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Game Preview: Voxatron - voxel-based, destructible environment, 8bit soundtrack

lexaloffle.com

31–40 of 67 posts

Re: Game Preview: Voxatron - voxel-based, destructible environment, 8bit soundtrack

#33

Interesting how constrained the view frustum is, with the top down view. I wonder how many voxels the rendering engine can handle.

3,145,728

"Yes, actually there aren't so many voxels to take care of. It depends on the world size of course, but at 256x256x48, that's similar to managing a 3k x 1k 2d map in the same way."

http://www.lexaloffle.com/bbs/?tid=201

Re: Game Preview: Voxatron - voxel-based, destructible environment, 8bit soundtrack

#34
post #33

Interesting how constrained the view frustum is, with the top down view. I wonder how many voxels the rendering engine can handle.

3,145,728 "Yes, actually there aren't so many voxels to take care of. It depends on the world size of course, but at 256x256x48, that's similar to managing a 3k x 1k 2d map in the same way." http://www.lexaloffle.com/bbs/?tid=201

or… 1,048,576

as on the same page he also says:

"Everything in the game is displayed in a virtual 128x128x64 voxel display, including the menus and player inventory"

Re: Game Preview: Voxatron - voxel-based, destructible environment, 8bit soundtrack

#35

This is yet another thing that I said, 'Man. I wish I'd written that.' It's not outside my ability, it's just that I never think of these things first. And creating a clone doesn't have the same feeling as a new thing. I'm betting a lot of other developers feel the same way. Of course, that won't stop me from enjoying -playing- the game. :D

Perhaps it's not too late for you. He's re imagined Robotron as a voxel game. Think of other classic arcade games that could be taken to their roots and reinvented with voxels. Any classic could be interesting: zaxxon, donkey kong, Asteroids...

Re: Game Preview: Voxatron - voxel-based, destructible environment, 8bit soundtrack

#37
post #3

This looks surprisingly fun! It's funny how different a voxel-based game looks to my eyes than a 3d-pixel game. I suppose the voxels offer a lot less resolution right now, but they just seem to work in a different way. I wonder if they will feel more or less engaging in 3d than a triangle-mesh type game.

It looks to me like the low resolution is an aesthetic choice. I've seen many far higher resolution voxel engines 15 years ago running at speed, including one written by a guy at my old school aged 17.

Re: Game Preview: Voxatron - voxel-based, destructible environment, 8bit soundtrack

#38
post #14

Earlier quoted context omitted.

That's what minecraft should look like.

I've given it a lot of thought, and I don't think Minecraft would be so easy to pick up and play if in weren't so 'blocky'. At least not without some really good design. The size of the blocks in Minecraft really lend themselves to being able to put together things that approximate real life structures, while maintaining a sufficient level of simplicity. This simplicity makes reasoning and manipulating the game world…

This is probably why the old 8- and 16-bit games seem to have so much more compelling gameplay than ultra-realistic modern games. Well, that or we are just cranky oldtimers.

Re: Game Preview: Voxatron - voxel-based, destructible environment, 8bit soundtrack

#39

If you're interested in what can be done with voxels with a more realistic aesthetic, have a look at the Atomontage engine: http://www.youtube.com/watch?v=_CCZIBDt1uM

Very excited to see what becomes of the Atomontage Engine. For years I've been annoyed with static 3D environments where walls don't actually crumble when shot at, and windows never shatter. This engine will change the way we react to realism in virtual environments. Almost so much that it becomes easy to ponder if we're already in someone's 3D simulation ;)

Red Faction: Guerrilla and Battlefield: Bad Company 2 both have pretty decent destructible scenery.
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