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  [WIP] - Space based first person shooter - Haxel  (Read 5867 times)
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Offline ClickerMonkey

Senior Member


Medals: 11


Game Engineer


« Reply #30 - Posted 2012-12-28 18:23:43 »

Hi
 
Do you use any partitioning? portals? BSP? quadtrees?

We partition based on chunk, which the size is defined in the level.. for all our levels our chunks are 16x16x16.

Offline ClickerMonkey

Senior Member


Medals: 11


Game Engineer


« Reply #31 - Posted 2013-02-14 13:18:33 »

A little update:

Added a new block behavior called "ParticleSystemBehavior"

Modder of the game can add/remove particle systems from a block on certain block events (add, remove, change, mouse intent, mouse left down, etc)

FIYA!!!


Also, improved damaged blocks:

BEFORE


AFTA

Offline opiop65

Senior Member


Medals: 4


Nishu Studios Dev


« Reply #32 - Posted 2013-02-16 13:58:01 »

Just take my money now. But seriously, please don't ever stop working on this, I think many of us on this forum want to play it a lot!

No one ever fully understands coding
Games published by our own members! Check 'em out!
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Offline deepthought
« Reply #33 - Posted 2013-02-18 22:55:23 »

when do WE get to play? Grin

jocks rule the highschools. GEEKS RULE THE WORLD MWAHAHAHA!!
captain failure test game
Offline erikd

JGO Knight


Medals: 3
Projects: 3


Maximumisness


« Reply #34 - Posted 2013-02-18 23:58:35 »

This actually looks *really* promising.
I love your take on Minecraft-meets-FPS with some strategy put in the mix.

But I have to say that these last screenshots don't look as good as before, purely from an aesthetic p.o.v. (although I'm sure there are lots of technical improvements so keep them coming anyway Smiley).

Offline ClickerMonkey

Senior Member


Medals: 11


Game Engineer


« Reply #35 - Posted 2013-02-19 00:52:39 »

I agree, those are very boring maps.... very boring. No interesting architecture, color, etc. It is based on another Game's map, but I did add a little difference to make it less boring.

Offline ClickerMonkey

Senior Member


Medals: 11


Game Engineer


« Reply #36 - Posted 2013-02-20 23:57:56 »

Kickstarter went live!

http://bitly.com/155PFUJ

If you like the game idea, please support us! If you don't, well thanks for reading! I'm sure there's someone you know that would like this type of game. I'm just trying to get the word out there, I really want to work on this game full time and be able to afford professional music and art.

Thanks!

Phil

Offline deepthought
« Reply #37 - Posted 2013-02-21 02:45:52 »

i'm not exactly professional, but if you need 3d models, i'll be glad to help.

jocks rule the highschools. GEEKS RULE THE WORLD MWAHAHAHA!!
captain failure test game
Offline ClickerMonkey

Senior Member


Medals: 11


Game Engineer


« Reply #38 - Posted 2013-02-21 05:14:19 »

Thanks for the offer, I'll remember that!

Offline ClickerMonkey

Senior Member


Medals: 11


Game Engineer


« Reply #39 - Posted 2013-02-22 23:52:30 »

Will be releasing a prototype for people to play with (if you've paid 15 to get map editor early).

 http://www.kickstarter.com/projects/dreamwagon/haxel/posts


Games published by our own members! Check 'em out!
Play the free demo of Revenge of the Titans!
Offline dreamwagon

Junior Member


Medals: 7
Projects: 1



« Reply #40 - Posted 2013-03-03 00:31:39 »

So as a little development update, I wanted to post a screen shot of the look we are now moving toward. After much feedback, we have decided to move a bit away from the block look, at least for weapons and characters, and use proper models instead. Would love to get opinions on this move!

I think it is going to pretty sweet to have a fully destructible world yet also have some more realistic looking enemies and guns. It stinks that we are basically going to throw away the voxel modeller/animator we took six weeks to make, but maybe we can open source if or something? Comments and ideas welcome



Online HeroesGraveDev

JGO Wizard


Medals: 65
Projects: 8


Muahahahahahaha...


« Reply #41 - Posted 2013-03-03 00:40:09 »

So as a little development update, I wanted to post a screen shot of the look we are now moving toward. After much feedback, we have decided to move a bit away from the block look, at least for weapons and characters, and use proper models instead. Would love to get opinions on this move!

I think it is going to pretty sweet to have a fully destructible world yet also have some more realistic looking enemies and guns. It stinks that we are basically going to throw away the voxel modeller/animator we took six weeks to make, but maybe we can open source if or something? Comments and ideas welcome





That is very nice. I hope you can make the radar look nicer. All the FPS games I've played have an ugly radar.

Offline cheatsguy

Junior Member


Medals: 3


Gamer turned Pixel Artist turned Programmer


« Reply #42 - Posted 2013-03-03 21:18:25 »

love the new style, I feel it fits more to leave the voxels as 'gameplay only' rather than a defining element of the actual character's appearance, and allows for more creativity in the design of characters and enemies.

Busy between school, work, life, games, programming and general screwing around.
If you'd like some pixel art for your game, send me a PM, i'll see what I can do.
Current project: http://elementalwarblog.wordpress.com/
Offline ClickerMonkey

Senior Member


Medals: 11


Game Engineer


« Reply #43 - Posted 2013-03-04 04:35:36 »

love the new style, I feel it fits more to leave the voxels as 'gameplay only' rather than a defining element of the actual character's appearance, and allows for more creativity in the design of characters and enemies.

Thanks it really does!

We updated our page and video on KickStarter, we worked on defining Haxel so its far more clearer what type of game it's going to be.

http://www.kickstarter.com/projects/dreamwagon/haxel

Suggestions are welcome!

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