Blockube Documentation
Developers
All developers participated in multiple aspects of the game, but the primary focus was in these areas:
| Marc De La Torre | - | Networking |
| David Eckel | - | Concept, graphics, gameplay, physics, integration, and website |
| Dan Kobayashi | - | Sound and original music |
| Oliver Le | - | Physics |
Table of Contents
- Disclaimer
- System Requirements
- Starting a Game
- On a Local Area Network
- Over the Internet
- Gameplay
- Winning
- Building Types
- Weapons
- Defenses
- Upgrades
- Controls
- Building Mode
- Attacking Mode
- Free View Mode
- Resources
DisclaimerBack to the top
This should not be considered a complete program. It is fairly stable, but has been known to crash under certain circumstances and is missing several features.
System RequirementsBack to the top
- Windows 98/2000/XP
- 1 GHz or better processor
- Mid to high-end graphics card with OpenGL support and high fill rates for large games
- Broadband or better connection to other players
Starting a GameBack to the top
On a Local Area NetworkBack to the top
To begin a game on a local area network, one player must set the variable isServer to 1 in the settings.txt file. All other players must set this variable to 0. The server must also set the variable numPlayers to the total number of players wanting to join the game, including the server. Clients will ignore the value of numPlayers in their settings file. By default, players will automatically connect to the server as soon as the server starts. It does not matter if clients or the server starts first. When all players connect, the game will begin automatically.
Over the InternetBack to the top
To begin a game over the internet, one player must set the variable isServer to 1 in the settings.txt file. All other players must set this variable to 0. The server must also set the variable numPlayers to the total number of players wanting to join the game, including the server. Clients will ignore the value of numPlayers in their settings file. All clients (non-server players) must set the variable serverIP to the publicly visible IP address or domain name. It does not matter if clients or the server starts first. When all players connect, the game will begin automatically.
GameplayBack to the top
Blockube is a purely multiplayer game, although it is possible to play by yourself in order to practice. It has been tested with up to 4 players, but has no defined limit. Currently, graphics becomes a bottleneck before networking or physics simulation.
Each player is assigned equal-sized areas on the playing field (their base), spaced at regular intervals around a circle. During the game, players can choose to build their base infrastructure or attack the enemy player with ranged weapons they have built. Building and attacking is rate-limited by a single power reservoir that can be upgraded with new buildings. Players can switch between building and attacking at any time.
Due to power acting as a limiting factor, having the fastest and most precise mouse movement and clicking should not necessarily guarantee that a player will win the game, as is the case with many real-time strategy games. Power management, defensive and offensive tactics, and the ability to anticipate the other player's actions are more desirable skills that will lead a player to victory.
WinningBack to the top
Blockube features free-for-all gameplay, meaning that only one player can win in a game.
Players are defeated when one or more blocks in their base core, the silver structure in the center of the base, are destroyed. This causes a chain reaction which destroys the entire base. The player with the last standing base will win the game.
Players can alternatively win the game by maintaining the tallest stack of blocks, also known as the tallest tower, for a fixed length of time. If a player keeps structures in their base that are taller than any other structures in all of the other bases for 1 minute, 30 seconds straight, that player will instantly win the game, causing all other players to lose. If two or more players have a tie between the tallest buildings, or there are no buildings over 5 blocks tall, no one will have the tallest tower. Only the player who currently has the tallest tower will see a countdown clock until they win, so players must be aware of what their enemies are building.
Building TypesBack to the top
Upon competition of a building, that building will become stronger than the individual blocks it was built with. This completion strength increase will vary with the category of the completed building. When a building is partially destroyed, all blocks will return to their normal strength.
All players begin the game with only a core in the center of their base. Core blocks take massive amounts of damage, but a core cannot be repaired, thus its protection is vital. Due to their reflective nature, core blocks are invulnerable to lasers.
WeaponsBack to the top
| Building Name | Description |
|---|---|
| Cannon | Cannons fire cannonballs, which are affected by gravity. They cause low amounts of damage, but they require the least power to construct and fire. Cannonballs can be shot down mid-air by other projectiles. |
| Rocket Launcher | Rocket Launchers fire in a straight line and cause large amounts of damage. They can also be shot down mid-air by other projectiles. |
| Laser Tower | Lasers cause low amounts of damage, but they damage every block that the laser passes through, making it possible to damage numerous blocks in a single shot. Base cores are invulnerable to lasers due to their reflective surface. |
DefensesBack to the top
| Building Name | Description |
|---|---|
| Walls | Walls come in two different heights, and two orientations each. Thus walls can be used to protect the front as well as the sides of other buildings. When complete, walls become much stronger than the individual blocks that comprise them. |
UpgradesBack to the top
| Building Name | Description |
|---|---|
| Power Storage | Power Storage buildings increase a player's maximum power capacity. |
| Power Generator | Power Generators increase a player's power regeneration rate. |
ControlsBack to the top
| F10 | - | Quits the game immediately |
| Escape | - | Displays in game menu |
| Pause | - | Toggles physics simulation in a one player game |
Build ModeBack to the top
| W | - | Moves the block cursor up |
| A | - | Moves the block cursor left |
| S | - | Moves the block cursor down |
| D | - | Moves the block cursor right |
| E or R | - | Enters first person attack mode |
| Spacebar | - | Switches to Free View Mode |
| Left Click | - | Places a block |
| Right Click | - | Brings up the building template menu |
Shortcut Keys
| Q | - | Toggles the last used template cursor |
| Z | - | Cycles through defensive template cursors |
| X | - | Cycles through offensive template cursors |
| C | - | Cycles through upgrade template cursors |
Attack ModeBack to the top
| E | - | Cycles forward through each available weapon |
| R | - | Cycles backward through each available weapon |
| Spacebar | - | Returns to Build Mode |
| Left Click | - | Fires weapon |
| Scroll wheel | - | Zooms in/out |
| Scroll wheel click | - | Returns to default zoom level |
| Mouse movement | - | Rotates the camera |
Free View ModeBack to the top
| W | - | Moves the camera forward |
| A | - | Moves the camera left |
| S | - | Moves the camera back |
| D | - | Moves the camera right |
| E or R | - | Enters first person attack mode |
| Spacebar | - | Returns to Build Mode |
| Scroll wheel | - | Zooms in/out |
| Scroll wheel click | - | Returns to default zoom level |
| Mouse movement | - | Rotates the camera |
ResourcesBack to the top
| Simple DirectMedia Library (SDL) | - | A multimedia library that includes support for timers, sound (including CD audio), threads, graphics, input, and events. |
| SDL_net | - | An add-on library for SDL, it provides networking functions that fall between some low level and high level networking libraries. |
| glpng | - | A library used to load and bind PNG format images for use with OpenGL. |
| Open Dynamics Engine (ODE) | - | A rigid body physics simulation library. |
| OpenAL | - | A sound library with 3D audio support. |
| dirent | - | A POSIX directory browsing API for Win32. |
| SDL_ttf | - | An add-on library for SDL, it provides support for rendering TrueType fonts in SDL. |
The skybox textures were found on codemonsters.de. The pixelate font was found on 1001freefonts.com.