I'm totally sold, just backed for the Platinum badge.
My Isometric Voxel Engine: One Year Later
61–70 of 86 posts
Re: My Isometric Voxel Engine: One Year Later
#62The AI and emergent plots remind me of Storybricks, the AI game tech that Sony has licensed for their "EverQuest Next" game. Designers add personality and need/want attributes to NPCs who then run on their own. http://massively.joystiq.com/2014/08/21/soe-live-2014-the-re...
Re: My Isometric Voxel Engine: One Year Later
#63Question unrelated to the game + engine: What kind of tools do you use to help manage your work? Do you utilize any kind of project management software or methodology as a solo developer?
There is a section of code where I adjust some important constants frequently (for chunk, buffer sizes, and other vars that are constrained at compile time for now). In this section I have a commented area for quick todos and reminders, for when they are too trivial to add to Trello or I dont want to forget them.
For other details on my work environment:
I have 4 monitors - 3 primary ones to code on, and a forth to run the game on, fullscreen if needed (i.e. for recording). I use Sublime Text by habit, even though I compile in Visual Studio. I also have a bunch of batch scripts to automate C++ stuff I don't want to deal with (LZZ for automatic header generation is crucial for my sanity).
I also have several apps running in windows to reconfigure how the desktop works, allowing desktop switching and other stuff (I'm on Windows 7 right now). I used to program on a Mac, so I actually changed my keyboard to be more mac-like (switched the control and alt keys on my keyboard and reprogrammed them in the registry - hehe).
LZZ link: http://www.lazycplusplus.com/
Re: My Isometric Voxel Engine: One Year Later
#64I remember the last post about this engine and loved all the details. There's a huge amount about voxels I don't know, and the author always has such interesting insights. I'm totally sold, just backed for the Platinum badge.
Re: My Isometric Voxel Engine: One Year Later
#65You can make a GPL version so you create a community of users with dual license for commercial developers-artists so you get much more money than the ridiculously cheap 30Ks.
You can make great engines, but probably for creating amazing content for your engine you need artists.
Re: My Isometric Voxel Engine: One Year Later
#66And what will the actual game be about? From the video I'm not sure if there is an actual plan yet.
Re: My Isometric Voxel Engine: One Year Later
#67It looks awesome. But without following this project up close it's really hard for me to see what changed since 12-6 months ago when I saw the last video about the engine. And what will the actual game be about? From the video I'm not sure if there is an actual plan yet.
As usual, video editing and marketing are my two worst skills, so I'm not very good at putting together all this stuff. :)
Re: My Isometric Voxel Engine: One Year Later
#68Well, I will put some money in the kickstarter campaign. When the source code is released, I will put my hands on it. :-D You can make a GPL version so you create a community of users with dual license for commercial developers-artists so you get much more money than the ridiculously cheap 30Ks. You can make great engines, but probably for creating amazing content for your engine you need artists.
Re: My Isometric Voxel Engine: One Year Later
#69Also, if anyone has any questions, please let me know! I'm trying to gain some visibility for Voxel Quest, so please spread the word if you can. Thanks!
As a tech person, I'm amazed at the tech. As somebody whose greatest design skill is a straight line in Gimp, I find the graphics terrific and different from anything I've seen before in a game. However, as an RPG fan, the blurb on the Kickstarter page didn't resonate with me (apologies if you say more in the video, I had the sound off). There isn't anything about worldbuilding/characterization, or what the gameplay is about (considering that "RPG"s range from DCSS to Planescape Torment). You may also want to reveal some character models (even if they are just concept art).
I would definitely suggest stretch goals (for instance, you speak about supporting additional platforms, this could be one).
Oh, and hopefully you're reaching out to the usual suspects like Rock, Paper, Shotgun to get some coverage.