So after a few days of pondering around ideas for a game so I can learn LWJGL I though of doing as many have in the past a minecraft style voxel engine and then I thought what would make this different from other voxel games out there. That is where I came up with the idea of incorporating a zombie survival / map like CoD zombies with a voxel engine since I don’t want to dive into the deep end of LWJGL.
I am always looking for constructive criticism and ideas on how to improve the game in anyway possible.
Tasks
- save and load chunks
- make model making more easier so it allows anyone to create models
- player controlled model
- zombies and any other mobs
- Map and doors
Concept
So as I said it is a voxel zombie survival game where the player has to survive rounds of the undead for survival or have an objective to reach that will cause the game to end. I also want it so anyone can be able to make maps and so I want to make a way for the player to be able to customize the maps to the way they want it to be played.
Screenshots
Been playing around with 2D spritesheet to 3D models. Models and names of weapons can be changed before the final game is released.
I adapted my model class to accommodate for terrain as well so now I can generate walls which are very cool and I am happy I got this working.
I also worked on a quick item drop class a few mins ago and its very badly coded atm but what it does as you can see is it gets a 2D sprite and converts it into a 3D representation and this has to be the best thing I have coded so far.
A small look at my player model since I just implemented it and though I would create something that can be compared to with the size of the worlds blocks.
Some simple terrain generation just to handle chunks and also develop on the voxel engine aspect of the game.
One function now controls everything from the x,y,z position to the size of the shapes and also the colours and alpha channel and with little to no frame drop and if anyone wants to know the details it is rendering 25 blocks for that model
Problem
The problem that I currently face are as followed;
- Rotating weapon