Blocknauts! by EndlessPlumber
May 9, 2017: Alas, I have been defeated!
After much compiling, wrangling, Linux rebuilding, virtual machining, Linux crashing, virtual machine rebuilding, Nvidia driver wailing and gnashing of teeth, and general misbegotten adventurers, I have failed to port Blocknauts to Linux!
I've spent about 10 hours working through problems related to Unreal Engine packaging for Linux and various Linux distros, and have come to the realization that my development setup using virtual machines with GPU passthrough, while cool, might actually cause more headaches than it saves.
I'm terribly sorry to everyone who was looking forward to a Linux build - perhaps I'll have my toolchain ironed out better for the next LD.

Enter a big place full of small worlds. You're a courageous Blocknaut, stranded far from home in a tiny star system. You ship is gone, scattered to pieces as it broke apart on reentry. Can you explore this foreign place, and find your ship's scattered parts?


Controls
WASD to move Mouse to look Space to use jetpack Touch ship pieces to grab them, touch the rocket blueprint to drop them off. Esc closes the game
Tips - There are 16 rocket parts scattered around the system. - Don't forget to check small moons and asteroids! - You have unlimited jetpack fuel. Yay, micronized fusion bottles!
Links (Windows)
:video_game: Blocknauts! itch.io site
Development Timelapse
https://www.youtube.com/watch?v=ColDkzeX7fM
Rocket Component Map

| Original URL | https://ldjam.com/events/ludum-dare/38/blocknauts |
Ratings
| Overall | 414th | 3.324⭐ | 39🧑⚖️ |
| Fun | 457th | 3.027⭐ | 39🧑⚖️ |
| Innovation | 519th | 2.865⭐ | 39🧑⚖️ |
| Theme | 459th | 3.289⭐ | 40🧑⚖️ |
| Graphics | 413th | 3.432⭐ | 39🧑⚖️ |
| Audio | 373th | 2.892⭐ | 39🧑⚖️ |
| Humor | 501th | 2.265⭐ | 36🧑⚖️ |
| Mood | 394th | 3.222⭐ | 38🧑⚖️ |
| Given | 34🗳️ | 73🗨️ |
The biggest issue looming over everything that is good and just is --** \*drum roll\* **-- the camera controls! They function unlike anything I've played before. A standard 3rd person camera rotates around the player, it never rotates around its own axis. In other words, moving the mouse forward always moves the camera up, around the player. Here if the camera is looking at the player from the side, moving the mouse forward instead rotates the camera around its local forward axis. This is most unusual behavior.
Other than the camera, you've put together an enjoyable exploration and gathering experience. Some challenge would make it into a game proper, but you can't have everything on a tight deadline. Good work, have a :rocket:
Love the game though, feel a brotherhood with the voxel graphics :) Was getting definite Grow Up/Grow Home vibes from the spaceship collecting!
I knew the camera and motion controls were going to be pretty rough, and it's good to see I wasn't wrong. On Sunday I had my young daughter play the game, and had to coach her through how to jet from one planet to another. I knew then I had to improve the controls, but I didn't have enough time to work up something good enough to replace what I had.
I'm planning on growing this idea a bit post-jam, and camera and controls are definitely first on the list. Thank you all for taking the time to look at my entry!

Where is it? :cry:
You implemented some stuff which was fun like the ropes, and the first survey was quite fun, descending and looking at the stuff, I think this kind of game thrives when you have cool stuff to check out, so it was a tough entry for a jam.
I got everything but 2 blocks, which Im assuming are the same ones @Huvaakoodia mentioned, I flew around for a while but couldnt see anything, so I'd say they needed to be better highlighted or theres a planet I missed, because 2 blocks couldnt have been in the asteroids I think.
Graphics were very good, you nailed the lighting, and planet textures are great, I'd add a pinch of ambient light, because the dark side of the galaxy can become a bit too disorienting.
Overall I think its a great entry, if you do a post jam versionI'd focus on as everyone said camera/controls, and adding interesting stuff to discover while exploring.
I'm really enjoying working on this entry, so I'll probably keep building on it post-jam. If you care to follow along, I'll probably blog and tweet my progress starting next week (details in my user page).
It took me a while in order to cope with the jetpack
and leave the start planet. Looking around on every planet for the missing parts is really fun. But how do you made the wire frame model of the rocket? Looks amazing! To be honest I was getting a bit ill from the camera controls after about 10 minutes (weak stomach xD).
Although overall it's a great entry :grin:
I'm currently 50 seconds into an end-game cutscene, so you get more than a merry little tune when you complete the game. It won't help those Blocknauts already abandoned, alone with a completed spaceship in far reaches of space, but perhaps it will bring some hope for all the others out there. For people who have already played the game, I'll post it at the end of the game page or in a comment so you can see it without having to replay it all.
Only complaint, like everyone else has mentioned, was the camera. (I played the LD version.)
Keep up the great work! I'll check out the Post-LD version sometime soon.
Graphics are very fresh, but I think it would be prettier with less black shadows (I know it's space, but it's hard to see a surface sometimes).
The tune was very pleasant.
Thank you for such a nice game!
Graphics are very fresh, but I think it would be prettier with less black shadows (I know it's space, but it's hard to see a surface sometimes).
The tune was very pleasant.
Thank you for such a nice game!
I really like the planets and the atmosphere shader is gorgeous.
Collecting items with the ragdoll physic tubes felt fun. I really liked collecting as much as I could so I could see them flail all over the place.
Finding the last part was almost impossible, because the light around the parts is really hard to see.
```
Failed to open descriptor file '../../.../BlocknautsDemo/BlocknautsDemo.uproject'
```
From the screenshots it looks good though!
EDIT: On Windows 10
I can successfully run Blocknauts on my development machine, w/ a Geforce 970 with 4GB VRAM, our older gaming computer, w/ a Geforce 660 with 2GB VRAM, and a bargain bin laptop with a 2.2GHz Dual-Core AMD A8-7050 with integrated R5 graphics and 4GB shared memory for the whole system. That last one runs with a very low FPS, but it does successfully load and I can fly around between planets and such. Looking at some profiling information, it looks like I use less than 2GB of VRAM total:

What graphics card are you running in your setup? How much VRAM does it have?
@samusoidal, I am able to reproduce your issue on multiple machines when I try to run the executable file located at <baseDirectory>/BlocknautsDemo/Binaries/<platform>/*.exe directly without extracting the zip file first. If this is how you tried to run it, I was able to fix the issue by extracting the zip file contents into their own folder and running BlocknautsDemo.exe from the extracted folder.
Hope this helps you guys get up and running!
- I don't understand the combination of voxel models and non-voxel models - perhaps it's simply a graphical style I dislike; not really sure
- Gravity does not appear to actually be gravity - from what I could tell, the character is just linearly pulled to a planet, but gravity is meant to be a force, which makes this game feel rather wonky. For me, this problem seriously detracts from the fun of the aforementioned flying through space, and is probably one of the reasons I didn't enjoy this game as much as I could have.
- The rope is a bit glitchy; I know other people have mentioned this but it just makes the game feel less complete/professional/something
- The controls. Other people have mentioned this as well, but the controls also cause serious problems with how much I enjoy this game - sometimes I couldn't get off of a planet because the character would not aim the right direction. Perhaps simple third-person camera controls would be better...?
- This is an insignificant issue, but it is possible to fly through the sphere surrounding the game world. The fact that the sky is a sphere also means that the stars don't necessarily move how you would expect - they basically shouldn't move at all with regards to the player's position, only their direction.
As it were, while I was playing, I also developed this (highly subjective) opinion: I believe this game could be incredibly effective as a puzzle / horror (?) game - basically, confronting the player with being truly lost in space - disconnected from the rest of all humankind. This would mean changing the music and graphical style to be much less cheerful - this thought, in fact, is probably one of the reasons I disliked the voxel graphics. But flying through space and staring at the stars off in the distance did create this sort of feeling of isolation, and I think if the game was specifically constructed to do that, it would be a really cool experience.
Of course, that would be completely changing your game from what it is; just something to think about. In its current state, it's not at all bad; there's just a few small things holding it back from being truly enjoyable. I think the most important changes would be fixing the controls / mechanics (including gravity) and giving it a slightly less trudging goal; perhaps just a bit more open-world-ness would be good.
You're totally right about the gravity - I integrate it as a velocity instead of an acceleration. I mainly did this for simplicity's sake early on. I had planned to implement acceleration with inertia, but I was afraid it would make made it even harder to navigate between planets with the state of the controls at the time, so I left it as-is in favor of improving other parts of the game. I'm actually about to revisit the physics so I can loosely model orbital trajectories, so there should be an AfterLD build with more realistic gravity soon.
I like your thought on a puzzle/horror game. I've already been sketching out some plans for turning this into a physics puzzler/exploration game already. The rocket collection bit was just a short-term stand-in to help my world creation masquerade as a game :grin:. I really like how the dead planet turned out, it's perhaps my favorite so far, and I've been considering what it would mean to emphasize the ancient civilization motif a bit more strongly. I don't think I'll go full horror with the game, but building up a slightly more atmospheric dread in parts of it may be appropriate.
Fun stuff to think about!
I'm running Arch linux here at home, and don't have any other flavors around with GPUs to test with, so I can't guarantee it will run on everything, but we'll see how it goes :wink:
Keep in mind you'll probably want a discrete graphics card with 2GB of VRAM or more for a good play experience. It will run on less (it performs, albiet very poorly, on an $85 laptop with AMD integrated graphics), but I'm not sure how low you can go and still run fine.
Assuming compilation goes well, I'll shoot have a Linux download on the itch.io site tomorrow. I'll add a note to the top of the Blocknauts game page either way to let everyone know.
Some feedback on the current progress (UI elements) would have been a great addition and in the end we had no idea if the game was actually finished or not. (The rocket wasn’t obviously missing any more parts, but the game just went on).
Check out our review of the game over here:
https://www.youtube.com/watch?v=0iWSzicsia8
I've been working on the controls, and my After-LD builds have gotten better, but they're still not quite right. I've found it's difficult coming up with an intuitive, yet flexible scheme for navigating in 3D with a completely arbitrary 'up' direction. The planet to space transition is pretty harsh :grin:. I'm currently looking at Mario Galaxy as a study in good camera controls in a game like this.
Thanks once again for everyone's feedback, positive or negative - it's really helping me to improve as a developer!
- I liked the positioning of the intro text, but it was a tiny bit small and reading it involved some gymnastics.
- LOVED THE VIEW! Jetting from planet to planet and then looking "up" made the game.
- At first I wanted to be able to run on the planets, but then I got used to the speed. It reminds me of watching moonwalks.
- Walking from day to night on the tree planet was a neat experience. You really captured the beauty of it. This was my favorite moment: 
- I also liked how the character was re-positioned during landing. I struggled with the camera alignment while jetting around, so I'd feel like I was constantly mid-crash, but then my character would finish the move gracefully.
- BUG-REPORT: Immolation didn't work as expected.

First of all I don't have that much knowledge in 3D so according to what I am able to do, your game is awesome ! I'm just a bit disappointed because I didn't find the last part of the ship... I wanted to see what could happened at the end of the game, but I couldn't :'(
Maybe it could be great to have access to a radar when we only have few pieces remaining ?
Anyway, it was fun to travel around the solar system and finding part of the ship. The most difficult part was to bring them back to the ship planet (I don't know how many times I got blocked by the trees xD).
I would enjoy to play the post-jam version !