Important Multiverse Notice – 30/08/2017

Hello everyone!

Unfortunately we don’t have a full dev blog for you today, as we’ve been extremely busy lately, but we wanted to update you on how things are going and give you another peak at some of the stuff we’ve been working on.

First I wanna get some bad news out of the way. Unfortunately it’s looking very doubtful that we will be ready to release when we had initially planned at the end of September. At this time its very difficult to say how long we will need to delay by, so we’re reluctant to set an exact date here, but we will be trying to keep you updated and we’ll let you know when we have a more solid idea. We realise this is upsetting news, we know you guys were really looking forward to playing it in a few weeks time, and we apologize for having to delay.

The reason we will be delaying the update’s release is primarily due to bug squashing, we really want the Multiverse update to be as robust as possible for you guys to enjoy! In that department we’ve made huge leaps and bounds, but there is still more work to be done before we’re happy to release it.

We deeply regret that the update won’t be finished in time as we’re really excited to get you guys playing and building, but we feel it’s important to make sure the experience is the best we can make it and isn’t overshadowed by instability and bugs. We are all working flat out to get everything finished asap and we’ll be sure to update you when we can.

Onto a brighter note; we have another sneak peak into the Multiverse update and some of the stuff we’ve been working on!

There will be some new additions to the game to complement the multiverse update, including some new level objects and a new environment to play in.

We’ve created a whole selection of tiles & objects for you to use when designing your levels, they were specifically designed to maximise their usability in creating large level environments for you and your friends to play around in.

I also thought I’d share with you a few examples of level types that the logic editor allows you to create. Please note that these are merely examples created by our team during playtesting and you should not expect to see these released with the update!

If you and your friends are more interested in structured gameplay or competitive objectives, rather than Besiege’s traditional more relaxed sandbox play, then the logic editor is the perfect tool for you! It allows you to create levels with objectives and games, of your own design.

For example, the screenshot below was taken from within a level designed as a kind of capture the ball type gamemode. Using the logic editor, we were able to create two opposing teams, each with their own iron ore ball. The objective being to steal the other team’s iron ore and bring it back to a collection point. Each time the enemy ore is collected, you can a point which brings you closer to winning the round.

Once one of the teams has retrieved a set number of ore, they are pronounced the victors and after a short delay, the level and scores reset!

Another possible game you can design is that with a ‘King of The Hill’ type objective, where teams gain points over time for being inside an insignia, like in the screenshot below.

The progression bar for each team slowly ticks up the longer they are in the insignia until one team reaches 100% and wins!

And just to finish things off I’ve put together a few gifs showing some of the new level objects we’ve added in.

I’m afraid that’s all for now, next time I’ll be bringing you a blog post about how the logic system works and delves into settings in a bit more detail.

We’d just like to appologise once again for the delay. Everyone here at Spiderling is working very hard to bring you the update as soon as possible but in the meantime, we really appreciate your ongoing patience.

Cheers,

Von