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Voxel Quest is a procedurally-generated sandbox roleplaying game. It features volumetric models (solid modeling), emergent gameplay, advanced AI, an engine that can be modded via javascript and other languages, and more.

Post news Report RSS Voxel Quest Update 04 / 08 / 2015

I have made several improvements to Voxel Quest since my last post here. This update mainly goes over physics and projectiles and character movement.

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I have made several improvements to Voxel Quest since my last post here. This update mainly goes over physics and projectiles and character movement.

Since the last update:

  • Explosions (temporary effect, needs improvement); Sound effects are also all placeholders by the way
  • More intelligent chunk refreshing that reduces redundant chunk refreshes (useful for destruction among other things).
  • Rendering spheres of arbitrary size in screen space with real depth, normals, clipping, etc
  • Projectiles
  • Camera Shake (on jump, on objects hitting ground, fades with distance from camera); it is exaggerated right now
  • Zooming in and out to first person mode
  • Walking around with collision, realtime smooth movement that can revert to unit space for turn-based combat and so forth.
  • Physics (gravity, dampening, rigid body physics with adjustable bounciness/hardness, friction, etc). Currently operates on axis-aligned boxes (even when boxes are rotated on the Z axis)
  • All movement-related effects are now timer-based (rather than frame-based), although you can also force a certain time interval to prevent stutter/frame skipping.
  • Jumping
  • Lantern placement fixed (raised up inside of houses, no more lantern clusters for more efficient lighting)
  • Volumetric textures optimized for lower voxel resolutions (larger shingles, bricks, and boards)
  • Better character selection/deselection with dotted line selection effect; now distinguishes between the active entity and the target entity
  • Better sprite rendering with no clipping or depth sorting errors
  • Labeled all 1600+ items and entities (even though they are just placeholder objects)
  • Added context sensitive options to the drop down menu based on which targets (if any) are selected
  • Quick experiment with trees: upped the number of limbs to produce dramatically larger trees (as seen below)
  • Improved, less naive chunk picking (for rendering) - now uses a flood fill to pick chunks, instead of a bounding cube.
  • Many other small improvements I am probably forgetting to list :)

I am still working on many aspects of the AI but only a day or two per week right now - I am trying to not get stuck in any one area as there are many tasks left to cover. I think this most recent set of changes opens up a lot more modding potential (in particular, for realtime games). I think it would be pretty easy to make a platformer (like Mario N64), an artillery game (like Scorched Earth or Worms), or many other options (at least, easier than it would have been with strictly unit/turn-based movement).

I came in with the intention of doing videos weekly but as it turns out monthly makes more sense - there are some weeks where not a lot happens visually. It also saves me time. Nonetheless I advise you to follow the @voxelquest (or @gavanw) account on Twitter or my Youtube channel for smaller updates in between.

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Also, I posted this a bit late for April Fool's, but it is worth reposting I think. Since I added in first person view, I obviously need the obligatory hand swinging some weapon. (In this case it is one of the weapons from Hexen):

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In spite of this being a joke, I really do dig this style (as did Twitter, apparently) and I would like to perhaps have something similar ultimately.

Post comment Comments
PetrenkaPie
PetrenkaPie - - 1,040 comments

This is going to be great. =)

Reply Good karma Bad karma+2 votes
Guest
Guest - - 689,397 comments

I don't even know what to say its so amazing....

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gavanw Author
gavanw - - 13 comments

@Petrenko, Guest - thanks guys :)

Reply Good karma+3 votes
Artful_Diversions
Artful_Diversions - - 167 comments

This is incredible. I can't wait for this to develop into a full game! The engine looks shockingly good.

Reply Good karma Bad karma+1 vote
gavanw Author
gavanw - - 13 comments

@Lemoncreme - thanks! :)

Reply Good karma+1 vote
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