P#1367 2011-03-03 15:43
i searched for info about voxel tech for games and here i am.
It looks absolutely fantastic.
if you could integrate the destruction into the gameplay your game should be an instant classic and you a millionaire... maybe
(some people don't have good taste).
P#1384 2011-04-10 10:24
MIK3K, thanks for your concern. We're in Tokyo so got off pretty lightly. I certainly know a lot more about iodine-131 and weather patterns than I did a month ago though!
P#1389 2011-04-14 19:03
I don't have a date for an alpha release yet -- my plans are still up in the air. I'm quite keen to get something out early though (along with Linux versions of my other games), so hopefully can announce something soon.
Everything is on the grid -- objects are first blitted to a voxel buffer and then the whole buffer is drawn to the screen at once. So it's not possible to move anything less than a voxel or to rotate it -- basically the 3d version of a low resolution pixel game.
P#1413 2011-04-20 12:27
yes, there's a level & voxel designer built in.
the editor feels a little bit like a sandbox mode.. you can throw in a bunch of items and play with them in god mode. Over time I'll add more stuff to play with which isn't relevant to the main arcade game side of things.
Transparent surfaces are fun but slightly slow and not as useful as I imagined. The only variation in surface material I'm using so far is a reflective one, just by flipping all the voxels and tinting them (click for a larger version)
P#1425 2011-04-23 17:07
Actually, I was sold with the first video, but whatever. The excitement is renewed.
Please, where do I insert the money for this? I cannot seem to find the buy button anywhere. Hurry please, playstation network had my credit card information and I don't know how much longer I will have money in my bank account.
P#1429 2011-04-27 07:03
The 3d models are stored just with a simple raw dump of colour values, much the same way raw 2d image formats do. In fact, internally I represent a voxmap as a vertical stack of 2d images.
I have a compressed version of the file format too for sharing user-made levels, which is encoded in the form of a .PNG file with a thumbnail.
P#1478 2011-07-12 10:14
I'm looking forward to the release of your game. Best of luck polishing it up! And thanks Voxel Man for the catchy music too.
P#1495 2011-07-27 03:43
Older games didn't have transparency, though, so I think it would add to the charm not having it here either.
Do you think you could release a new demo video soon..? I'm so eager to get this game!
P#1503 2011-08-09 05:01
P#1505 2011-08-18 18:27
" I'm going to announce something about this very soon. Please subscribe to the newsletter! (Or check back here)"
Something to keep us amused - amateur haiku
Voxatron I want
It looks very, very good
Where is the buy page
P#1518 2011-09-26 23:28
You said that each scene you are calculating whether a voxel is on the "surface" or rather if it has an empty neighbor cube. You also stated that each map is basically a stack of PNG images. So does that mean you are using array based indexing to find neighbors.
The reason I am asking is I am tinkering around with a voxel based engine. I store my data in an octree so I can merge voxels an octree node either has all or no voxels. My huge bottleneck is walking the octree each pass, so I am very interested in other people's approaches to this problem. http://www.youtube.com/watch?v=wzelLGZ7W0s&feature=related
Again, your game looks great!
P#1598 2011-10-26 09:06
Zep, I hope you consider talking a little bit about the behind-the-scenes aspect of this before it comes out. I know you don't want to spend a long time writing up stuff, and you also don't want to give away all your trade secrets ;) but, even if it's just simple stuff, we'd love to hear about it!
P#3316 2011-11-06 17:03
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