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.TOOLSEvaldraw, made by Ken Silverman, the program that currently is used to run and edit it. Currently it has no support for storing strings yet, so a lot of data is hard coded. But not impossible to figure out for making modifications. I'll be keeping functions that hold the lists of models at the bottom of the code to make it easier to find.Strip2voxel, the program I made in GLBasic converts a strip of images into a raw VOX file. There are currently some limits, as GLBasic seems to have some issues handling very large images. So I may need to remake this in something that only uses software rendering in hopes of better accuracy. Another alternative is to just use bmp files and read straight from them instead of loading them. Right now the limits I've found are with 64x64 images with a limit of 14-16 'layers' before the program starts to chew up the image.Slab6, also by Ken Silverman, allows more fine tuning of the vox, and then you save as a KV6 file. Color, pivot point, scaling and such can be modified.poly2vox, might be by Ken, but I'm not sure. This one is very useful for converting models, with textures included. It supports 3ds and OBJ formats and you can set the sizing 1-255 for the largest point.map editor, also made in GLBasic by myself and still a work in progress, but it'll handle creation of various sized maps, light, object, event and entity placement.Templates, because nothing is easier than working from templates and examples, I plan to provide mask templates with template man that you can easily create your own 3d person w/ animations. Right now just simple walking is done, but I still have some modifications to do.Now for limits, because there are always limits…LIMITSSingle story, there are no rooms over room, and may not plan to be any. There will be the ability to create double story walls, but I'll save that for the features bit.Size & Index, Entities, objects, events and lights are currently limited to 32 of each. I may double this, but don't want it too high.Voxel Dungeon, plans
Posted by Scott_AW on May 20, 2010, 10:44 p.m.
Are you going to be able to make a background image? Like a sky or something, or is this game going to be underground the whole time.
I believe its supported, so most likely yes. Exteriors will be involved.
damn i should think more to draw out my limits/boundaries rather than what i want to fill those boundaries with.
Thus is life, but if I get far enough with it, it can at least be usable to anyone interested.
And the makes can be a max of 254x254.I can see a game built around the node forum. Attack of the Forum
Bosses will be in the form of trolls starting flame wars.Yeah but the Voxel Dungeon is way cooler from a game design standpoint. ;)
So I tested it out, 254x254 maps work great, heres a vid.
http://www.youtube.com/watch?v=DzC9blDWATYTo put in perspective, that tiles that 64x64, so a map is up to 16256x16256x64 voxels