Voxel Dungeon, plans

Posted by Scott_AW on May 20, 2010, 10:44 p.m.

Details about the project have been hovering more in the technical, so here's a bit about the planned features, limits and tools.

Lets start with the tools since I mentioned those last and most are avaible.

TOOLS

Evaldraw, made by Ken Silverman, the program that currently is used to …

Map editor preview

Posted by Scott_AW on May 19, 2010, 3:35 p.m.

I like cam studio, after finding out how to properly optimize it and since evaldraw is pretty damn fast.

Video capture for the win. Since video will save you rambling about the details. Just about what isn't obvious.

You can just watch, no reading needed.

So I've made some new …

Now with map loading

Posted by Scott_AW on May 17, 2010, 5:15 p.m.

I've created a format for the maps to be stored in and now have map loading for the voxel dungeon crawler.

Now I need to make the map editor.

Map load demostration

A short video showing a map being randomly generated and then that file being loaded by the voxel …

Now with simple AI*DEMO*

Posted by Scott_AW on May 15, 2010, 5:02 p.m.

Wandering with no where to go. Some stop and think and other's go round in circles.

That's what I have so far, no agressive units yet, just wandering NPCs, fit for towns or as critters.

See it in action!

Although not in the vid, I have added turning as of …

And he walks...

Posted by Scott_AW on May 11, 2010, 11:57 p.m.

Well it needs a little more work I think. I've made his head two pixels shorter and his legs 3 pixels longer from the last post. Here's a vid showing a simple 8 frame animation of template man.

Suggestions?

Vid

Finally, walls that can have four different faces.

Voxelized character

Posted by Scott_AW on May 10, 2010, 8:22 p.m.

Here a shot showing the early stage of my template character.

It'll be interesting to see how frame based voxel animation looks. Maybe 4-6 frames?

I'll put an update on it once I get a basic walking animation.

Also I now have support for different walls, floors and ceilings again. …

Thanks Ken, its 6DOF *DEMO*

Posted by Scott_AW on May 9, 2010, 1:18 a.m.

New Demo And you'll need the newest update of EvalDraw, 5/8/10 or 8/5/10 for you Euros.

I guess we can't all appreciate old-school game play, and thus I fold with the offering of Ken himself to optimize and improve my rinky-dink game engine.

I was perfectly happy with a …

Voxel Dungeon Crawler

Posted by Scott_AW on May 7, 2010, 5:06 p.m.

So instead a 16x16x16 object based dungeon crawler, we get a 64x64x64 one instead.

This is currently pretty early on, I'm currently naming them phase# and so on until the whole engine is done.

Right now it just features basic Old-School dungeon crawler movement, but with voxel objects creating the …

Rearranged with quick fix.

Posted by Scott_AW on May 4, 2010, 7:04 p.m.

Download strip2voxel050410.zip

A bunch of little changes. Most important is that I moved the model creation part, which is not really needed, to the end of the program, and now its entirely optional to display the model. This is good to skip if you're generating large models which will run …

Sprite2voxel, almost bug free

Posted by Scott_AW on May 2, 2010, 3:35 p.m.

http://host-a.net/scott_aw/strip2voxel050210.zip

Should be working now. There is four loading intensive phases now accompanied by loading bars. Theres the prepping(clears out a 255^3 grid space), reading of the image, building and optimizing the display model, and finally creating the voxel file.

Included are an updated fridge.png, with a few more layers …