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.

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Skills - Stock Railgun Skills - Stock Pulse Laser Skills - Stock Plasma Cannon
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0 comments by voidnex on Mar 26th, 2013

News Update

Trailer

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.

UI work

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.

Old and New UI Icons

Turrets and Lasers

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.

Laser Gameplay 

"Let's get physical, physical.  I wanna get physical". 

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.

New lighting model

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

Post comment Comments  (0 - 10 of 11)
sasasa
sasasa Apr 5 2013, 10:38am says:

Really like the new weapons' models.

+1 vote     reply to comment
caekdaemon
caekdaemon Mar 24 2013, 12:39pm says:

I gotta get this when it comes out.

+1 vote     reply to comment
Fireball24
Fireball24 Mar 21 2013, 8:39am says:

The graphics look awesome! Will today normal computers be able to run it?
Btw can you show us some effects (like shooting etc)?

+1 vote     reply to comment
voidnex
voidnex Mar 26 2013, 12:10pm replied:

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!

+1 vote     reply to comment
cybersleuth58
cybersleuth58 Mar 1 2013, 7:15pm says:

Can't wait for this one... Is it on Steam Greenlight? I'll buy it when you release it. Hell yeah!

+1 vote     reply to comment
voidnex
voidnex Mar 26 2013, 12:11pm replied:

Thanks for your comment! and it will be on Greenlight in the near future!

+1 vote     reply to comment
Petrenko
Petrenko Feb 17 2013, 3:36pm says:

Tracking! And buyng when released! :3

+2 votes     reply to comment
DoomSooth
DoomSooth Feb 17 2013, 2:50pm says:

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?

+1 vote     reply to comment
voidnex
voidnex Mar 26 2013, 12:12pm replied:

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!

+1 vote     reply to comment
sasasa
sasasa Feb 2 2013, 8:13am says:

Being a sucker for Space-Sim-RPG, I'm looking forward to this.

+2 votes     reply to comment
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Voidnex
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Developed By
voidnex
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Latest tweets from @voidnex

New feature up! secondary weapons: T.co #gamedev

Apr 3 2013, 5:44pm

News Update! T.co #gamedev

Mar 26 2013, 2:20pm

New Voidnex feature posted: Item Types, Quality and Insurance T.co #gamedev #indiegames

Mar 21 2013, 1:51pm

New game features posted: The Omnipoint System, T.co #gamedev

Mar 13 2013, 9:32am

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

Kept up with the website changes today! T.co #gamedev

Jan 21 2013, 4:49pm

Setup our indiedb page at last! T.co #gamdev

Jan 21 2013, 11:21am

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