This project is fake no pine tree
Pine trees will be replaced with moai bricks, as suggested.
also I assume you're going to make an oct tree?
I'll be experimenting with a new brick grid system, but if that doesn't work, I'll probably use oct trees instead.
https://www.youtube.com/watch?v=Fl3nLhbtJHA
about this video (because I haven't seen anyone mention it between the minifig argument)

Stud shadows misrotated. I hope there's a way around this issue.
Also about the textures, have you tested different lighting on the brick textures?
For that matter, how do a ton of bricks with a ton of shadows handle? I'm not sure how unity deals with culling by default.
Normal maps for the brick textures
UV rotation (like how Blockland handles rotating bricks) is one of the next things I'll be adding. Right now, I'm reworking how brick textures are handled, which will make implementing rotating textures (to align with the grid) much easier.
I have tested bump mapping and parallax mapping; you can see an example of parallax mapping in the floor grid of the header image in the topic O.P. I'll add them back in soon, right now I'm just focusing on core mechanics first. I may also look into a tessellation option.
And I've tested having 800 bricks on screen at once and it still performed great (I only had a drop of 1 fps from before, when there were no bricks). I'm using a complex, multi-pass shader to handle textures, colors and shadows, but I'll probably include client options to help the game perform better, if needed. Unity does have frustum culling built-in, which prevents rendering of objects off-screen. Occlusion culling and other culling techniques can be added later on as well.
add moai bricks


Where in the world did this idea come from lol. If that's what y'all want...
are avatar ragdoll physics after death possible by any chance, ghost? not completely sure if that lags the game or anything but that's an idea that came from the top of my head if you wanted to add a few more physics to miscellaneous things.
I haven't looked into it just yet, but I'm pretty sure Unity has support for ragdoll physics.
My favorite player model design is probably Ozmar's. I do wanna get this in before the topic of avatars gets buried, though:
Facial animation.
This wasn't a feature in Blockland, but I think it would go a long way in enhancing the liveliness of players and bots. Some examples of how it could be used:
- Blinking at semi-random intervals every few seconds
- Mouth moving when chatting
- Angry expression when attacking
- Hurt expression
- X eyes when dead
- Falling asleep when AFK (no action by player for at least 5 minutes, eyes close and mouth breathes; /sleep emote for manual sleeping?)
- Hearts in eyes when /love
- Angry when /hate
- Confused when /wtf
- Shocked/surprised when /alarm
- Happy when /win
Faces could be made of multiple textures, such as one for the eyes, one for the nose, and a couple more for optional layers like hair, facial hair, blush, wrinkles, or glasses (the latter of which could just be different eye sets). This would not only make facial animation easier, as it would allow someone to, say, blink while talking, but could also go a long way in avatar customization. Maybe you want pillowy girl lips, a pirate beard, and sunglasses all at once?
stuffty sketches I did, cropped from a concept for another Blockland-inspired game that more or less fell through:

One of my old BLF avatars, based on this idea: 
Various facial expressions and animated decals is a great idea for the avatars.