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VoxycDev last won the day on December 27 2018

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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 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. VoxycDev

    fateless storefront 1.jpg

    Thanks, the main issue with interaction points is physics now. Processing more than a few collision objects / pickups really kills performance on lower-end devices. Looking into GPU-based physics, BSP trees.
  6. 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
  7. VoxycDev


  8. VoxycDev


    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
  9. 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
  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. VoxycDev

    3D Scrolling Shooter Prototype

    @GoliathForge, yep, it's the first time and it worked. I just integrated the OBJ_Loader and even though it works, the loading is noticeably slower than assimp, OBJ's have to be pre-triangulated, and it looks like some of the normals don't load anymore (some things don't glow in the light anymore; weird). But I got rid of the assimp requirement and I'm in the clear for the upcoming Google x64-pocalypse 😁. Overall, I do recommend OBJ_Loader if you don't need skeletal. Plus, this makes the build smaller, and I'm also in the clear for releasing on iOS. I've built assimp for iOS before and the binary ends up being hundreds of megabytes (it wouldn't build partially for some reason). Somehow, the resulting .IPA was still only 50 MB. So only 2 possibilities there: 1) Xcode does some magic trickery to partially strip the library (really?! 🤔) or 2) the library does not go in at all and the whole thing just won't work in production. Regardless, that whole issue is solved now! Thank you for the Blender export script. That is an excellent idea. I bet that reduces load times by a ton.
  12. VoxycDev

    3D Scrolling Shooter Prototype

    This scrolling shooter prototype is now included as a sample in Voxyc. The sample Lua source is here. Endless runner games can be done from this too. About the earlier kitten, pony and bunny idea, what about Star Kitten? A kitten that flies around in a spaceship and doing it's galactic duty destroying all the alien mice. It could be turned into an endless runner or a scrolling shooter easily. Maybe star kitten has has friends like star pony and star bunny and there is a story that follows. Anyway, you can start making your own endless runner or similar with that sample, and easily draw pixelated characters like this in the 2D editor now. By the way, Google is phasing out 32-bit and I'm about to drop assimp as one of the supported third-parties because I don't have time to re-build it for Android x64, unless someone has a ready binary out there. I'm about to replace it with OBJ Loader, and if that fails, then it's sprites-only now for a while.
  13. VoxycDev

    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 to repeat too much because it was generated programmatically. This new game will use much lower voxel resolution, but each voxel chunk will be custom-designed. It really is a drag to have to design an endless terrain when it whizzes by so fast, so the lower resolution will help save level design time. The bendable and stretchable voxels could really shine in this game.
  14. VoxycDev

    Kitten, Pony And Bunny

    The usual crew is comfortable in their environment plus some views from the castle. They roam from castle to castle, in search of positive vibes to absorb and share.
  15. VoxycDev

    First Person Catcher!

    Working on the color palette. The usual crew is comfortable in their environment plus some views from the castle. They roam from castle to castle, in search of positive vibes to absorb and share.
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