Escaping Vox

I recently posted a topic on a game with the same concept, and this is the same game, but completely recoded and different. Just wanted to make you guys aware of it, and it may be deleted soon as well.

Escaping Vox is a 3D voxel based puzzle game wherein you take control of a little, white ball.
Your goal? Escape to the blue pad, which sends you falling into the next level.

In order to do this you must avoid a number of hazards (* means not yet implemented):

  • Falling into the abyss
  • Shooter blocks
  • Acid *
  • Drowning *
  • Lasers *

At the same time you must complete the puzzle, which will include stepping on trampolines to send you soaring to another higher platform, activating pressure pads to place and release blocks, and using checkpoints to help you along your journey.

Here’s some pictures:

You can also check out a YouTube channel I made here for video logs that I was making a while back. They’re kind of older videos though.

NOTE: You do have to have a pretty decent computer to run this. Nothing super great, but no school library computer. Right now I haven’t optomized the meshes as the levels are fairly small and I need to do some optomizations on my SSAO and other shaders. To turn these effects off you can click “Options” in the main menu. They increase performance drastically for me (40-50 FPS).

The controls for the actual game are explained in the first level, however the editor does things a bit differently. You can fly around and place or remove blocks as well as edit some light properties (color, range):

  • Shift left to start selection of area, shift left in a position of greater coordinates to complete, you should see a red box envelope the area. Press enter to delete everything.
  • Shift right and same as above to place whichever selected block you have in that area.
  • Left to break.
  • Right to place.
  • Scroll to change block selection.
  • You can’t play these levels. I haven’t added in action editing (removing and replacing blocks) as I define that in the code right now, but it will work later.
  • These custom levels will save to your computer. They are located in your home directory in /.slythGame. This way you can load them up and edit them later, yes saving and loading works :).

Downloads (I’m sorry they’re so large. I’ve compressed everything and lowered the bitrate of audio as much as I can.):
*Nix
Windows
Mac

There are a few things that I know I haven’t implemented as well as a few bugs which will be listed below:

  • Pause menu doesn’t appear sometimes. Just press ESC again.
  • Level doesn’t reset if you die and don’t have a checkpoint.
  • Sometimes camera movement is choppy.
  • Performance sucks. Majorly.
  • Depending on certain things the To Main Menu button may not work. This is because it restarts the .jar, I will fix this as well.

That lighting :point:

Looks really impressive! Are you using shaders for your lighting or the old built in lighting system? Either way, it looks really good!

Ooh, purdy :smiley:

I especially like the font on those prompts :wink:

I’ll happily test it with my old-ish HD 4670, should be a decent performance test.

Guessing shaders: [quote]I need to do some optomizations on my SSAO and other shaders
[/quote]
Also, I think aesthetics could be improved even more if you dressed up the menu buttons a tad to fit with the rest of it, just a little thing I noticed.

Damn, I should have read the post more. I’ll definitely test it for you!

Edit:
Are you using jMonkeyEngine? Still really cool, I was just going to be very impressed if you managed to do all of this by yourself without any engines/libraries! Still very cool, don’t get me wrong :slight_smile:

Yes I am using jMonkeyEngine :wink:
I plan on programming my own deferred renderer soon however because the current rendering scheme is horrid for lighting. I would still be using th engine for other rendering, but my own lighting.

And I’m rewriting all of the shaders I’m using too. Currently only the electricity and DOF are from jME. Those should be very easy though.

Thanks!

//The download is coming, it’s a rather large file (75 megs :frowning: ) and I have to upload one with the .jar, and a couple others for automatic windows launches (exe) and linux (sh). You mac users can use the jar. Mac download out too.

EDIT:
Download is out, check above.

The font is called Primer if you want to use it for your games, I found it online.
And on your graphics I suspect it’ll run like dirt. No offense, it’s really all on me I should make some more optomizations. Go ahead and look at the options to disable some stuff if you like
Thanks again :slight_smile:

I will test it on all the three major platforms, Windows, Linux and Mac. It looks really impressive. But I can’t find a mac build in your links.

I honestly haven’t a clue how to make a Mac executable, but I’m sure it’s easy enough. For now can you try running the .jar?
Thanks for testing it on all 3, it’s really helpful.

Just add the Mac natives using JarSplice. Just the same as using with other natives.

The jar ran perfectly well on my mac. Here’s a video of mine showing how to pack in a mac .app bundle.

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If you want, I can do one for you. Send me the icon as a .png and I can convert it.

Very fun little game and looks very nice!
Nothing to mention you do not know.

That would be super helpful, I’ll send you it as soon as I arrive home. Thanks :slight_smile:

Glad you enjoyed it :slight_smile:

I have made a .app for mac but it’s too large (82.7 MB). Know any way of sending to you?

I really hate fading tutorial text :stuck_out_tongue_winking_eye:
awesome game otherwise

ps
is this my computer being slow, or is this game really laggy by itself?

He said the game was (sort of) unoptimized, so I think its just the game. All those lighting calculations would definitely take a hit to the performance.

@trollwarrior1
Yes opiop’s correct, the performance is horrid right now sorry about that. You can look into the options to disable the 2 effects that take up most of the framerate, SSAO is the real biggie there.
I’m working on better mesh rendering (right now I’m using the most stupid way possible, don’t even ask) as well as deferred lighting. Those two together should increase performance hugely, so look forward to that.

I’m guessing you’re talking about how the tutorial text kind of glows? I’ve been told the same thing about it a few times now, I will most likely remove it. Thanks for the input :slight_smile:

@SHC

That’s awesome! You can upload it to mediafire if you like, it shouldn’t take that long, and then I can either download it and reupload it to my account or I can just post that download it the main post.
Thanks a lot man.

@Slyth2727

Maybe I’ll try to compress it in a dmg. It should become smaller. I’ll upload it tomorrow morning, it’s already late today.

Sounds good, looking forward to it.

Nice game, I’m liking it so far. Fraps says I’m getting 80 fps on the smaller levels (full options), but I’m not sure.

So for the people that can’t run it at this time, I put together a video to show a full playthrough of the games current (5) levels. It should give you an idea of just how dynamic a level can be and how creative one can get with it.

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I’ve uploaded the mac version to MediaFire.

http://www.mediafire.com/download/dt10kx4myq2bk1g/EscapingVox-Mac.dmg