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My Isometric Voxel Engine: One Year Later

voxelquest.com

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Re: My Isometric Voxel Engine: One Year Later

#71

Looks like a dream project - so happy you can do it full-time! > VQUI can be hotloaded What else can be hotloaded? Do you use entity-component-system type of architecture? Any scriptable parts?

To be able to do this fulltime is really a blessing (or a curse maybe, because it is extremely hard work). Was not easy getting there - I was turned down by every single investor I ever approached (many), and threw a hail marry pass on reddit of all places, met a gamer/dev there who gave me a small amount of seed funding to get started (the rest is based on savings/severance from my old job). Now investors are knocki…

Unreal has the Blueprint scripting system though :). But I am not going to argue as I don't have enough of the relevant experience. Besides your About page has cleared my questions (AI plans are quite ambitious :)).

Re: My Isometric Voxel Engine: One Year Later

#72

Earlier quoted context omitted.

To be able to do this fulltime is really a blessing (or a curse maybe, because it is extremely hard work). Was not easy getting there - I was turned down by every single investor I ever approached (many), and threw a hail marry pass on reddit of all places, met a gamer/dev there who gave me a small amount of seed funding to get started (the rest is based on savings/severance from my old job). Now investors are knocki…

Unreal has the Blueprint scripting system though :). But I am not going to argue as I don't have enough of the relevant experience. Besides your About page has cleared my questions (AI plans are quite ambitious :)).

Yeah I was just going off what I read: https://forums.unrealengine.com/showthread.php?2574-Why-C-fo...

Did not know about Blueprint :)

Anyhow - AI is defintely ambitious, but less so once you see how simple I am keeping everything (it is going to be quite crude - really :) )

Re: My Isometric Voxel Engine: One Year Later

#74
post #66

It 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.

You can find some more details about the game on the Kickstarter page (some good questions answered there in the updates section as well, with a link to the design doc), in the about section, or on the Steam Greenlight page ( http://steamcommunity.com/sharedfiles/filedetails/?id=245148... ) As usual, video editing and marketing are my two worst skills, so I'm not very good at putting together all this stuff. :)

The marketing of the game gives me honest concern. It is the quintessential "list of features" that is indicative of technology made without acknowledging a critical, artistic perspective - that's even true of the title "Voxel Quest." If you can correct this and gain understanding of what the game _represents_ and what areas you _want_ it to be critiqued on, it will become both easier to design and to market. Narrowing always clarifies things.

There is one aspect in which you do show a definite perspective, and that is in the use of a simulationist philosophy: Everything done in deterministic, procedural, emergent ways. Now, one of the ways in which this philosophy gets challenged is the issue of "you don't know what you don't know" - if your simulation is built upon bad premises, then it's garbage in, garbage out.

So then, if you want to find the same kind of successes with the approach as something like Dwarf Fortress, Spelunky or Minecraft, you have to actively acknowledge where your simulation becomes intentionalized by the assumptions you make about how the world works. At that point you are in the business of making critical arguments through your game and the workings of its systems: Things like how the economy is tuned, frequency of combat, or average NPC reactions to violence, all send unavoidable messages about the totality of the world you make.

You can literally pick just _one_ thing that characterizes the world, consider it in depth and tailor every other system's features around it, and have a fine game. Even Dwarf Fortress, which is extremely deep, shows intentionality in that the details it focuses on are descriptive and categorical(types of rocks, individual organs) vs., for example, being spatially accurate like the physics simulation of a racing game. What makes DF's detail cool - and what makes it a big, complex game instead of a tiny one - isn't that it attains atomic precision, but that everything adds up to a specific, detailed, believable narrative about fantasy characters doing the "everyday things" we expect to see in a fantasy world.

To put it another way: Eliminating things from the game makes it impossible to criticize those things, and every game eliminates something! But the things a game does show should have a ton of care put into them.

If you're doing all of this right, you'll be up at night with some fear over the internal struggle of the design decisions, instead of the actual production or marketing; you are already demonstrating the necessary skill to do those two - you have very nice graphics to show off in your trailers, which is a great entry point.

The only reason why the marketing looks hard is because there's a lack of design intent, and thus nothing but bullet point features after you show the graphics. But the design can act as a master plan for the marketing, as it allows you to go on at length about the things being conveyed through the systems, vs. what the systems are, where your effort on details is going to go, and how you want the overall play experience to expand over the coming months.

Re: My Isometric Voxel Engine: One Year Later

#76

Also, 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!

Well, maybe not so much questions as honest feedback. 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…

Yeah I did reach out to RPS, no coverage yet but they are typically dormant near the weekends so it could possibly go out next week (they have covered me in the past).

Yeah, to be honest I am really bad at putting together marketing materials and videos. I tend to talk about the stuff I'm comfortable with, which is mostly technobabble. I have gone into further details in one of the updates on the page, and posting a few more now.

Re: My Isometric Voxel Engine: One Year Later

#77
Question: you're using the super-fine voxels for the aesthetic, (and it does look amazing), but only coarse grained voxels for gameplay? I can see the trade-off makes sense, for the reasons you mention (path-finding, monsters can get through).

It's just that a fine-grained modifiable world would be super-amazing. It seems to me that your rendering tech could do that just as well... if the edits only occurred on-screen, they are manageable (and all the rest can be rendered off-screen to bit-maps and cached, as you do now).

Of course, what I'd really love is a living world, which also changes off-screen. e.g. erosion. But I think that may be asking too much of present-day hardware...?

marketing advice: copy notch. Do little updates as often as you can, for every small thing you do. It gives you energy, engages long-term followers and - most important - is advertising, so more people know about it.

Re: My Isometric Voxel Engine: One Year Later

#78
post #77

Question: you're using the super-fine voxels for the aesthetic, (and it does look amazing), but only coarse grained voxels for gameplay? I can see the trade-off makes sense, for the reasons you mention (path-finding, monsters can get through). It's just that a fine-grained modifiable world would be super-amazing. It seems to me that your rendering tech could do that just as well... if the edits only occurred on-scree…

Good question - you can add in fine grained details as well. The macroscopic chunks are used to make quick calculations. Then on top of that, it sees whether or not the chunk contains microscopic changes, and if necessary recalculate a path or collision or whatever.

Erosion: doable, but not something I'm going to tackle right now. I originally built errosion in from the start to try and create realistic maps, but it turned out to be way simpler and faster to just pull in real world heightmaps and mix them together in patches, even if not realistic.

Marketing advice: taken. :) I'll be updating more frequently now, especially with the KS campaign going, which is pretty much a full time job right now.

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