Blog | About | Contact | Submit Mod | Join Mod DB | Site Map | Media Kit | Desura | RSS
Voidnex is an Action-RPG set in space, with up to 6 player co-op or 12 player counter-op. - Thousands of randomly generated weapons, armor, shields and items to equip to your ship. - 4 Stock ships, thousands of randomly generated ships and some unique ships to fly. - Varying locales including open space, asteroid belts, Dyson spheres, gigantic starships, various planets and the terrifying "Void". - Randomly generated game world, experience a different path each time! - Scripted constructed story missions, to ensure unique puzzles and challenges. - Bosses of varying difficulty and size! - Special extra hard co-op challenges and bosses. - Risk vs Reward PVP system.
0 comments by voidnex on Mar 26th, 2013
Continuing work on creating on the trailer, so far we have finished most of the footage needed and have contracted a talented musician to create music which should add to the effect of the trailer.
We have started on a UI overhaul, the Hexagons based UI we first used is being replaced by something more sleek and attractive while maintaining functionality and reducing the cluttered feel the hexagons gave off, an example of which can be seen below.
Following on from the previous post about projectiles, we've kept chipping away at creating an extensible and modular weapon / turret system. This allows us a lot of flexibility and provides a simple interface that essentially boils down to 'fire at this target'; with everything being handled by a weapon_controller class that is tagged onto each NPC in the game.
In fact, the whole process is based on the UML 'Factory method pattern' - with the weapon controller being akin to the factory and the turret being the product. This helps with creating a procedural weapon system, where each component of a turret, from the barrel model, to paint scheme to stats can be randomised. The screen below shows some of the turrets in action , along with an improved grid material (still further to go) and a w.i.p radar effect.
No, don't worry... we haven't asked Olivia Newton to provide the soundtrack for Voidnex! However, there are some other physical things we can talk about; namely the rendering setup and lighting models used in Voidnex. Up until now, we have been utilising the standard MLM_Phong that comes as the default with UDK; a factor that in part contributed to the often 'plasticy' look and feel of some earlier UE3 based games.
Recently, however, some games companies have begun to turn away from this light model and with Voidnex we will be doing the same. Our materials and shaders are now based on 'physical based rendering' using a combination of Cook-Torrance and Oren-Nayar models. This results in a more realistic and accurate interpretation of how a surface reacts to light and improves the visual fidelity of a surface's specular (shinyiness); most notably in metal and rougher surfaces.
The image below demonstrates the 'roughness' parameter of the Cook-Torrance model in action; allowing control over the size and level of specularity of the surface but without creating a large 'white blob' effect.
You can take a look at some presentations explaining more of the math and theory behind these types of lighting models here:
SIGGRAPH 2012 Shading course:
Blog.selfshadow.com
Physically based rendering in Call of Duty: Black Ops:
Advances.realtimerendering.com
Demonstration Texture credits:
PK02 Quake IV texture set by Philip Klevestav
www.philipk.net | philipk@philipk.net
Latest tweets from @voidnex
New Voidnex feature posted: Item Types, Quality and Insurance T.co #gamedev #indiegames
Mar 21 2013, 1:51pm
Contracted a talented musician to work on music for the trailer (and maybe later the soundtrack)!
Mar 13 2013, 7:35am
Latest Voidnex trailer coming along nicely! Will be released soon. :) #gamedev #indiegames
Feb 12 2013, 6:47pm
Our newest dev-blog on procedural generation is now up on IndieDB :) T.co #gamedev
Feb 2 2013, 8:01am
Got some new ship models today, looking to expand our quantity of stock warships to 12 (and a bunch of special unique ships) #gamedev
Feb 1 2013, 3:28pm
Really like the new weapons' models.
I gotta get this when it comes out.
The graphics look awesome! Will today normal computers be able to run it?
Btw can you show us some effects (like shooting etc)?
Thanks for your comment, most computers should be able to run it, we are aiming to make the game accessible to as many people as possible.
As for the effects, you will be able to see them as soon as the trailer is released!
Can't wait for this one... Is it on Steam Greenlight? I'll buy it when you release it. Hell yeah!
Thanks for your comment! and it will be on Greenlight in the near future!
Tracking! And buyng when released! :3
This looks like it might be pretty good but I don't understand how this is supposed to be a dungeon crawler. Do the asteroid fields make up the dungeon?
The "Dungeon" aspect of it is more in the way the gameplay works, the levels are a variety of locations such as asteroid fields, orbit above planets, inside gigantic spaceships, inside dyson spheres, disturbing alternate dimensions and many others!
Being a sucker for Space-Sim-RPG, I'm looking forward to this.