None of the pickups in Voxatron are as useless or as fantastic as the sword. Choosing to use one against oncoming hordes is much harder than any of the robot's long range weapons, but at least if you die, you can go down with a bit of honour. It's also good for smashing scenery up, and comes with a two piece set of dandy armour.
The first half of this video shows the voxel editor I'm using to make models for Voxatron. Something similar will ship with the game, but with a nicer interface (at the moment it's like a cross between Blender and Emacs).
P#1407 2011-04-19 08:22
P#1409 2011-04-19 15:11
>Is it going to be a simple arcade hack&slash or RPG?
More simple arcade. I started out with an epic adventure game but want to keep Voxatron relatively small and focused. There are so many possible directions to take the project, it's easy to get out of control design-wise.
>How much can editor do? Only build levels, items and character?
The first iteration will be just for making levels & player gfx. Later on I'll definitely look at adding scripting (probably LUA or "Vox-C") -- it would be amazing to have arbitrary voxel minigames built inside the game. But first things first.
>Will you keep it possible to destroy walls with wooden stick or will there be some kind of sturdiness factor?
Maybe this question only applies if it was an RPG, but all the weapons are destructive, even if just a little. At the moment all of the ground behaves the same way when it's destroyed (there's no distinction between stone / grass etc.) I'm still playing with that though -- it's nice to have that consistency in a way but it feels like everything is made out of the same flakey dough.
> Square screen is made for technical purposes or is there a possibility of making it round?
Heh.. i think of it being a virtual display cube, but I suppose it could be a display-cylinder. It would make more sense for a cylindrical swept-volume display.
> and diagonal movement animations are out of the question arent they?
yeah, afraid so :p
I could put them in the player designer as an optional thing, but it looks pretty bad drawing 45 degree facing characters at such a low resolution. The other option is making a special case and rotating the voxels for that object, but that wouldn't agree with my moral belief system.
P#1423 2011-04-23 16:46
Oh, I thought it just didnt display name if it's me who posted it D:
Since I logged in anyways, a few more questions:
Do you think it will be possible for users to make roguelikes and clones of zelda with Voxatron editors? :D
I'm also quite curious about what happens if someone decides to destroy those walls.. are you just going to add lava behind them?
Will the size of "virtual display cube" be customizable? (Or in other words more blocks on screen, that would be good for modding but it's not essential)
>I started out with an epic adventure game but want to keep Voxatron relatively small and focused.
Are you going to stop on it or make an epic adventure game sequel/DLC?
And thanks for reply, it's always good to know we're not ignored. (Or at least part of us, who weren't lazy enough and registered here instead of just commenting on YouTube, haha.. )
Edit: this time name seems to display correctly, or in other words it didnt *fail* to display this time, if you know what i mean...
P#1427 2011-04-24 10:30
The first version of the editor won't be flexible enough to make games in other genres. But if I do eventually add scripting, it would be flexible enough to make reasonably arbitrary games. I don't want to shoehorn too much into Voxatron though -- it might make sense as a separate product that can be designed from the ground up for that purpose, and with extra features like variable display cube resolution.
>Are you going to stop on it or make an epic adventure game sequel/DLC?
Not sure yet -- I have other games to make in between Voxatron and epic voxel adventure (Conflux, Swarm Racer 3000), so it might be a number of years before I have to make that decision!
Yep. The map editor comes with a bunch of stock items, but you can also make new ones in the voxel editor.
P#1432 2011-04-28 13:45
Rob - I rotate the camera angle sometimes but during gameplay it's mostly fixed for aesthetic reasons. There isn't any hard limitation in the engine that prevents free camera movement, but keeping the camera at x=0 does allow for some optimisations and looks nicer I think.
I don't have plans to license the engine at this point, but will probably open-source the renderer and some physics code after the game is released.
P#1515 2011-09-18 16:41
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