Xcylin: A Sci-Fi open-world voxel RPG [Updated][Greenlit :D]

Yes - first order functions are quite a nice feature that Java is still lacking of (if you don’t count the callable interface). Static typing on the other hand saves you a lot of unit testing - but I agree: if you write tests, javascript can be quite stable as well but of course you can’t test for everything :wink:

Clojure is a nice approach but it is not an imperative language but a functional one. This makes it more complicated for beginners to learn. But it is interesting never the less. It also is quite good if you want to create a visual language on top of it, as functional languages are the only ones that have implicit execution order (that’s also why they are so good for multithreading).

I know that this is quite a challenge. Roughly the story is about getting back to earth with a lot of XcyT (a material only found on Xcylin - hence the name). To achive that you need to either repair the ship or create some kind of teleportation system. All parts of doing either of that are hidden in various locations on Xcylin and if you find one it points to where the other can be found. Around each I plan to build some quest - by an automatically generated dungeon or something like that. Each quest allows you to create better weapons, better armory and better tools. Some quests/sidequests might also only be accessible if you have the right laser/weapon/tool (like in the old Zelda series where you needed the glove first before you could lift the heavy stones). Other parts to the plan need to be digged by searching for them underground like in Minecraft. Furthermore you also have the constant threat of the creatures living on Xcylin also at first you won’t even notice them :wink:

Looks pretty spiffy … though I keep wanting to call it “Xyclin”, which is a brand name for doxycycline :slight_smile:

Rhino is pretty slow compared to other JS engines, but soon enough you’ll have Nashorn to play with. Wouldn’t be my first pick as good languages go, but as goes familiarity with it among the community, it is hard to beat.

How do the tumbling blocks work? Do you take them out of your voxel structure and put them in a physics engine like jbullet?

A good antibiotic is also a good choice to take with you if you visit Xcylin :wink:

Not really heard of Nashorn until now (other than that it is a german word) - looks interesting but the speed is not the problem at the moment. At least not the speed of the JS engine. More the lighting calculation is quite CPU consuming - but it runs asynchronous in multiple threads so it’s also quite fast. But I’m thinking about maybe doing OpenCL lighting at some point - noticed just yesterday that my graphics card is only at about 28% when I run around on Xcylin. On the other hand the graphics card is a brand new HD7970 :wink:

Yes - I remove them from the voxel tree (yes a tree - as it is much faster!) and then create a jbullet object. They are also limited in amount so that the physic engine won’t start to slow down the game too much. When they fall down you can just collect them to put them to your inventory.

Here you can see the process in action:

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shrugs Works for me. I just get a little tired of the situation you find in a lot of games, where you can go wherever you want and do whatever you please… as long as it’s irrelevant.

I don’t really think this is odd. I also recently started declaring everything final - this saves you a lot of trouble sometimes. On the other hand I found that it helps nothing for performance as modern JVMs will declare most of the variables final by itself if it discovers that it is impossible for them to ever change.

I have to admid I never used GOLOG or read about it (but I will when I have the time).

It is true that some machine learning algorithms are using some kind of state machines (like expert systems e.g.) - the more capable but also more complex solutions on the other hand (like recurrent neuronal networks for example) use a lot of possibility (float) related calculations, so constants won’t help much there :wink:

That’s exactly what motivated me to write Xcylin. By the time I started the game I was in fact busy writing my diploma thesis so I really didn’t have time for a game - but the thought of a minecraft like game where you really have a mission and are not just wandering around erecting some irrelevant buildings and fighting of the always same mobs was just too compelling for me :slight_smile: Needless to say that I fell in love with the blocky lego-like design, the simplicity and depth of voxel games!

Well, I was talking more about the situation you’d have in, say, Final Fantasy, or most of the Mass Effect trilogy- where you have freedom, and you have plot, but the two are at complete cross-purposes.

Without getting into a discussion about theme or drama or whatever, what I’d honestly like to see is where you have some long-term objective (get off the planet would be fine,) but the implementation of that goal is as free-form as possible.

A storyline and a free open world game are hard to combine - either you get a something like in most Betesta games, that you have a main story thread to follow but a lot of sidequests that don’t influence the main story other than that you level up/get better weapons. Or you have something like Minecraft where the main story does not really exist but you can create your own objectives to follow. Both things get boring after a while I guess, but the thing in between is close to impossible to accomplish. But I never the less will try to implement something like that in Xcylin. Still the game has to be finshed at some point so I think I won’t implement recurrent neuronal networks to control the AI :wink:

This is definitely something to watch.

I’m a fan of open sandbox worlds, and also a massive fan of sci-fi games/themes.
Resource management, RTS, open sandbox. If any or all of those are in a game, it definitely has my attention.

Please keep updating this! I would love to play it! :smiley:

This is definitely something to watch.

I’m a fan of open sandbox worlds, and also a massive fan of sci-fi games/themes.
Resource management, RTS, open sandbox. If any or all of those are in a game, it definitely has my attention.

Please keep updating this! I would love to play it! :smiley:

I’m currently working on the terrain shaping. That involves planting trees and forming each sector (32x32x128 blocks) further.

I started with some random tree generation:

http://www.xcylin.com/promotion/screenshot013.png

http://www.xcylin.com/promotion/screenshot014.png

Still having some work to do as the block data structure seems to be slow in some cases - maybe a synchronization problem. When a sector is shaped the laser is suddenly not that effective anymore :wink:

I’m currently working on the terrain shaping. That involves planting trees and forming each sector (32x32x128 blocks) further.

I started with some random tree generation:

http://www.xcylin.com/promotion/screenshot013.png

http://www.xcylin.com/promotion/screenshot014.png

Still having some work to do as the block data structure seems to be slow in some cases - maybe a synchronization problem. When a sector is shaped the laser is suddenly not that effective anymore :wink:

This game looks pretty cool! I’d be happy to be a tester if you need one. ;D

I’m planning to do some alpha testing soon (in a few weeks). I will post details here when everything is ready for that - just need to add some more basic things into the game like crafting and maybe some dungeons :wink:

This game looks pretty cool! I’d be happy to be a tester if you need one. ;D

I’m planning to do some alpha testing soon (in a few weeks). I will post details here when everything is ready for that - just need to add some more basic things into the game like crafting and maybe some dungeons :wink:

Cant wait :slight_smile:

Cant wait :slight_smile:

Wow, those pics look nice, color choice really emphasize the “sci-fi” feel I think.