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Voxel Quest January 2016 Update

voxelquest.com

41–50 of 132 posts

Re: Voxel Quest January 2016 Update

#41
From a technical point of view it's amazing.

Artistically, the voxels are too big to look impressive to anyone used to polygon graphics, and too small to give off the "pixel-art" aesthetic of Minecraft or Terarria.

I want to play the game evoked by the banner at the top of the page, but not the one I see in the video.

Re: Voxel Quest January 2016 Update

#42

Is gavanwoolery made of magic and unicorns? This is amazing and his progress is nothing short of astounding. If he's reading this: how do you fund work like this? You said you're raising a kid, I've got two! Is this a couple-hours-a-night kind of thing?

Thank you! I have two small-time investors currently, although I am still living relatively minimally (I also put in a good deal of money from personal savings, and ~$35k came from Kickstarter). Its pretty much a every spare second of your life type thing, especially with a baby. :)

It looks like a lot of fun. I've been following the development for some time and really enjoy your posts and updates (especially the ray-cast renderer, so cool).

You're amazing.

Re: Voxel Quest January 2016 Update

#44
post #25

Earlier quoted context omitted.

Good question! The entire scene you are seeing is being procedurally generated in realtime over 60 times per second (nothing is cached or pregenerated). It does not necessarily compete with polygons in terms of visuals, but it is great for interactivity and procedural generation and so forth. Everything you see is solid (vs being "paper thin" as most polygon games are). The entire application is only a few megabytes…

Why are the voxels (I guess the jagged edges come from the voxels?) so big?

Because every voxel needs processing, and you've only got 16.7ms to process every voxel every frame.

Re: Voxel Quest January 2016 Update

#45

Earlier quoted context omitted.

Thanks! Don't tell anyone, but I was legitimately skeptical too. :)

Many many many game developers get sucked into the infinite vortex of trying to "find the fun". A computer is a very large blank canvas and the set of all possible games is infinite. It can be overwhelming trying to decide what game to make. Often, developers wander off to "make an engine" partially as an excuse to put off making those scary decisions. But an engine isn't a game and if you want to ship something peop…

Thanks Bob! Totally agree with you - it really is a battle of fighting against my "engineering instinct" which just wants to build stuff all day, no matter how useless it is. I have deliberated over this internally with myself and others for a long time. In fact, half way into the character animation I was kicking myself for even beginning working on it. I tend to justify things (whether rational or not) as a content problem ("Oh I can just build this system and it will make making this type of content so much easier!"). I now really need to hone down on gameplay (and stop just telling myself to do so). :)

Re: Voxel Quest January 2016 Update

#46

Earlier quoted context omitted.

Thanks! Don't tell anyone, but I was legitimately skeptical too. :)

Many many many game developers get sucked into the infinite vortex of trying to "find the fun". A computer is a very large blank canvas and the set of all possible games is infinite. It can be overwhelming trying to decide what game to make. Often, developers wander off to "make an engine" partially as an excuse to put off making those scary decisions. But an engine isn't a game and if you want to ship something peop…

In my opinion, that's what has been missing with Starbound, which has been one of the punchingbags for crowdfunding/pre-order games. The engine looks great and it has a lot of unique content - but its just an engine right now, with no real content for people to play through while they task and tinker with changes (they are on, what, the 4th full combat overhaul?). In contrast, during development of Terraria or Minecraft you could get enjoy playing it.

Re: Voxel Quest January 2016 Update

#47
post #46

Earlier quoted context omitted.

Many many many game developers get sucked into the infinite vortex of trying to "find the fun". A computer is a very large blank canvas and the set of all possible games is infinite. It can be overwhelming trying to decide what game to make. Often, developers wander off to "make an engine" partially as an excuse to put off making those scary decisions. But an engine isn't a game and if you want to ship something peop…

In my opinion, that's what has been missing with Starbound, which has been one of the punchingbags for crowdfunding/pre-order games. The engine looks great and it has a lot of unique content - but its just an engine right now, with no real content for people to play through while they task and tinker with changes (they are on, what, the 4th full combat overhaul?). In contrast, during development of Terraria or Minecr…

The major difference is that Starbound made heaps of money (not to mention that Terraria sold 7 million + units!) I'm still looking for change under the couch. :)

Re: Voxel Quest January 2016 Update

#48

From a technical point of view it's amazing. Artistically, the voxels are too big to look impressive to anyone used to polygon graphics, and too small to give off the "pixel-art" aesthetic of Minecraft or Terarria. I want to play the game evoked by the banner at the top of the page, but not the one I see in the video.

I agree. The pixels are small enough that it falls into this sort of uncanny valley of the terrain almost looking realistic, but not really.

It would be better almost to go further in either direction: either make the pixels smaller and therefore the terrain and characters look much more realistic (probably technical challenges in doing this), or make them larger so it gives off the "pixel-art" look.

Re: Voxel Quest January 2016 Update

#49

From a technical point of view it's amazing. Artistically, the voxels are too big to look impressive to anyone used to polygon graphics, and too small to give off the "pixel-art" aesthetic of Minecraft or Terarria. I want to play the game evoked by the banner at the top of the page, but not the one I see in the video.

It can be more like the top banner (higher res, and isometric) if set to isometric mode. It is resolution constrained for realtime / perspective camera due to all the heavy computing done in in ray marching.

Re: Voxel Quest January 2016 Update

#50

From a technical point of view it's amazing. Artistically, the voxels are too big to look impressive to anyone used to polygon graphics, and too small to give off the "pixel-art" aesthetic of Minecraft or Terarria. I want to play the game evoked by the banner at the top of the page, but not the one I see in the video.

I agree. The pixels are small enough that it falls into this sort of uncanny valley of the terrain almost looking realistic, but not really. It would be better almost to go further in either direction: either make the pixels smaller and therefore the terrain and characters look much more realistic (probably technical challenges in doing this), or make them larger so it gives off the "pixel-art" look.

Yep - many things that need to be tuned visually but I don't have the time budget for it yet :) I do agree though - it actually does look better sometimes at either much lower or much higher resolution.
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