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VoxycDev

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VoxycDev last won the day on December 27 2018

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About VoxycDev

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    https://github.com/dimitrilozovoy

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  1. It's helpful to have a synth or two around, where you can control oscillators, LFO, filters and such, in case you need to produce unique sounds you cannot find in a library. You could also use the synth to augment sounds you find online.
  2. 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 the tapes could contain audio diaries? And maybe floppies could contain maps to secret areas and such? Also, now that it's on desktop, it's much easier to record a quality video of the game. Here it is:
  3. VoxycDev

    Fateless

    Fateless is an FPS game in which you defend Earth from monsters. You shoot the monsters with a double-barrel shotgun and other weapons and move through various buildings made of brick and stone. You make your way to the underground where the monsters came from and rid the planet of their presence. Fateless for Windows Fateless on the App Store Get it on Google Play
  4. 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 ending screen. As primarily a mobile developer, I was surprised to find that the game release and packaging process for Windows was a lot of more involved than your typical Android or iOS app. To make the build, I had to install two brand new fresh Windows 10 installations (one with VirtualBox, one on a separate partition), then repeatedly keep creating and testing an MSI build with Visual Studio's "setup" project plugin, over and over again (probably about 50 times 😩). I started out with a Hello World project that did basically nothing other than printed out a string. Once that installed and ran correctly (even this was non-trivial; had to include some DLL's), I gradually added pieces of the game (code and dependencies) until it no longer ran. Once it no longer ran, it was then easier to zero in on what caused the problem, knowing the last things I added. Turns out the reason for the infamous 0xc000007b error in my case was an OpenAL32.dll that I was including that was actually 64 bit (despite having "32" in the name). A tool called InspectExe was really helpful in telling 64 and 32 bit DLL's apart. I recommend going from Hello World to your full game gradually to anyone who is struggling to deploy a game on Windows. This is probably well known approach to Windows developers, but was new to me as a "spoiled" mobile developer 😁. I would appreciate any feedback on the game, now that it runs on the most popular platform around here. Episode 2 will be included soon; it's actually already in the build, but the menu system does not support desktop/mouse yet so there is no way to launch it. Gamepad/mouse sensitivity controls are now also high on the priority list. Overall, I'm really happy with the progress and to me the game seems quite a bit more fun on the big screen than on mobile, especially with a controller.
  5. 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 in-game purchases. In other words, the whole game is a store of sorts where reward/annoyance is carefully managed. My original plan was to sell episodes, but now it's clear that it's best to sell weapons and upgrades, so I started on my in-game purchase experience design. According to this website, red, orange and yellow are the best colors for a storefront. Fateless world is largely orange and yellow as it is, so this made it only more convenient to make the storefronts orange and yellow. They will sell weapons, other upgrades and possibly, even tanks. Tanks are huge. I wonder what that would even look like. Maybe I should look into car dealership design? Fateless on the App Store Fateless on Google Play
  6. VoxycDev

    Fateless

  7. VoxycDev

    Voxyc

    Voxyc is an open-source free voxel-focused game engine with Lua scripting that allows game development on mobile. The editor for Android is now available. The Windows and Mac OS builds of the editor will be released when ready. The codebase is cross-platform C++ and can run on Android, iOS, Windows, Mac OS, OpenVR and GearVR (others in development). Editor for Android in Play Store Source on GitHub Games created with Voxyc: Fateless - First person shoooter Evertank - Tank battle action game UFO Shooter - Scrolling shooter
  8. 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 year to design ep. 1, and ep. 2 took two weeks. I've got a full-time job now and I'm looking to hire to keep development of the game going. As @Cody.Rauh specified, I'm looking for 3 things: New guns New levels New enemies For the gun part, all you gotta do is scout websites like Turbosquid and look for free or cheap low-poly models of guns, download them, write a bit of Lua (just copy-paste existing the shotgun/machinegun/rocketlauncher code and modify it depending on weapon type). For the levels, all you gotta do is shoot a few texture photos, resize them, then doodle together a 32x32 voxel map with them in the Voxyc app. New enemies are a bit harder. You may possibly have to rig and animate them after getting the models, but at the very least open the DAE (or similar) files in Blender (or similar), go to the timeline and export an OBJ for every frame for every relevant action (move/fire/die, etc), and that sounds like the most expensive part of the process. Animation and rigging are highly skilled labor. Would love to know if anyone's interested (and to discuss rates). Get Fateless
  9. 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 buildings and terrain beyond a certain distance would be streamed as a 360 video rendered with much higher detail on the server. Even if there is some delay with uploading game state, that won't affect the game-play itself since the objects are far away, so a video should do. A mobile phone's power is enough to render all the fast-moving projectiles nearby that are crucial to the fight, even in VR. But what is farther out does not need to move fast, even if you move your head, it just needs to look good and create the atmosphere. Does this technology exist already? I suspect the big players are probably already working on this kind of hybrid rendering approach. Ideally, I'd like to find something open-source, C++ that I can plug into my engine. As an alternative, I'm considering Godot. Would anybody be interested in developing this as a plugin for Godot? Apologies if this already exists, just point me to the link please.
  10. 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? Is it more levels, more detail, more lighting effects (shadow maps, specular), or more unique mechanics that are needed? Is it because it does not look and feel exactly like an AAA title? Fateless doesn't let you look or shoot up or down. It's all on the Y plane. The general advice I took when I started was "make the kind of game you would want to play yourself" and personally I only want an FPS where you don't need to aim up and down, like in early 1990's. Should I just create a mode with vertical aim even though it's not really needed in the game just to make players comfortable? New Idea for one-handed FPS control for subway: one circle, top half is aim, bottom half is strafe. When you switch from aiming to strafing the previous action sticks. This way FPS could be played while standing and holding a pole on a daily commute. What should the feature priority be to stop losing players? Fateless on Google Play
  11. 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 models into existence. For episode 2, I'm creating the levels in the 2D editor, and last night I was able to make 2 levels in a matter of minutes. Before, in 3D, it took hours for each level. These new levels are much flatter and simpler, but they are also more expansive, with room to roam and freedom to strafe around the monsters. I feel like sacrificing map detail for larger maps and increased design speed is worth it. I'd like to find out if that's true. It definitely makes the whole level design process feel much smoother. Adding the detail back in though, will be a challenge. Maybe higher-detail voxel chunks can be added sparsely in certain areas for things like staircases, buildings with windows and such. Get Fateless on Google Play
  12. Thank you so much. My project dashboard is fixed now.
  13. There is another issue. I can no longer edit any of my projects and all my project pages are broken (except Voxyc). When I click on "My Project Dashboard" I get the following. I contacted support, but received no response. Should I just make a new account? This happened right after adding a bunch of screenshots to the gallery. Something went wrong. Please try again. Error code: EX0
  14. VoxycDev

    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 it should and things get choppy, but moving around is still fast, as it should be. When I delete the cubes, things get smooth again. But once I hit a few hundred cubes to display, the runaway scenario happens. How to prevent curTime from outrunning updatedTime? Tried making them equal, etc, to no avail. This is the code inside the tick function: long msecInterval = 1000 / targetFps; if (updatedTime == 0) updatedTime = PLAT_GetTime() - msecInterval; unsigned long curTime = PLAT_GetTime(); while (curTime - updatedTime > msecInterval) { fixedTick(); updatedTime += msecInterval; numLoops++; }
  15. 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.
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