VoxycDev

Profile
New York

The journey to make game development from scratch ubiquitous and effortless on all platformsvoxyc_1029_a.thumb.jpg.62fd0cfdc27aea99269e864ea257c2b0.jpg

69 comments
1 followers
30 entries
Advertisement
VoxycDev
February 22, 2020
Chaingun Action Added To Fateless

I put in the chaingun into Fateless and it seems to have put new breath into the game. You no longer feel so small against the larger enemies out there. Maybe this is an important line to draw in the player's progression. There is the before-and-after. Before is cautious-taking, wall hugging and ca…

3,281 views
VoxycDev
December 21, 2019
Fateless 1.0.6 Gets Main Menu, Fixes Problems Mentioned By Players

After 17 helpful Steam reviews and two brutally honest streamer videos (video #2), I was finally able to fix some of the easier problems the players mentioned. Here is what is new in release 1.0.6. Main menu and settings screens were added with ability to change:

  • Difficulty: easy, medium, hard
  • Mouse …
2,343 views
VoxycDev
December 05, 2019
New Textures And Color Scheme For New Fateless Game

It's been over a week since the Steam release of Fateless. Considering the positive response (this guy enjoyed it) I decided to start working on a new game along similar lines. It will be tentatively called Fateless 2 and will be a premium game. It will be a major challenge to create an experience …

3,060 views
VoxycDev
November 09, 2019
Fateless Got New Levels, Goes Desktop-Only For Now

I finally found a voxel size for Fateless levels that is just small enough to produce interesting results, but large enough to keep level production at a good pace and still make decent-size maps. It's exactly double the voxel size that I started with in the beginning and exactly half what I was…

2,848 views
VoxycDev
September 19, 2019
Fateless Episodes 1 And 2 Now On Windows

Both episodes 1 and 2 are now available in Fateless for Windows. Episode 2, along with the usual run-and-gun FPS play, has collectible floppies and cassette tapes. Right now they have no purpose, other than giving you a satisfying "gulp" sound effect and a flash of color, but maybe in the future…

2,423 views
VoxycDev
September 17, 2019
Fateless For Windows Is Out! What I Learned

Fateless for Windows is out! I have spent the last week wrestling with Windows Installer ensuring the right DLL's were included, but the build now installs and runs perfectly on a fresh installation of Windows 10. The current build includes episode 1, supports game pads, and has a brand new endi…

2,289 views
VoxycDev
August 19, 2019
In-Game Purchases, Storefront Design

According to this GDC video, selling new levels is not a good idea because only a small fraction of the users ever finish the free linear content. Average paying player makes their first purchase on the 22nd play session, and it's best to keep reminding the player often about the possibility of …

2,472 views
VoxycDev
July 17, 2019
Episode 2 is out. Need level designer / technical artist (PAID).

Another five levels are done, which make up episode 2, and that is because of the new efficient philosophy of placing enemies, spawn/exit points and doors as blocks and then spawning them as actual objects in Lua. This probably cut down level design time by a factor of 10 or more. It took a good…

2,720 views
VoxycDev
July 11, 2019
Rendering Foreground On Device, Background On Server

I'm interested in augmenting rendering on mobile device with a 360 video that's streamed from the server for skybox and far away objects. Objects that appear close in the game that tend to move fast, such as the weapon, nearby monsters, furniture, etc, could be rendered on-device. But far away b…

2,707 views
VoxycDev
July 10, 2019
How to stop losing players? New one-handed portrait FPS controls idea

I have 7 players and I get 3-4 installs per week, and 3-4 uninstalls per week. I keep losing players. My game probably looks cool from screenshots, but it's clear that when people download it and run it, they do not feel like it's what they expected. How to stop people from uninstalling the game…

3,638 views
VoxycDev
July 06, 2019
Fateless Episode 2, New Level Editor

I found that I can create levels much faster if I just keep everything as tiles, even the object spawn points. Instead of navigating in 3D, pointing to a place and clicking "Add Model", it's much faster to just use the 2D editor to place special voxel values and then have a Lua script spawn the …

1,834 views
VoxycDev
June 20, 2019
Fixed Timestep Overrun

Fixed timestep works when there is nothing loading or not much going on, but as soon as I start switching scenes, the counters go out of control and curTime can never catch up with updatedTime. The editor with the grid launches with this algorithm just fine, and as I add random cubes it works as…

1,818 views
VoxycDev
June 15, 2019
Scrolling Shooter Prototype, Waypoint System

Enemies now follow waypoints from the mesh editor. Each vertex is a waypoint now but it would be straightforward to connect them into triangles and animate them. The mesh editor now provides three orthographic views from three different angles. The prototype is now available as a sample in Voxyc…

2,221 views
VoxycDev
June 12, 2019
Character Modeling Tool: Foundations Laid

I'm working on a new character modeling tool. It will work like this: to start, there are two modes, vertex mode and triangle mode. In vertex mode, you tap on the device screen to create vertices, tap-and-drag to move them around and tap-and-drag outside the edit area to delete them (all this al…

1,789 views
VoxycDev
May 29, 2019
3D Scrolling Shooter Prototype

This would be great for the subway crowd. The game would be playable with one hand in both portrait and landscape (like UFO Shooter). I made several mistakes with UFO shooter that this game will fix. The buildings were very detailed, but you could avoid them by just flying high. The scenery used…

2,522 views
VoxycDev
May 23, 2019
First Person Catcher!

I'm starting work on a new game prototype. It will be a first person catcher (as opposed to shooter), family-friendly and re-use typical FPS mechanics, but with an opposite goal: instead of avoiding projectiles, you must catch them. Summary: a sad girl walks around a green field with pink castle…

3,547 views
VoxycDev
May 21, 2019
Dynamic Lights Out, 2 Star Review In

New 2-star review is in and it's spot-on. It's been a rough weekend getting dynamic lighting ready for release, but now that it's out, not even this review could break my spirit. Here we go.

"colision des not work"

- It does not. It only works if any of the four corners of the object's b…

1,711 views
VoxycDev
May 19, 2019
Dynamic lighting in Fateless

Dynamic lighting now works in Fateless. There are still no normals and no shadows, but hopefully this will be the necessary breakthrough to make it look from "whack" to "not that bad." Directional spotlights are the next goal. The overall mesh of the buildings and terrain should reflec…

2,323 views
VoxycDev
May 06, 2019
Fateless Has 2 New Enemies, 2 New Weapons, Thanks Gray Box

Punishers now inhabit several areas of Fateless. Heavy mechs guard area 5. Good thing you now have two new weapons to help you get through all those merciless techno-alien enemies.

A few days ago I remembered an old concept called the gray box. I made an area with nothing but gray concrete, …

1,866 views
VoxycDev
April 29, 2019
Punisher, new monster introduced to Fateless

Punisher can walk, shoot and die now and he's having a heck of a time hanging around just outside area 2. The boss for episode 1 will be a mech-warrior that you will encounter in area 5. It's when you go into the underground and suddenly you enter a great hall.

https://www.youtube.com/watch?…

1,386 views
VoxycDev
April 26, 2019
Punisher is Making His Home in Fateless

He's a little too tall and wide to fit into the existing Fateless structures, so I put him outside. He's doing fine hanging around out and about area 2 so far. He is always equipped with some kind of rotating chaingun-type weapon, or at least one that needs cooling. So far, his mission is to mak…

1,736 views
VoxycDev
April 20, 2019
GPL Source, Proprietary Assets Commercial FPS

Under the GPL license, the source code is GPL, but the original assets are not. Let's develop an FPS game in which we will reuse Doom, Descent, Build, and any other engine source code we need, and release the source as required, but keep the assets proprietary. I already have a C++ OpenGL engine …

1,685 views
VoxycDev
April 15, 2019
Fateless Got a Butter-Smooth Performance Boost, Vertex Lights

Turns out that most of the frame-rate bottleneck wasn't even anything graphics-related. It was checking for screen width and height on Android on every mesh draw which is much slower than checking GLSurfaceView dimensions for aspect ratio. Vertex lighting by expanding from room center until you …

2,301 views
VoxycDev
April 11, 2019
2D Voxel / Pixel Editor is Back

I re-implemented the old orthographic voxel / pixel editor that worked in Java 5 years ago in C++. The new editor works with both pixel art and voxel chunks, using the same file format for both. It exports pixel art as PNG's again and turns them into sprites and wall textures. As you increase th…

2,087 views
VoxycDev
March 13, 2019
Lighting Voxel Buildings With Per-Vertex Lighting

I finally found a way to light voxel buildings with per-vertex lighting that looks decent. They key is to have a RGB values for each voxel, and set them in the following way:

  • Start from an empty point somewhere in the room
  • Expand on all three axes as far as you can until you hit a vox…
2,406 views
VoxycDev
March 07, 2019
Vertex lights: storing RGB in chars

I got lucky. This wasn't supposed to work so quickly. The vertex lights are functioning. Completely random and crazy and wrong, but functioning. I hear that Unreal gave up on vertex light mapping years ago. Probably for a good reason. Texture memory is cheap now. No time to integrate lightmapper…

1,979 views
VoxycDev
February 24, 2019
C++/Lua for development, but deploying to Unreal/Unity

I'm considering using my existing custom C++/Lua engine for development, but rolling out final builds to Unreal or Unity. I develop mostly on an Android tablet and the U engines can't do that, but I'd like to keep my development workflow. I simply do not have the time to fix the shadow map and de…

2,487 views
VoxycDev
January 26, 2019
Shadowmap Artifacts

There is clearly something wrong with the images below. The shadows are not supposed to be this far away from the surfaces they are cast from. Can I correct this with bias or should I fix the scale? The shadows used to look real, but all this floating point multiplication must have got in the wa…

2,991 views
VoxycDev
December 27, 2018
House On The Borderland Details

The Engine

The engine for this project, tentatively, will be Voxyc. Links to the Android editor appGithub source and existing games are on the Voxyc project page. The editor and the games it produces also run on Windows and iOS (the Visual Studio…

3,041 views
VoxycDev
December 25, 2018
Looking For People To Help Work On House On The Borderland

Apparently I made some people mad by criticizing Unity. I will not do so anymore. I did not know that Unity was a religion around here. Sorry. For the past 5 years I've been working on a C++ engine. The engine is now done and I've made 3 games with it. I started working on the 4th one, and I wan…

5,066 views
Advertisement

Popular Blogs

shawnhar
Generalist
101 Entries
9 Followers
15 Entries
10 Followers
johnhattan
Programmer
1,277 Entries
47 Followers
ApochPiQ
Generalist
628 Entries
44 Followers
dgreen02
Generalist
338 Entries
56 Followers
Advertisement