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Trailmakers News

1.8 Update and Rescue Pack LAUNCH DATE! đź’Ą

The release of 1.8 and the Rescue Pack approaches rapidly. In fact, we are ready to tell you exactly when: April 24!

So channel your inner savior and get ready to rescue.

Watch the final trailer for the Rescue Pack here:
[previewyoutube][/previewyoutube]

In case you forgot what 1.8 contains, take a look at our previous announcements here:

Cinematic Camera Player Event Feed Waves 1.8 Blocks Rescue Pack Blocks
Rescue Pack Cosmetics

But that’s far from all we have for you on this wonderful Friday.

Flashblog is back and this time we have Product Architect Rune Holm mapping the process of adding new blocks to Trailmakers - from idea stage to shipping.

Holm has worked on Trailmakers for 7 years, making him one of the most experienced veterans of the Flashbulb team.

So without further ado, let’s dive into the Flashblog #2: The Birth of Blocks



How to make a block for Trailmakers?

Trailmakers consist of many individual parts, but perhaps the most important component is the blocks! So how do the developers design and implement a block and why do some blocks get made while others do not?

[h2]What is a block?[/h2]
Roughly speaking a block consists of its graphics, sound, functionality and settings. But of course this is a gross simplification of the huge design and implementation work that goes into a block. For example the way a block looks has a huge impact on how it can be used. Some blocks are used to give character and details while others are for building larger coherent shapes.

[h2]The life of a Block[/h2]

[h3]Step 1: Idea[/h3]
A block generally starts its life as an idea. Sometimes it is from a player's suggestion, other times from the minds of a developer and in some cases because we are trying to build a themed experience (space, air planes, boats). We try to think about who the block is for and how it should be used. We also need to consider how important it is and how expensive it will be to produce as we have limited resources and are only a relatively small team. Finally we also have a lot of other things we want to add into the game, so every block has to compete against these.



[h3]Step 2: Concept and Design[/h3]
The next step is to come up with the best version of the block. This involves considering all the different use-cases for the block, implementation costs and how it fits into the game as it is now and how it will be in the future. If a block is too close to what is there already it will not get made and the same goes if it will be superseded by an even better block in the future. It is also important to consider if the block should be made generic so it can be used in many ways, or detailed so it is perfect for its intended purpose.



[h3]Step 3: Production[/h3]
Prototyping and implementation comes next. This involves programming, 3D modelling, animating, texturing, sound designing and implementation and tweaking the block. In this step we will find a lot of challenges that were hard to predict in the prior steps which in turn can lead to adjustments, redesign, reimplementation and even rejection of the block entirely in some cases. Often we implement multiple versions of a block before we find the best version. To avoid wasting time it is therefore often useful to evaluate the block as it is being implemented. We usually also give a closed group of testers access to the blocks at this stage to make sure it is something players will understand how to use and to enjoy.



[h3]Step 4: Polish[/h3]
Once the block is done we enter into a phase of polishing which means identifying and fixing bugs, fixing visual glitches and optimizing when needed. Hopefully there are only smaller issues left at this point in the process.



[h2]Design Challenges[/h2]
There are a ton of decisions and tweaks to be made when making a block and this post would be rather lengthy if we were to explain them all in detail. However, here is a short list of some decisions we need to make for each block: Aesthetics, sound, build bounds, nubs, collision shape, name, description, power core cost, complexity cost, aerodynamics, weight and health. On top of that we also have the specifics to functional blocks such as cannon blocks: Delay between shots, damage per shots, explosion radius, projectile speed, crosshair style.

Some of these decisions are easy to make or don't have to be super precise, but others will be incredibly hard to change later as it would mean breaking existing blueprints, or impairing fun play patterns. This may in some cases mean that we will make the game worse if we fix a bug or change the block (I’m looking at you UFO engine!). So in these cases we must try very hard to make the right choice the first time!

[h2]Conclusion[/h2]
As a result, making blocks for Trailmakers is a very creative and challenging task involving a lot of different people, testing, listening to the players and trying to predict what will make the game even better. And of course a lot of hard work. Thankfully we have some very skilled people working tirelessly on the game, some really dedicated and creative players and a great community. The game and the blocks in the game have come a long way since the initial early access release more than 6 years ago - hopefully we will be able to continue this trend and improve the game for a long time to come!

1.8 Update | New Cosmetics | Dev Diary #5

Today, we bring you the final piece of the 1.8 puzzle: The outfits and decals of the Rescue Pack DLC!

Let’s first take a look at the dazzling new costumes:



Red - the color of the flame and the very people who put it out. No Rescue set is complete without the iconic Firefighter.

Serve & Protect - catch a Chirpo going over the speed-limit in an unregistered ornithopter? Lay down the law with the Police Officer outfit.

Make yourself seen with the Hi-Vis outfit. Strap on your lamp-helmet and go exploring in the Myco Terra tunnel, you know the one.

Hide your blocks, there’s a Thief creeping around. On the run, zero drag glitching through the air with a bag of Trailmakers coins.

Decals



Now that you’re all dressed up let’s give your builds a glow-up too with 16 new decals that are sure to make your blueprints pop. Police and Firefighter Badges, Life Dinghy, Coastcard Sigil, Radars, and so much more to put the final touches on your rescue vehicles - or whatever else you choose to make with the Trailmakers Rescue Pack. We announced the rest of the DLC content last week, but here’s a quick reminder:





Won’t be long before the Rescue Pack is available. If you haven’t wishlisted (and you want to) you can do so here:

https://store.steampowered.com/app/2863610/Trailmakers_Rescue_Pack/

1.8 Update | New Blocks | Dev Diary #4

Alright, it’s time to look at what most of you have probably been waiting for. Blocks coming in 1.8 - both free and DLC.

[previewyoutube][/previewyoutube]

Let’s start with the free stuff:

  • Short Truss Block
  • Long Truss Block
  • Fireworks!


The Truss blocks are girders. They give you that construction look perfect for building cranes or stages. The Firework block does what you would expect it to do: Fireworks! With the press of a button you get a beautiful spectacle. Use it for celebration or cinematic-explosion like effects.

https://store.steampowered.com/app/2863610/Trailmakers_Rescue_Pack/

Rescue Pack DLC (Paid):

  • Ship’s Keel
  • Ship’s Bow
  • Dinghy Side
  • Dinghy Bow
  • Tail Propeller
  • Large Stabiliser
  • Emergency Light
  • Fire Truck Siren
  • Signal Flare




There is a lot to unpack here but in a nutshell we are offering the ultimate Search & Rescue experience for Trailmakers. Build boats, helicopters, planes, firetrucks, and literally anything else you can imagine with these blocks. Shoot up an emergency flare and have you friend come find you in the (now) stormy seas that can be added to any map.

Take a look at the video below for a full overview and showcase of all the blocks, both free and paid.

Tune in again next week where we are showing the new, beautiful Rescue-themed outfits also coming with the DLC!

1.8 Update | Waves in water maps | Dev Diary #3

Hold on to something. Storm’s a brewin! We are adding waves to all maps in Trailmakers and a setting to adjust them based on how intense you want them to be.

You can turn them off completely (like they are per default right now).
You can set them to “Calm” giving you nice, regular waves.
… or you can set them to “Intense” to give you that rough middle-of-pacific-ocean-during-a-hurricane feeling.

Note: The latter setting requires the High Seas expansion.

Take a look at how it looks in-game here:

[previewyoutube][/previewyoutube]

Remember to follow our Twitch and YouTube to get notified of the next 1.8 leak-stream.

1.8 Update | Player Event Feed | Dev Diary #2

The brand-new Player Event Feed (more commonly known as a kill feed) is ready to enhance your PvP experience.

The server will now inform you if:

  • Player is killed by another player
  • Player is ejected from their seat
  • Player is blown up by another player
  • Player teleports
  • Player respawns (backspace)
  • Player is building


Watch the video to see how it looks in-game:

[previewyoutube][/previewyoutube]

But we have more than just 1.8 leaks for you today. We are also introducing a new bi-weekly concept called Flashblog where Producer Andreas Kidholm and Game Director Lasse Middelbo Outzen share insights on the development of Trailmakers.

Read the first edition now!



Greetings

This will be the first of many regular updates from the Trailmakers team. We have been wanting to be more transparent in our development for some time and with 1.8 being announced we want to kick off production updates from the Trailmakers development team every other week.

The format and lengths of these updates will change according to what is happening with the production of Trailmakers. Also, feedback and what you would like to know more about is highly appreciated.

To kick it off, let us have a look back on the last two weeks of development:
Last Monday we released Trailmakers 1.7.4 which included a refactor of blocks and a power coupling block. The block refactoring is something we have been wanting to do for a long time as it first of all aligns the look of all blocks, but also enables broader skin support and very importantly frees up memory, which again secures many more years of Trailmakers updates. It is a daunting task to change something as important as the blocks in Trailmakers, but we are very happy with the result and especially the new possibilities the changes allow for in terms of functionality.

A free “floating block” exploit was uncovered after the release of 1.7.0 by a few dedicated community members. You know who you are. We wanted to fix that glitch as it was connected to issues in the weld groups. That sparked a discussion in the office over whether we should also let people have another way to get “floating blocks.” These discussions eventually ended up with the design for the Power Coupling block. We are all very excited to see all your crazy builds using that block!



Video game development can be a long and winding road and we want to provide you with the highest possible quality. This caused 1.7.4 to take a bit longer than we had hoped for as a few crucial bugs surfaced late in the development process. Squishing bugs can be a tough job, but also an important one. In this case our players saw content creators having fun with the power coupling block before the release and kept asking when they could get their hands on it. Believe us, we wanted to release it, but it just wasn’t ready. We take pride in releasing quality content with as few bugs as possible.

Now we look toward 1.8 which has already moved into the testing phase. More to come on that in the coming weeks. We are also working on a much bigger update that will be revealed later in the year. For now, please ask questions you would like answered in the next instalment of Flashblog. It will be posted in two weeks and will provide insights in block design philosophy by our Product Architect and Trailmakers “Grand old man” Rune Holm.

Thank you for reading.

Andreas - Producer
Lasse - Game Director