Voxel Quest is a procedurally-generated sandbox roleplaying game. It features volumetric models (solid modeling), emergent gameplay, advanced AI, an engine that can be modded via javascript and other languages, and more.

Image RSS Feed Latest Screens
New Screenshots March 2014 New Screenshots March 2014 New Screenshots March 2014
Blog RSS Feed Report abuse Latest News: Voxel Quest Update 04 / 08 / 2015

5 comments by gavanw on Apr 9th, 2015

I have made several improvements to Voxel Quest since my last post here. This update mainly goes over physics and projectiles and character movement.

Since the last update:

  • Explosions (temporary effect, needs improvement); Sound effects are also all placeholders by the way
  • More intelligent chunk refreshing that reduces redundant chunk refreshes (useful for destruction among other things).
  • Rendering spheres of arbitrary size in screen space with real depth, normals, clipping, etc
  • Projectiles
  • Camera Shake (on jump, on objects hitting ground, fades with distance from camera); it is exaggerated right now
  • Zooming in and out to first person mode
  • Walking around with collision, realtime smooth movement that can revert to unit space for turn-based combat and so forth.
  • Physics (gravity, dampening, rigid body physics with adjustable bounciness/hardness, friction, etc). Currently operates on axis-aligned boxes (even when boxes are rotated on the Z axis)
  • All movement-related effects are now timer-based (rather than frame-based), although you can also force a certain time interval to prevent stutter/frame skipping.
  • Jumping
  • Lantern placement fixed (raised up inside of houses, no more lantern clusters for more efficient lighting)
  • Volumetric textures optimized for lower voxel resolutions (larger shingles, bricks, and boards)
  • Better character selection/deselection with dotted line selection effect; now distinguishes between the active entity and the target entity
  • Better sprite rendering with no clipping or depth sorting errors
  • Labeled all 1600+ items and entities (even though they are just placeholder objects)
  • Added context sensitive options to the drop down menu based on which targets (if any) are selected
  • Quick experiment with trees: upped the number of limbs to produce dramatically larger trees (as seen below)
  • Improved, less naive chunk picking (for rendering) - now uses a flood fill to pick chunks, instead of a bounding cube.
  • Many other small improvements I am probably forgetting to list :)

I am still working on many aspects of the AI but only a day or two per week right now - I am trying to not get stuck in any one area as there are many tasks left to cover. I think this most recent set of changes opens up a lot more modding potential (in particular, for realtime games). I think it would be pretty easy to make a platformer (like Mario N64), an artillery game (like Scorched Earth or Worms), or many other options (at least, easier than it would have been with strictly unit/turn-based movement).

I came in with the intention of doing videos weekly but as it turns out monthly makes more sense - there are some weeks where not a lot happens visually. It also saves me time. Nonetheless I advise you to follow the @voxelquest (or @gavanw) account on Twitter or my Youtube channel for smaller updates in between.

Picture
Picture
Picture
Picture

Also, I posted this a bit late for April Fool's, but it is worth reposting I think. Since I added in first person view, I obviously need the obligatory hand swinging some weapon. (In this case it is one of the weapons from Hexen):

Picture

In spite of this being a joke, I really do dig this style (as did Twitter, apparently) and I would like to perhaps have something similar ultimately.

Post comment Comments  (0 - 10 of 23)
ceriux
ceriux Apr 10 2015, 1:20pm says:

so are the players or characters which ever you prefer 3d? or 2d?

+1 vote     reply to comment
Steele_Art
Steele_Art Apr 22 2014, 10:55am says:

this game looks ssso charming. i want it all over my steam library.

+1 vote     reply to comment
gavanw Creator
gavanw May 11 2014, 3:12pm replied:

It shall be :D

+1 vote   reply to comment
Nilidus
Nilidus Apr 22 2014, 10:20am says:

awesome work! you have my vote :]

+1 vote     reply to comment
gavanw Creator
gavanw May 11 2014, 3:11pm replied:

Thanks!

+1 vote   reply to comment
Souls-Stream
Souls-Stream Apr 8 2014, 8:30am says:

Okay, following, I fell under the charm of the landscapes!
The description is really appealing too!
This will be awesome!!! Thanks for the update!

+1 vote     reply to comment
gavanw Creator
gavanw Apr 21 2014, 5:48pm replied:

Great, thanks for the follow!

+1 vote   reply to comment
NaturallyIntelligent
NaturallyIntelligent Apr 1 2014, 11:16am says:

Looks really nice! I'm working on an isometric game as well, totally unrelated to yours except for the graphical angle. Any chance of licensing your technology?

+1 vote     reply to comment
gavanw Creator
gavanw Apr 2 2014, 7:54pm replied:

Yeah, public alpha access will begin in September of this year, at which point I hope to roll out code access as well. You pay nothing to license, but your users must have a Voxel Quest game key to run your game or mod (like Valve's Source licensing, kind of). Alternate licensing deals may be worked out, but that is undecided at this point.

+1 vote   reply to comment
Dude
Dude Mar 29 2014, 11:01am says:

Oh wow, neat visual style, I really like that.
Looking forward for more!

+3 votes     reply to comment
gavanw Creator
gavanw Mar 29 2014, 11:34am replied:

Glad you like it!

+2 votes   reply to comment
Dude
Dude Apr 11 2014, 11:01am replied:

Heh just found it on Greenlight and upvoted it.
Good luck! :)

+3 votes     reply to comment
Post a Comment
click to sign in

You are not logged in, your comment will be anonymous unless you join the community today (totally free - or sign in with your social account on the right) which we encourage all contributors to do.

2000 characters limit; HTML formatting and smileys are not supported - text only

Icon
Voxel Quest
Platforms
Windows, Mac, Linux, XONE, PS4
Developed By
gavanw
Engine
Custom Built
Contact
Send Message
Official Page
Voxelquest.com
Release Date
TBD
Game Watch
Track this game
Share
Style
Genre
Roguelike
Theme
Fantasy
Players
Single, Multiplayer & Co-Op
Project
Indie
Twitter

Latest tweets from @gavanw

RT @MsBawkins: *heavy breathing*

Apr 24 2015, 3:18am

@ihatemmorpgs my drinking team has a gambling problem. By team, I mean me.

Apr 24 2015, 2:56am

@paniq found it on reddit gamedev :)

Apr 24 2015, 2:52am

@paniq :)

Apr 24 2015, 2:51am

@ihatemmorpgs lol i didnt know people were taking bets

Apr 24 2015, 2:50am

streaming on T.co #gamedev

Apr 23 2015, 5:01pm

@Jonathan_Blow var?

Apr 23 2015, 4:47pm

@achkasov yep I'm aware of IQ's stuff, shadertoy, etc (I regard him very highly!)

Apr 23 2015, 4:31pm

@rianflo yep -- I suck at profiling/optimization TBH and usually rely on my flawed instincts :)

Apr 23 2015, 5:22am

@achkasov SDF is used for the detail pass, other stuff is some basic ray math and cell division. I have an idea for improving SDF though.

Apr 23 2015, 2:21am

Embed Buttons

Promote Voxel Quest on your homepage or blog by selecting a button and using the embed code provided (more).

Voxel Quest
Voxel Quest
Statistics
Last Update
2 weeks ago
Watchers
151 members
News
6