
Hytale Blog Breakdown - #5
Welcome to the Hytale Blog Breakdown, where we summarize all the latest news coming straight from the Hytale Development Blog.
Blog Summary:
Key Takeaways (Zero Speculation, All Fact):This week's blog focused on showcasing the various kinds of block technologies within Hytale including RGB controls, animations, and more.
- Any block will be able to have RGB tints added to them to change their color.
- Blocks will have transition textures when placed next to other blocks (more natural look).
- Blocks can be rendered either as a cube (normal blocks), with models and textures made in Hytale Model Maker (HMM), or with a combination of both.
- Animations can be added to any block (ex. shining/glimmering ores in stone).
- Blocks can be made submersible so that liquids naturally flow instead of breaking the fluid physics of the game (no air pockets with fences).
- Textures can be set to bisect one another randomly to create a varied, 'less blocky' feel such as with leaves.
- Ambient animations (ex. flowing grass) will be present in Hytale.
- Blocks will / can have particle effects of any color/shape applied to them.
- Particles can be different per event such as when walked on, placed, broken, etc..
- Blocks will be able to have state changes applied to them to create animated effects (ex. opening a double door).
- Apples grow on trees.