Gameplay: It will be an infinite voxel world, where the player controls and recruits henchman to build a city and defend themselves from the world. The player will place "nodes" around the world to direct the actions of the NPCs, never having the ability to tell them directly what to do. The NPCs will have a variety of priorities than can be set (tree-cutting, mining, terraforming, building, farming, hunting, etc) and they will complete work based on these priorities balanced with their own wants and needs. The terrain is smooth voxels, and buildings will use minecraft-style blocks (with various materials and shapes). The catch is that players and NPCs can only hold one block at a time. The player will control the NPCs to get the heavy lifting done, which leaves him/her time to explore, scavenge, scout, defend, or raid.

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Description

Wow, that was way more difficult than I though it would be. Had to so a bunch of work on making it look better, which didn't work too well. Anyhow it know works pretty well between chunks and the water responds to digging on the terrain. There we a couple small bugs that made this take so much more time...but that is coding I guess. I just wanted to post a new video showing the water flow and and its response to digging. Tons of little bugs, but you should get the point. I am now finally going to update to Unity 5. Most of my shaders (triplanar, foliage) were broken on the upgrade a while back so I waited a while. I'll make an after video after showing the difference of Unity 4 vs 5.