date news & see whats planned on the roadmap: https://discord.gg/jbx92tbMSG
You're also free to ask any questions you have!

https://store.steampowered.com/app/1491340/Marble_World/