kevglass
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Posted
2013-03-28 11:29:48 » |
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Along with Wizards of Yore, I'm looking at reusing some code I wrote a while ago to make a pseudo voxel based game - probably something to do with RPGs/Yore again but real time. Just started doing some experiments:  And a little editor I hacked up to create characters:  This isn't real voxels but gives a nice effect, IMO. Cheers, Kev
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matheus23
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Reply #1 - Posted
2013-03-28 11:35:45 » |
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AWESOME!
How did you do the shadows?
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Danny02
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Reply #2 - Posted
2013-03-28 12:00:14 » |
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looks a bit like voxeltron
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Games published by our own members! Check 'em out!
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EatenByAGrue
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Reply #3 - Posted
2013-03-29 16:45:10 » |
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It is pitch black. You are likely to be eaten by a grue.
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kevglass
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Reply #4 - Posted
2013-03-30 21:00:48 » |
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Thanks for the feedback guys! The shadows are dynamically generated as part of the voxel map.
Cheers,
Kev
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matheus23
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Reply #5 - Posted
2013-03-30 22:19:03 » |
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Thanks for the feedback guys! The shadows are dynamically generated as part of the voxel map.
So you have height information stored inside those voxel images? Or did you simply generated them using the flat images?
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cubemaster21
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Reply #6 - Posted
2013-03-31 01:11:53 » |
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I too am interested in how those shadows are made. This all looks pretty nifty.
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kevglass
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Reply #7 - Posted
2013-03-31 12:24:26 » |
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Well remember is pseudo voxels so there's only a fixed number of view angles possible. Each voxel space is rendered independently and the shadows are generated by search the world through the shadow angle. It's about as brute force as you get  Cheers, Kev
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kevglass
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Reply #8 - Posted
2013-03-31 22:43:45 » |
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Bit more work on the voxel stuff tonight, starting to add a world builder for laying out the voxel sprites:  Cheers, Kev
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kevglass
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Reply #9 - Posted
2013-04-01 13:26:43 » |
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Got the maps loading into the game correctly now:  Cheers, Kev
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Games published by our own members! Check 'em out!
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kevglass
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Reply #10 - Posted
2013-04-01 16:01:04 » |
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HeroesGraveDev
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Reply #11 - Posted
2013-04-02 05:18:14 » |
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Things look a little bit stretched at the moment. If you scaled the y-axis by then it might look better, or you may have to resize the z and y scales for the 'voxels' if that doesn't work. Other than that, this looks like quite a cool project.
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kevglass
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Reply #12 - Posted
2013-04-02 11:32:28 » |
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Yeah, can only move per voxel though I spose I could keep a sub-voxel position and convert it.
Looking at adding trees and other village stuff atm.
Cheers,
Kev
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Sparky83
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Reply #13 - Posted
2013-04-02 12:28:46 » |
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I just came here to say, that it looks great and inspiring.  Good work!
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kilvati
Senior Newbie 
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Reply #14 - Posted
2013-04-02 14:15:42 » |
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Years ago I made an engine a bit like this. It did have rotation to all angles. It is easy enough to do, just rotate all layers by the same angle and put them on top of each other. It looked rather cool, but the only sprites I had running were trees and tanks.
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Give a man a fire and he is warm for a day, set a man on fire and he is warm for the rest of his live.
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kevglass
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Reply #15 - Posted
2013-04-02 20:31:38 » |
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Thinking I'm going to swap the main character to a wizard with jumping ability:  Cheers, Kev
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kevglass
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Reply #16 - Posted
2013-04-03 12:38:34 » |
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Jumping is in, considering multiplayer now:  Having so much fun  Cheers, Kev
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matheus23
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Reply #17 - Posted
2013-04-03 12:43:50 » |
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What kind of gameplay is planned? From the graphics style I could think of Realm of the mad god... Great game, even tough the constant losing items and dying somehow suck (even though this is the main gameplay...). 
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kevglass
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Reply #18 - Posted
2013-04-03 12:48:22 » |
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Still no idea - just playing with this while still working on Wizards of Yore.
Cheers,
Kev
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sproingie
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Reply #19 - Posted
2013-04-03 13:50:03 » |
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Are you doing the mosaic effects with a shader or an actual tile image per "voxel"? Shader might be interesting, since you could do specular hilights to make the "bumpiness" more apparent depending on lighting conditions.
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Lukas
Senior Newbie 
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Reply #20 - Posted
2013-04-03 16:23:54 » |
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Very impressive! I like the graphic and the idea. 
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HeroesGraveDev
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Reply #21 - Posted
2013-04-04 04:18:25 » |
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Yeah, can only move per voxel though I spose I could keep a sub-voxel position and convert it.
Looking at adding trees and other village stuff atm.
Cheers,
Kev
No, I meant scaling when rendering, not logic. Same logic, different rendering. Possibly like this: Y axis scaled to 1:  Y axis scaled to sqrt(2)/2: 
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kevglass
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Reply #22 - Posted
2013-04-04 08:44:44 » |
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Ah see what you mean now. Don't think so though, something desperately less appealing about the characters at the bottom to the ones at the top.
Cheers,
Kev
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kevglass
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Reply #23 - Posted
2013-04-04 12:04:36 » |
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Added some brute force simple networking approach:  Can't imagine it'll scale to real life well but fun  Cheers, Kev
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Vermeer
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Reply #25 - Posted
2013-04-08 20:36:17 » |
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Your game looks amazing, fantastic art style. Very intrigued  Are your rooms pre-made, or generated on the fly?
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kevglass
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Reply #26 - Posted
2013-04-08 20:37:58 » |
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They're designed by hand at the moment but I'm thinking I'm going to write (another) dungeon generator tonight. This will be the first I've written that needed the third dimension so quite looking forward to it  Cheers, Kev
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Vermeer
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Reply #27 - Posted
2013-04-08 20:39:10 » |
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That's what I was wondering with those stairs!
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kevglass
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Reply #28 - Posted
2013-04-10 21:30:49 » |
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Just starting to look at map generation:  Cheers, Kev
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princec
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Reply #29 - Posted
2013-04-10 22:41:47 » |
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Now, if you could generate actual 3D topographies... Cas 
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