Pseudo Voxel Expriements

Along with Wizards of Yore, I’m looking at reusing some code I wrote a while ago to make a pseudo voxel based game - probably something to do with RPGs/Yore again but real time. Just started doing some experiments:

https://dl.dropbox.com/u/1668516/shots/voxel1.png

And a little editor I hacked up to create characters:

https://dl.dropbox.com/u/1668516/shots/voxel2.png

This isn’t real voxels but gives a nice effect, IMO.

Cheers,

Kev

AWESOME!

How did you do the shadows?

looks a bit like voxeltron

Looks really cool!

Reminds me of 3D Dot Game Heroes for the Ps3:

http://worldofvideogames.de/wp-content/uploads/2010/05/3D-Dot-Game-Heroes_Spielfigur.jpg

Thanks for the feedback guys! The shadows are dynamically generated as part of the voxel map.

Cheers,

Kev

So you have height information stored inside those voxel images? Or did you simply generated them using the flat images?

I too am interested in how those shadows are made. This all looks pretty nifty.

Well remember is pseudo voxels so there’s only a fixed number of view angles possible. Each voxel space is rendered independently and the shadows are generated by search the world through the shadow angle.

It’s about as brute force as you get :slight_smile:

Cheers,

Kev

Bit more work on the voxel stuff tonight, starting to add a world builder for laying out the voxel sprites:

https://dl.dropbox.com/u/1668516/shots/voxel3.png

Cheers,

Kev

Got the maps loading into the game correctly now:

https://dl.dropbox.com/u/1668516/shots/voxel4.png

Cheers,

Kev

Quick video with basic particle stuff added:

EWqYxpLSjVY

Cheers,

Kev

Things look a little bit stretched at the moment.
If you scaled the y-axis by [icode]sqrt(2)/2[/icode] then it might look better, or you may have to resize the z and y scales for the ‘voxels’ if that doesn’t work.

Other than that, this looks like quite a cool project.

Yeah, can only move per voxel though I spose I could keep a sub-voxel position and convert it.

Looking at adding trees and other village stuff atm.

Cheers,

Kev

I just came here to say, that it looks great and inspiring. :slight_smile: Good work!

Years ago I made an engine a bit like this. It did have rotation to all angles. It is easy enough to do, just rotate all layers by the same angle and put them on top of each other. It looked rather cool, but the only sprites I had running were trees and tanks.

Thinking I’m going to swap the main character to a wizard with jumping ability:

https://dl.dropbox.com/u/1668516/shots/voxelwizard.png

Cheers,

Kev

Jumping is in, considering multiplayer now:

https://dl.dropbox.com/u/1668516/shots/voxelchars.png

Having so much fun :slight_smile:

Cheers,

Kev

What kind of gameplay is planned? From the graphics style I could think of Realm of the mad god… Great game, even tough the constant losing items and dying somehow suck (even though this is the main gameplay…). :smiley:

Still no idea - just playing with this while still working on Wizards of Yore.

Cheers,

Kev

Are you doing the mosaic effects with a shader or an actual tile image per “voxel”? Shader might be interesting, since you could do specular hilights to make the “bumpiness” more apparent depending on lighting conditions.