Welcome to this week's blurb!

Apologies for today's delay! If you want to know what happened, check out the new blurb comic today down below!

This week's banner was inspired by the fact that I had recently watched the recently released Godzilla vs. Kong film. It's alright, though it is curious how it is often the case that whenever Godzilla has had a good reintroduction, somehow it slips back into wacky fighting stuff. A little hard for me to explain, but considering how rich the 1954 movie was compared to a movie like the original King Kong vs. Godzilla, it's somewhat interesting to see how a behemoth of a menace goes from just that to a fighting monster hero thing? Maybe I didn't explain it the best, but all I'm saying is that somewhere down the line, we went from this:

To this:

And that's the kind of vibe I got from the first Monsterverse Godzilla film compared to this new crossover one. Very weird tangent aside, the banner was drawn on FireAlpaca and given that retro VHS distortion effect on Clip Studio Paint.

With that out of the way, there is a special announcement this week for the blurb! The durb blurb now has an official Patreon page! That's right, you can help support the development of future blurbs by visiting this link right here!: Durb Blurb Patreon (www.patreon.com/durblurb)

With that financial plug out of the way, let's take a look at what the community has been up to for the past week:

Listen, I did not include this because of the fact that the banner features a Godzilla-like figure attacking Japan or vice-versa, these coincidences are purely coincidences:

Credit: jake

Always nice to see a receptionist who looks soulless for their job:

Credit: Diax1324

benjamin:

Credit: Rothary

Amazing Brickadia build of the MCRN Shinsakuto, exported from Blender and given some animations:

Credit: TheArmyGuy

Awesome showcase of sci-fi builds, the second picture especially the U-Wing from Rogue One:

Credit: MUSTARD

Creeper mode plug-in made for Brickadia, based on the one mod from Blockland (bonus points if you can spot me):

Credit: Critical Floof for the mod, Hoogle for the video

check out my bald spot bro-AAAAAAHH:

Credit: TheArmyGuy

A new server on Brickadia called Nuclear Winter just recently opened up, here is the current state of affairs:

Credit: Bluester16

Yeah, I'm thinking we hate this game, bros:

Credit: In-Screenshot

An edit someone made, captioned "saata andagii":

Credit: Liljitt

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:

What are your thoughts on features like particle emitters and player sizing being in Brickadia? What do you think the community would be able to do with these things?

Tantiem

"I think particle emitters are really important for active micro details that may be too complex or computationally straining for microbricks and behaviours alone, whereas player sizing is more of a nice to have imo. For adding detail to static builds, particle emitters could be used for smoke, fire, leaves in a forest, dripping water, etc... On top of being a great visual flourish to static builds, particle emitters are a great response to interactive functions, such as walking on a crumbling platform or damage effects (on players or bricks). tl;dr it would be dissapointing if we never got particle emitters, but I could care less about whether or not we can resize players."

Lijitt

"dey would be very epic and a necessary featur for the future of brickadias success, i can count on the many times people have asked how or wished to be smaller on the many merps hosted in the past, da particles woul also add so much more to some of the already detailed builds de comunity has made."

Oxy

"Imo player sizing really just sounds like a funny novelty, but I think Brickadia desperately needs particle emitters. People have already gotten very creative with the existing building features but particles could make a lot of builds even more interesting. Fire, waterfalls, electronics etc. would all look a lot more interesting with proper visual effects."

And now for the weekly comic panel!:

For this week of speculation, we're briefly taking a look at two potential ideas for features in the future: particle emissions and player scaling

Credit: orion for making the trail, Toriel for the car

Credit: kokonut

Memes aside for the first one, with the prospect of vehicles eventually coming to Brickadia, we have yet to see anything in regard to actual particle emitters being shown in-game. Now you may be wondering, "Well, it sounds like you're basically confirming they will be in Brickadia", and to that, I say yeah, they have been confirmed. Well, sort of, at least. If anything, the most we've seen in regard to discussion of particle emitters is mainly in the form of them being discussed as Interactables, which, if you don't know what they are, they're basically simplified behavior functions without getting into the whole epic scripting process of it. For more information on that and a better explanation, check out this blog by the devblog by the developers: Interactive Brickadia: Next Steps

Credit: Sixmorphugus

While this basically confirms particle emitters as being a feature to make it into Brickadia on release, the only thing about it is that we haven't seen anything in regard to particle emitters since then. Not only that, while we do have some degree of confirmation for particle emitters, we don't exactly know what it is that will be included for particle emitters. Will trails be included for moving components? Will particle emitters has predefined assets instead of custom ones? What kind of trajectories will be possible for particle emitters? We'll just have to wait and see, but the prospect for particle emitters is a huge one IF they manage to pull it off right, and the use of particle emitters would certainly help bring a lot of builds to life, especially builds that involve the use of smoke, propulsion exhaust, and so on and so forth.

What about player scale?

While player scale in itself hasn't been entirely confirmed as a feature by the developers, it is somewhat known that player scale can be changed using a console command in singleplayer:

Credit: Sixmorphugus

Credit: Pepper

While this in itself is possible, the only issue in regard to this is the fact that there doesn't seem to be much incentive to fully implement player sizing as a feature. While the command is possible to use, it is a buggy command:

Credit: Zeblote

Credit: Kenko

So while particle emitters in itself has a somewhat decent prospect as a feature in the future, as shrouded and mysterious as it may be, it is somewhat safe to assume player size won't be making it into Brickadia as a feature. If it were to come in as a feature, I imagine it would come in as something that can be done with behaviors. Hopefully they're able to fix up the issues with player scaling, I mean, who wouldn't want to scale up and look like THIS?:

Okay, maybe not that.

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

You can also support me on my Patreon using this link here: Durb Blurb Patreon (www.patreon.com/durblurb)

See you all next week!