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Welcome to this week's blurb!

I hope you guys like the banner for this week! Animation isn't easy, and on top of that, it takes quite the amount of time. Animating all those leaves had me up until 3 AM during the week, and it's not just those leaves, it's animating those leaves for 8 frames. That means I am constantly having to edit those leaves and whatever else it is that you see move for 8 frames. Suffice to say, I think the effort paid off with how well it looks now!

For this blurb, we have Tantiem guest-writing our speculation column discussing more of the videos released by the developers of Brickadia demonstrating the capabilities of behaviors!

Now with that out of the way, let's take a look what the community has been up to:

An astounding import of some terrain from Google Earth into Brickadia:

Credit: Hoogle

Airport in progress, look at those planes!:

Credit: TheArmyGuy

Jumbo cannons!:

Credit: reimu

This picture goes hard:

Credit: Cerv

Meanwhile, on that same server:

Credit: 2008nickcody

This picture is extra good just because of the lighting:

Credit: Zoid

invasion:

Credit: Tohim

brirb:

Credit: Crack

NO FIGHTER PILOT, DONT FLY INTO THAT TUNNEL:

Credit: TheArmyGuy

Finally, free membership for Brickadia Gold?:

Credit: mass_units

Leading cause for insomnia:

Credit: Cryptic Runner

Need I say more?:

Credit: Nicepoint

HE'S A CRIMINAL:

Credit: Moonkey

HE'S A MENACE TO THE ENTIRE CITY:

Credit: Moonkey

Now we arrive at this week's user column!

Each week I will be asking members of the Brickadia community a question relevant to Brickadia at the moment, whether that be in regard to development, speculation, or even just hopes and desires surrounding the game itself.

The question this week is:

If you could add any more emotes into Brickadia, what emotes would you add?

The Sir Rolfe

"I'd love to see some more funny/silly emotes added to Brickadia, something to really add a little extra fun and emotion to the Brickheads! Maybe some dances too if that's not too hard to animate"

Bluester16

"Probably would be dance emotes.
trogtor dance"

Orodan

"I would want to have more sitting/AFK emotes, so sitting in slavic squat would be an interesting addition. le funny! And/or laying. For example laying on your stomach while supporting head with arms and swinging legs back & forth."

For this speculation section, we will be covering some of the last pieces of the dev media bomb we were graced with recently.

This week, I'll be focusing on a distinct set of behaviour features I find interesting, and what this could turn into with the final release. The specific features, as shown in these videos, relate to the way behaviours are meant to be used, and implications of some functionality we see so far.

RC tank:

Credit: Sixmorphugus)

Pong:

Credit: Sixmorphugus

Snake:

Credit: Sixmorphugus

First thing to note in the RC tank is the fact that we have controls that the player can use to interact with the little tank, meaning that we will for sure have control over the transforms of whole brick grids. More on this, it looks like the rc tank is moving off the brick grid (you can see this in pong as well). I think this is super interesting, and potentially a look into how some useful mechanics such as doors, elevators, trains, and other simple single axis movers would be implemented. One thing to speculate about on this front: Would we be able to move objects with physics? say, levitate a physics brick grid, swing it around a little, all in behaviours?

The pong video doesn't add too much more, but a reason I wanted to highlight this was how it shows off parameters that are customizable (more detail shown on the second pong video), and so this shows just how extendable behaviours can be. Just like real code, you could potentially build a generic movement, follow, aim, build, generation, etc... and not have to have an in depth knowledge of behaviours to use it to your liking. I can see this being a great entry point for new players trying to get used to this system, without being severely limited.

The final, point of interest in this collection of videos would probably be snake. Not only is this a rather complex game to create the logic for, further demonstrating the functionalities and capabilities of behaviour scripting, but the nodes for ins and outs are really interesting, further demonstrating just how easy to use behaviours are planned to be for use. As we know already, behaviours are just a way to make custom wire nodes. As shown in the snake menu, a rather interesting (although unpolished) look into assigning in nodes and out nodes. This reminded me a lot about the little big planet system of micro chips, where you can shrink down all the logic nodes in the middle, and just leave the in ports and out ports.

Overall the whole behaviours system looks to be designed from the ground up to be easy to use, and hard to master, giving new creators and experienced creators just as much flexibility as they need without getting overwhelmed. It's really an ingenious system and I'm just in awe of how well designed it is, so everybody should really give props to the team for getting it to this state. Now we just gotta wait for Six to finish testing and polishing until unveiling it to the world.

Thanks again to Tantiem for guest writing this speculation column!

And that's all for this week of the durb blurb!

If you want to see your creations, ideas, and speculations highlighted on the blurb, contact me at: durb#3215

See you all next week!