Hi everyone,
Welcome to Revamp Update #1. Our team is currently hard at work on realising a new network for OPBlocks, and we’re very eager to show what we've been been up! We’ll be sharing a behind the scenes look at the creation of some of our brand new features - in an attempt to receive feedback and to have you know our thoughts!
Today’s update will be centered around our updated and completely refined Candies system. Let us know what you think in the comments below - we would love to hear your input!
Using Candies
Candies is the flagship feature of OPBlocks that is represented in our build style and branding. Because this is such an important feature, the network requires fun and meaningful candies that have a real purpose in the game. When we stepped in, we realised that the current offering of candies wasn’t that exciting, and decided to re-write the system from the ground up. We are focusing on candies that have an actual effect on the player, as the current candies seem to offer a mess of features that don't seem to do much.
Going forward, we will distinguish 3 different candy categories: Common, Uncommon and Rare. Each category comes with its own types of candies, of which there are different tiers. Higher tiers often mean a better version of the candy with better effects that last longer. The available tiers are: Raw, Refined, Tasty and Delicious.
All candies that are produced or farmed (more on this later) will drop as Raw and must first be upgraded to a higher tier using a candy refinery. Raw candies are no longer edible (they will be poisonous to the player).
Once players consume a candy (which is now made much more realistic, by actually "eating" a candy and not just right clicking it), they will receive a particle effect surrounding their character to show others that they have an active candy effect. This should give PvP'ing players a good signal if they're using a special effect or not.
Below we have compiled a list of all the candies that will be available on the new network after launch.
Receiving Candy
One of the big changes that we are making to candies affects how players are meant to receive them. We want to make this process more realistic and more intuitive than that it currently is - and one of the ways we are achieving that is by introducing candy farms.
Players can deploy their own personal farm on a prison plot and use it to farm their own candies. Each farm has a variety of configurable properties and can be upgraded to expand storage, or to automatically harvest and seed. Farms are also combined with an XP system. By farming candies, players automatically earn XP to level up their farm and to increase the crop grow speed of their candies. The amount of XP that they earn depends on the seed that they have planted.
Farms are meant to be realistic and each time a feature gets upgraded this will have an effect on the layout of the farm. For example, in the screenshot below a farm gets its Harvester feature upgraded from level 1 to level 3, and this has a clear physical upgrade as the iron bars try to show more harvest impact.
Players can purchase seeds to put on their farms from the in-game shop menu using credits, a new currency available next to eTokens. eTokens are now solely used for purchases made on enchantments (as the "e" in eTokens suggests).
Each player will receive their first farm for free, but bigger farms can be purchased in the store. The farming system will completely replace the current candy factories (which were rather boring).
Final note
That's a short insight in our updates to the candies system! Let us know what you think and if you have any ideas on how we could expand this even further. We would love to hear your feedback! In the coming days, we will be providing revamp posts on topics such as the new refinery system, in-game currency, missions and other server content!
Thanks,
Jesse
Welcome to Revamp Update #1. Our team is currently hard at work on realising a new network for OPBlocks, and we’re very eager to show what we've been been up! We’ll be sharing a behind the scenes look at the creation of some of our brand new features - in an attempt to receive feedback and to have you know our thoughts!
Today’s update will be centered around our updated and completely refined Candies system. Let us know what you think in the comments below - we would love to hear your input!
Using Candies
Candies is the flagship feature of OPBlocks that is represented in our build style and branding. Because this is such an important feature, the network requires fun and meaningful candies that have a real purpose in the game. When we stepped in, we realised that the current offering of candies wasn’t that exciting, and decided to re-write the system from the ground up. We are focusing on candies that have an actual effect on the player, as the current candies seem to offer a mess of features that don't seem to do much.
Going forward, we will distinguish 3 different candy categories: Common, Uncommon and Rare. Each category comes with its own types of candies, of which there are different tiers. Higher tiers often mean a better version of the candy with better effects that last longer. The available tiers are: Raw, Refined, Tasty and Delicious.
All candies that are produced or farmed (more on this later) will drop as Raw and must first be upgraded to a higher tier using a candy refinery. Raw candies are no longer edible (they will be poisonous to the player).
Once players consume a candy (which is now made much more realistic, by actually "eating" a candy and not just right clicking it), they will receive a particle effect surrounding their character to show others that they have an active candy effect. This should give PvP'ing players a good signal if they're using a special effect or not.
Below we have compiled a list of all the candies that will be available on the new network after launch.
Common Candies:
- Sour Patch: Receive a temporary jump and speed boost effect
- Life Savers: Receive a temporary bar of absorption hearts
- Tinglerz: Receive a temporary launch forward ability
- Magic Gum: Receive a temporary night vision effect
- Starburst: Receive a temporary credit boost (new in-game currency)
- Gobstopper: Receive a temporary fortune boost on the item you are holding
- Razzles: Receive a temporary magnet effect, which searches for nearby similar ores
- Jaw Smasherz: Receive a temporary smash effect, which smashes underneath blocks
- Gummy Bears: Receive a temporary lifesteal effect, receiving the amount of damage in HP
- Fizz Wizz: Receive a temporary rapid fire effect, firing 3 arrows at once
- Tootsie Roll: Receive a temporary item retainer effect, keeping items upon death
- Shock Tarts: Receive a temporary stun effect, striking lightning upon enemy player hit
- Atomic Warheads: Receive a temporary fireball effect, which destroys blocks where you look
- Jolly Ranchers: Receive a temporary drill effect, drilling through blocks in a swirl fashion
- Pop Rocks: Receive a temporary elevation effect, causing explosion upon enemy hit
Receiving Candy
One of the big changes that we are making to candies affects how players are meant to receive them. We want to make this process more realistic and more intuitive than that it currently is - and one of the ways we are achieving that is by introducing candy farms.
Players can deploy their own personal farm on a prison plot and use it to farm their own candies. Each farm has a variety of configurable properties and can be upgraded to expand storage, or to automatically harvest and seed. Farms are also combined with an XP system. By farming candies, players automatically earn XP to level up their farm and to increase the crop grow speed of their candies. The amount of XP that they earn depends on the seed that they have planted.
Farms are meant to be realistic and each time a feature gets upgraded this will have an effect on the layout of the farm. For example, in the screenshot below a farm gets its Harvester feature upgraded from level 1 to level 3, and this has a clear physical upgrade as the iron bars try to show more harvest impact.
Players can purchase seeds to put on their farms from the in-game shop menu using credits, a new currency available next to eTokens. eTokens are now solely used for purchases made on enchantments (as the "e" in eTokens suggests).
Each player will receive their first farm for free, but bigger farms can be purchased in the store. The farming system will completely replace the current candy factories (which were rather boring).
Final note
That's a short insight in our updates to the candies system! Let us know what you think and if you have any ideas on how we could expand this even further. We would love to hear your feedback! In the coming days, we will be providing revamp posts on topics such as the new refinery system, in-game currency, missions and other server content!
Thanks,
Jesse