There is some clipping issue with build that can't be resolved, but I did find a few that could be. One problem I was having was windows were showing through roofs, if you were on top of a roof. Another major issue was shading of objects.
Trees, rocks, what not were not keeping the shade values I set them to, so they would always be bright in the distance, despite the terrain being dark. Now thats all corrected! Its a freaking gigabyte!
I think the shading could use more contrast.
this is simply mesmerizing. it's almost the 3d game i always wanted to make.
really liking the tunnels at the end, though a lot of it is too dark to see on this computer.So wait. I thought your game was supposed to have like 100% voxel graphics. But it doesn't. What stuff are voxels and what are not?
I haven't been keeping track of your game much, so I apologize if what I just said sounded silly.The voxels are rendered in ortho squares, not cubes, there are no 3d models, just voxel models. If you go into Opengl mode, then voxels are converted to models.
And I think you might confuse this with The Crawl rpg project which was to use all voxels. I did lift some models from that project for this though, like the fireplace, stove, flowers and street lamp.BTW sorry that I edited that comment like 5 times.
I noticed while I was posting, then editing.
In openGL mode, they really are cubes.That is amazing.
I want a demo (:
P.S. The bright yellow coins look out of place, make them gold!woe…is this done in GM!? how are you making this I've always wanted to do something similar
It's done in Build. Duke Nukem 3d rings a bell? >_<