No, not really. Polygon based voxel renderers get really slow or too complex when you start trying to render all of them with a higher resolution than something like minecraft.
Also, my main goal is to remove GPU dependency. So if I can get a complete fast CPU version working at a moderate voxel and screen resolution, with plenty of spare room for other game component processing, then my only problem I have to solve is how to best get my render buffers into video memory, which may result in forgoing API's like OpenGL and Directx completely.
I don't really agree with something I've heard repeated on here, that ideas are worthless... maybe bad ideas or mediocre ones, but really good ideas that can really improve your games chances of being successful, aren't all that common.
Well, my game isn't doing much in the graphics department, it has pixel art around nes/atari resolution but with more colors and hopefully, they're more readable and attractive. I think I remember you saying you don't like pixel art, but I love it and high quality 3D models are out of my ability.
I'd like to have something like a procedural quest generator, but something like that might have to wait for after release.
I like having a little direction also.
I don't really like perma death either, I don't think I'll have it in, but I would like to have a death penalty. I don't know about losing loot since in my game you won't be able to carry a lot. For gear you only have whatever is equipped, and have to make a choice to pickup a gear piece and leave the other behind or not, of the same slot. I could have experience loss or something.
Why are they playing games like Hearthstone if they don't like RNG? What do they expect to play a card game where you can just pick the card you want every turn?
It depends on what the player likes, and there's games for all types of players. RNG can be frustrating at times but it also adds an element of excitement.
Usually start out by creating a list of features or mechanics and things I want in the game. Then go in to detail of each feature. The go on to implementing things. Of coarse things get added and deleted also through development.
I'm thinking of adding this to the MMO I'm working on... Players will absorb a portion of the enemies power they slay. The bonus power decays over time and is completely lost when they die. It also has diminishing returns. Players become battle hardened and gain less than previous kills.
If a player is killed by another player they will gain a percentage of the slain players power.
The bonus power is pretty much just a stat boost.
what do you think? Sound like an interesting mechanic?
On a GPU I wouldn't touch this code with a 10-foot pole, no matter how happy the OP may be with it as an approximation. Normalization on a GPU is just a dp3, an rsq and a mul - 1 instruction slot each, 3 total, and all the benefits of parallel processing.
This is meant more for people who do software graphics.