After one too many creative level design I'm starting to wonder. Is there something special about voxels that allows quick creation without (many) restrictions ?
You practically don't need to draw. No need to texture. People talking about textured voxels are insane. You don't texture pixels. You just arrange them (or voxels) into a sort of a mosaic.
Voxatron uses very low resolution, which certainly helps. You can't spend hours editing a small(ish) sprite. Increase voxel resolution and levels will take longer to create; artistic skills will get more important. At the moment you can get away with a nice idea, some patience, and a sense of aesthetics. You can make fairly intricate objects quickly, then mass-produce them like in the times of tile-based graphics - only with more flexibility.
And this is just the beginning. Assuming Lexaloffle delivers, creativity will boom. Moving platforms, animated objects, custom enemies. Want to make an eurasian badger (meles meles) ? Go ahead !
P#3338 2011-11-06 18:04
With, say, Hammer Editor, it's very hard to make a map. With Voxode, you're just pasting things together.
P#3340 2011-11-06 18:20
But I get what you mean. Blocks, and discrete pieces of material are easier to work with in general. Old games used to have lots of user generated content (or at least lots of levels) because they could be generated quickly. DooM maps were a lot simpler to make than Quake maps, etc.
P#3350 2011-11-06 18:53
The only other "real" voxel game I can think of right now would be Voxelstein 3D.
P#3360 2011-11-06 19:25
Speaking of interesting engines, Sauerbraten is one. The game is free, you can download and play around with it. There's an editor too.
I say it's interesting because it uses some kind of octtree magic. The world (except character models, weapons etc I think) is made of textured cubes. They're extremely lightweight. Not strict cubes, because individual vertexes can be moved so you can have slopes, for example. The unusual thing is that you can have very intricate geometry until you start running into performance issues. Most of the screenshots don't show that, somehow people are content with banal, small quake 1 style deathmatch maps. But check out these castle screenshots. Draw distance is awesome, too.
There are a couple of projects using the engine. There was one or two commercial games too, but I'm not sure what happened to it.
P#3453 2011-11-07 06:14
P#3661 2011-11-08 17:58
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