Perliner was started in Global Game Jam 2014 by one person. It won an award in one of the categories and is being continued ever since.
It's still in prototyping stage. It's an Role Playing Game in a Voxel world allowing realtime world manipulation. So fortifications, pits, destruction and digging.
But what will the game be about? I'm thinking of a story. Dungeon crawling. Castle construction. Minions. Battles. It's still not decided yet.
Perliner’s world is fleshing out. We have basic world generation, lighting, vegetation and building interface. You can fight enemies in a small world that this is providing to the player. It’s time to show that to everyone.
BTW, I’m planning to release the demo shortly. More details at the end.
I have developed a lot of smaller and bigger pieces since the last time. You will see it in the screenshots, too many to list in a short note. I won’t go into too much detail, but if one would compare the previous and current version, change is enormous.
We have dynamic world that is constructing meshes when player approaches them, lights that can be created by player, though still not completely destructible. We have vegetation. For now only trees and bushes of different sizes. The player can operate on vegetation, mow grass and plant his own. Trees can be disassembled trees voxel by voxel. Because it’s a voxel game.
And last but not least, everything in the world can be altered or constructed. You can build, destroy, paint and light things. And fight, but only a bit.
Let’s begin
You happen to appear in a new world. If it’s by teleportation, or spaceship crash, it’s currently unknown.
You may encounter enemies, but very few and easy to get rid of. These enemies won’t attack you unless you attack them. Nice guys.
The world is otherwise open to you. You may roam around, within it’s boundaries. You can construct roads, buildings, even fill the lakes with water, or dig and mine.
Disclaimer: To tell the truth, there is still no real water voxel, and any simulation is missing. It’s just colored blocks so far, you can alter them yourself with basically any way you wish. Kind of like builder’s mode.
If you use Load option, you will arrive at a world already built by it’s inhabitants. They have constructed buildings, parking lots. You have lights on poles, streets with pavements, a small field nearby. There is also a pink lake of whatever mysterious liquid inhabits the area.
Mechanic workshop seems empty. Strange? Let's investigate.
There is a bit of dungeons or mines in there as well, with strange vegetation and some lava.
The elements – analysis
We have a couple of tools at our disposal. The camera works depending on the tool you have in your hand. If you want to roam and fight, you have the largest camera distance to enjoy the views and not get lost in the world too easly. If you want to tinker, the camera closes in.
The UI is available, allowing player to change atmospheric lighting or color of the tool (when building, painting or lighting).
The tools that you have:
Some of the option allows two actions – first one with just a click (ex. Build), second with Ctrl+Click (ex. Destroy).
You have also Load/Save option available. The above screens are from the world heavily modified by the inhabitants (ie. me), so you may see immediately what can be done, but probably a lot more can happen in this tiny little world.
Announcement
I’m planning to release this small world builder to the Internet after I fix some kinks, add a help screen so it’s easier to start. I hope you enjoy it, and critique is also welcome :).
I’m curious if you like the ambiance, the way it handles now. Is it too colorful, or boring, or you like it? Let me know!
With all the creation ability, it's good that it wouldn't disappear. You will have Load/Save ability in there as well, so you’ll be able to save and share your creations with anyone.
So stay tuned for the demo in the next couple of weeks. And don’t fall from the world!
Perliner is alive. After 3 years of sweet sleep, he is coming back to life, together with me. This is a teaser of what's to come.
Big changes in Voxel engine - new lighting, terrain modifications and new dungeon generation.
A week has passed. I have started refactoring the code. But it was not just that. Characters, FX and dungeon. Thankfully :).
In recent days beside some great skiing I managed to squeeze in some Perliner activities about which I would like to tell you. A quick updated version...
New features: - new camera controls, - small level changes.
Perliner, Windows version, prepared for CHIP magazine.
Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.
This comment is currently awaiting admin approval, join now to view.
Your work is very good :D
Thanks :)
Hey guys which software did you use for the art
i am voxel artist but i dont know good art software for it
Hi! Everything is currently procedurally generated, trees, houses, stones or bushes. Even characters.
I'm also searching for some good art software - I have seen Probuilder, it seems quite OK but it's not free. I have seen others but they are not that good. I am considering writing my own in Unity or going for Probuilder. I'll go for the former only if I need the editor in the game (and I don't know yet).
Thanks for the question :). You are doing some fun project and want to share?
This game looks neat!
cool! cant wait for next update!
Working on it :)
Actually, I have Intel 965 Express on my old Thinkpad X61T and I have on average 20-30 fps, and 60+ without shadows. HD3000 is a lot faster (20x according to some benchmarks). On my Geforce 8800GT desktop I got something like 400+ :).