Don't start yet another voxel project

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21 comments, last by Ben Bowen 11 years, 8 months ago
I kinda already answerd what you asked. You can make a game from it, assuming you interject some game elements. Im not going to go into what we are doing with our project specifcally ( just yet ) but I think there is potential. What makes minecraft so enjoyable? Mining for blocks? NO!!!

What does make it enjoyable is the concept of being able to create whatever you like with a very basic process to do so. Look at the thousands of mods that have been created for the game, expanding its purpose and its enjoyable factor. Without these mods ( much like many games today ) people would have lost interest several weeks after they first started the game. So, you want an expansive list of what has yet to be touched?

- Questing
- Expanded Combat
- Skills and character+character interaction
- Story ( there really is none... )
- Expanding tools for creation

Those are just to name a few. As previously stated, Minecraft was more or less a guy mucking around with code until he made something unique. When released the people saw this and ate it up like crazy. From there the people made the game and that is the real reason for its success today. Are there better ways to code a game? Sure, but that doesnt mean that you should discount the concept of voxel based games because they are easier to code. I am remined of an episode from "The COmmunity" s3e20. The characters in the show play a 16 bit retro game that has so many rich features it would put many of the games today to shame. The game looked fun as hell too but it was only 16 bit and a platformer. ( i realize it was all dun of for show, but in reality, with enough time you could do alot of what they had )

TL:DR? You can make a quality game out of anything, so long as you put forth the effort and add something of value to the playerbase.
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Voxel based games have some interesting possibilities. What I find especially interesting is how it makes it easier to automatically create infinite worlds and how it can support dynamic changes from other players. Take World Of Warcraft, and allow players to add their own instances and adventures. With MMO, you could get an infinitely expanding world. That would be exciting! There are lots of people with ideas you would never dream of. Though it can be tricky to restrict the creativity to some kind of boundaries.

When I, with the help of some friends, created a text based game 20+ years ago (LPMUD) we didn't have enough ideas for the adventure part of it. Instead, we tried to create a game that was maximally flexible and would allow others to add content. It didn't take long for the most astounding creations to be built. Maybe the voxel technology can play an important role in the future. I believe that progress will be very quick, allowing for more natural looking landscapes while still being based on voxels. There are already examples available.

I am doing some experiments also, and have something up and running now. A MMO game based on client/server and voxels, with the extreme design goal to support 10000+ simultaneous active players. But the programmatic interface to control objects from LPMUD can't be used. Instead, a visual interface is required.
[size=2]Current project: Ephenation.
[size=2]Sharing OpenGL experiences: http://ephenationopengl.blogspot.com/
Listing the potential of voxels is almost like listing the potential for games which use 8-bit indexed color graphics, tilesets, and extremely small display resolutions. From the aspect of game mechanics, this field of possibilities is nearly identical to voxels' -- even more congruent than to traditional 3D graphics ('polygons') -- yet bounded by 2-dimensional space (and crappy colors). I certainly do have the imagination necessary to understand the potential of voxels when applied to games! Personally, I think the way we've figured to utilize voxels is somewhat idiotic, so far. They still have their place in computer graphics, although I don't think anyone currently understands, comprehensively, where they belong. Neither do I have the interest now to correctly elaborate how voxels might appropriately become useful in the future.

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