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poe
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« Reply #1 on: August 19, 2012, 01:24:55 PM » |
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This looks awesome
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Liosan
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« Reply #2 on: August 19, 2012, 01:46:59 PM » |
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Hey, that's looking great! XNA, right? Seems that there's a lot of games like that recently All the more coolness! Liosan
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BleakProspects
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« Reply #3 on: August 19, 2012, 01:55:23 PM » |
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Yep, XNA 4.0, C#.
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Kurt
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« Reply #4 on: August 19, 2012, 07:51:16 PM » |
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Yes, a million times yes.
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Destral
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« Reply #5 on: August 20, 2012, 07:32:21 AM » |
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Looking really promising, keep it up
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BleakProspects
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« Reply #6 on: August 20, 2012, 05:16:14 PM » |
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Got an octree working today
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Seiseki
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« Reply #7 on: August 20, 2012, 07:42:23 PM » |
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Looks awesome! I'm a huge fan of rpg tilesets and sprites and it's especially interesting to see them in 3D engines!
And not to mention that the gameplay looks extremely appealing!
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joanx
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« Reply #8 on: August 20, 2012, 09:02:55 PM » |
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Nicely done! i'm looking forward for some kind of alpha test keep it up!
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Swaggermuffin
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« Reply #9 on: August 20, 2012, 09:48:30 PM » |
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Bumping to get this in my new-replies list, and to say that this project looks awesome. Really hoping to see more of it soon.
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Ninja Derpify
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« Reply #10 on: August 21, 2012, 12:05:42 AM » |
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Oooh man I'm excited :D This could go very far.
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Quarry
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« Reply #11 on: August 21, 2012, 12:29:58 AM » |
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You should get an artist, I'm sure a lot of people will willingly work for this
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Eigen
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« Reply #12 on: August 21, 2012, 12:40:49 AM » |
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The ambinet occlusion stuff is great and I like how the voxels are brighter on the edges to make them look less boxy but I think it'd be cool if you actually rounded the edges. Okay, maybe don't round them but erode/tesselate instead. I know it might be pretty difficult but I think it'd be worth it. That way the terrain would look more natural and it would stand apart from Minecraft and its numerous clones.
Quarry, your signature has gotten pretty big ...
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Quarry
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« Reply #13 on: August 21, 2012, 01:05:33 AM » |
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It's the second time now, geez
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Rumrusher
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« Reply #14 on: August 21, 2012, 01:35:21 AM » |
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So will you be able to walk miles away from your fort and explore the world or are these men unable to leave the area? will your game throw in those other games in as cameo cities you can possibly trade/visit/get quests from/burn down and replace it with your own?
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BleakProspects
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« Reply #15 on: August 21, 2012, 07:02:58 AM » |
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So will you be able to walk miles away from your fort and explore the world or are these men unable to leave the area? will your game throw in those other games in as cameo cities you can possibly trade/visit/get quests from/burn down and replace it with your own?
Terrain is theoretically infinite, but at the moment you will run out of memory! Once I get disk-writing working presumably you could build a fortress as big as you'd like, or send groups of dwarves miles and miles away.
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BleakProspects
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« Reply #16 on: August 21, 2012, 07:09:11 AM » |
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The ambinet occlusion stuff is great and I like how the voxels are brighter on the edges to make them look less boxy but I think it'd be cool if you actually rounded the edges. Okay, maybe don't round them but erode/tesselate instead. I know it might be pretty difficult but I think it'd be worth it. That way the terrain would look more natural and it would stand apart from Minecraft and its numerous clones.
Quarry, your signature has gotten pretty big ...
I've toyed with the idea of smoother terrain, and I might take a look at it after I have the basic gameplay mechanics down. Maybe marching cubes, or ramps.
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BleakProspects
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« Reply #17 on: August 25, 2012, 07:20:09 AM » |
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Blocks drop resources! Mostly this week I've been working on performance improvements, though.
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Conker534
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« Reply #18 on: August 25, 2012, 08:30:13 AM » |
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Sexy
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Pineapple
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« Reply #19 on: August 25, 2012, 09:01:34 AM » |
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I love you
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