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The BlockVerse (Sandbox & Survival Game Template) ilanı için 1. medya
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BlockVerse – Voxel Sandbox Game Template (C++ / Blueprint)

TRAILER :
https://youtu.be/kYrcnBN6bl4
DISCORD : https://discord.gg/AH3PDCtKwy
DOCUMENTATION : https://drive.google.com/file/d/1l08t2tOgGRbnwfIkPtTgqxfdr2URkhhj/view?usp=sharing

BlockVerse is a complete voxel sandbox game template for Unreal Engine 5.8. It isn’t a tech demo or a bare framework: open the project, press Play and you have a working game with survival, crafting, combat, vehicles and procedurally generated cities. Every part of it is built so you can change it quickly.

Built to be edited

Almost all game content is data, not code. Blocks, items, tools, armor, gadgets, creatures and loot are Data Assets. Recipes and guns are rows in Data Tables. When the game starts, a content registry finds everything automatically, so there are no lists to maintain and nothing to register in C++.

  • Add a block: create a Data Asset, pick a tile from the texture atlas, set hardness, tool and drops, and it appears in the world and the Creative catalog.

  • Add a recipe: add one row to DT_BC_Recipes: output, ingredients and an optional crafting station. The new crafting screen shows it immediately.

  • Add a gun: add one row to DT_BC_Guns. Choose the fire mode (hitscan, shotgun, sniper, projectile, flamethrower or beam), damage, magazine, element, effects and sounds. Projectile guns can blow craters into the world with one field.

  • Add a creature: set its mesh, health, drops and spawn rules. Turn on one checkbox to make it hostile.

  • Reshape the world: change city frequency, region size, ores, biomes and the block palette that cities are built from.

  • Restyle the UI: every screen is a UMG widget with a C++ parent, so you can change the look freely while the logic keeps working.

A multilingual modding guide (English, Turkish, Russian, Chinese, Korean, Japanese) walks through each system step by step, with field references and examples.

Features

  • Voxel world: chunk streaming with multithreaded generation and meshing, biomes, trees, water, and coal, iron, gold and diamond ores.

  • City-focused world generation: road grids, houses, shops, towers and skyscrapers with loot chests on the top floor, plus forests and lakes between cities.

  • Survival and Creative: health, hunger, fall damage, respawn, XP and money; Creative flight and a categorized catalog of every item.

  • Crafting: pick an item from the list, see exactly what it needs and how much you have, press Craft. Works from the inventory and at workbenches, with furnaces for smelting.

  • Interactive blocks: chests, furnaces, two-block beds, torches, lamps and furniture, with an easy base class for your own.

  • Combat: melee tools and six gun fire modes with fire, ice, acid and electric elements.

  • Fire: the flamethrower ignites wood, leaves and grass; fire spreads slowly and burns itself out.

  • Explosions: shells and rockets destroy blocks in a radius and drop part of them as items.

  • Creatures: wandering farm animals and hostile zombies that chase and attack.

  • 14 gadgets: jetpack, grappling hook, teleport crystal, size ray, instant shelter, planet hopper, time dial and more. Passive gadgets are worn in equipment slots.

  • Equipment: seven slots (head, chest, legs, feet, back, hands, accessory) with icons showing what goes where.

  • Vehicles: a helicopter with a free-orbit camera and a battle tank with an aimable turret and a block-destroying cannon. Vehicles are placed from items, can be boarded and left anytime, and are saved with the world.

  • Space: a starry sky with a reachable Moon and Mars (low gravity) and a decorative ringed gas giant.

  • Economy and HUD: sell items for coins, XP and levels, compass and a minimap that rotates with the player.

  • Full game flow: main menu, create, load and delete worlds, settings, pause menu.

  • Save system: saves terrain changes, player, inventory, equipment, containers and vehicles.

  • Console commands for giving items, spawning creatures, changing the time of day and debugging.

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