Bloc-Age: Path of the Oracle – Major Update December 16, 2024
Over 1 year ago the Bloc-Age was released on Steam. Sadly, due to loss of team member due to lack of interest in the project, lack of funding and being trapped by the original concept of the project, I can truly say the original release was rough. But I had faith in the potential the Bloc-Age had, so I took what was there, cleaned it up the best I could with what time I had, and release it. I then returned to the factory full time and in my spare time I continued to update the Bloc-Age as needed. After many updates I found that the only way to salvage the project was to do a major overhaul of the Bloc-Age, ranging from general under the hood improvements, graphical updates breaking from the original retro-styled concepts that were holding the project back, and better controls. Following is a checklist of the major changes to the Bloc-Age, and further on will be a detailed explanation of each of the changes.
System:
- Reduced language support
- Updated frame rate system
- Better startup to catch compatibility errors
- Better culling system for levels
- Improved setup and input menus
- Mouse over help text
Graphics:
- Updated tileset textures for all regions
- Added glow effects (sky, projectiles, effects, lights...)
- Added projectile trails
- Smoother lighting
- Improved level design and lighting
- Increased FOV
Control:
- Added controller support
- Auto left-hand weapon select
- Reduced language support: As the project has become a pure hobby project with limit people and time, I will only be supporting a few core languages. This will allow me to provide updates quicker in all the supported languages. If you feel that there is a language that should be supported, please contact me and if there is a large demand for that language, then it will be added. Also, there could be some issue with the new 'exe' if you were using a now unsupported language. If this happens deleting the 'language.txt' file from the '[users]\Saved Games\Atomic Hick Software\BlocAge\' directory will solve the problem.
- Updated frame rate system: A reported problem by some users that the old frame rate system was failing, cause unplayable conditions. I believe that I found and fixed the issue, but sadly every system that I have access to did not have issue with the old system and therefore I cannot verify that the issue is truly fixed, but the new system will provide smoother gameplay.
- Better startup to catch compatibility errors: Again, due to my limited number of systems to test the project on, some users have found situation where the program crash on startup. The new startup system should give the user more information on why this is happening and can relate the information back to me so that I can have a better chance of fixing the issues.
- Better culling system for levels: Due to time constraints the original release had no culling in game levels. Some larger level did experience low frame rates due to this, but now with the new culling system, all level should run at very high frame rates.
- Improved setup and input menu: Both setup and input menus are now organized better to allow you to more quickly find and update the options you need.
- Mouse over help text: Now all menu buttons will display information about what it does at the bottom of the screen.
- Updated tileset textures for all regions: Every texture used to display the levels have been updated. In some cases, the texture is completely remade, in others that are just improved.
- Added glow effects: This is the first major departure from the style I was going for in the original release. Initially I was trying to only use hard effects that could have been used in games from the early 90's, but I never felt the look worked. Now going forward I will be using any effect I feel will make the Bloc-Age the best game it can be. So now the sky, projectiles, effects, lights, signs all now put off a subtle glow, which I feel enhances the look of the game greatly.
- Added projectile trails: Now projectiles will leave trail. Again, this is an effect that originally would not have been allowed but adds, I feel, a good look to the game. Also, this effect will help you track down where attacking enemies are, allowing you to more quickly deal with them.
- Smoother lighting: Originally lighting was intentionally blocky to fit the old-time style of the game, but again the effect never quite worked for me. Now the lighting is smooth giving the game a more finished look without completely changing the feel of the game.
- Improved level design and lighting: Every level the game has had some changes made (minor to major) from reshaping rooms, adding rooms, removing rooms and adding detail. Again, due to time constraints at release all level were quickly lit and the brightness was increased. I was never quite happy with the results, so each level was painstakingly re-lit with enough lights to illuminate the levels, but not so much to wash them out. Overall, the levels will look darker, but I hope not too dark. But I've added a brightness control in setup\display to increase the brightness if needed (it will take effect on the next level, this may change with later updates). Also due to all the changed to all the level, when loading an old, saved game you will be prompted that the levels build is different and would you like to restart the level. You can try to continue, but it will be best to restart the level. If you continue with the old build and come across problems, selecting restart from the game menu will do a clean restart of the level and you will be able to continue without issues.
- Increased FOV: The maximum horizontal field of view has been increased to 220 degrees. If you are using a new extra wide screen monitor, the program will now clamp your FOV to 220 degrees to avoid any display errors due to the monitor aspect ratio. Also, in setup\display the mouse over help text will display the FOV you are selecting, displaying the vertical FOV first and then the horizontal value next.
- Added controller support: For those who prefer using controllers instead of the keyboard and mouse now have that option. As someone who does not like using controllers with games like this I have tried my best to get the controller to work with the Bloc-Age (I have played the game with a controller on easy), but I'd love to hear feedback from users who like controllers so that I can try to improve how the controller works and learn more about the preferred usage of controllers. You will find a new tab in setup for controllers (Gamepad) that has some options which you can adjust. Also, the controller must be plugged in before starting Bloc-Age for you to have access to the controller in game. And the in-game HUD overlays have been updated with controller functions along with mouse and keyboard functions. Controller functions are displayed in ( )'s. Also, now the program requires Xinput 9.1.0 which should be installed with every version of Windows from 7 onward.
- Auto left-hand weapon select: Originally you had to select each hands weapon separately. This took some skill to use, especially in heavy combat. Now, by default, you only have to select the weapon in your right hand and the computer will select the best weapon to use in your left hand. It will select low level weapons for the left hand, unless you are out of ammo for them, then it will select something else. This will make the game play a lot more like a classic early 90's game, but you will still be able to use 2 weapons at one time. This does not affect how the shield works. The only drawback is that you will not be able to select powerful combos of 2 high level weapons, but the game is still playable without these combos. If you would like to use the old system of weapon selection, in setup\gameplay you have the option to disable this feature and then you can select each weapon separately.