Showing posts with label Voxels. Show all posts
Showing posts with label Voxels. Show all posts
Forge On - Ship Construction 025 (Group Selection and Lasers!)
Stives

Added some cool new features with this build. Group selection is a thing now, you can select a parent part and all of it's children will follow. I've also added weapons back in!
Having a tough time figuring out what to do with all those connection lines. They need to be visible but probably not all at the same time. There are some that need to be seen through parts (so another part can be inserted between two parts) so that complicates things. Anyone have any ideas on this?
12:45 PM
Beard Logic
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Combat
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Construction
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Development
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Forge On
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Indie
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laser
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Mining
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Procedural
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Space
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Unity
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Voxels
Forge On - POI 002 (Asteroids In Game)
Stives

It's been an interesting week, was looking at various aspects of the game and ended up putting in some more work into the ship movement of all things. There is always room for improvement.
I've also added a full asteroid to the scene, gives some real perspective on to how it might be used. My plans at the moment are to add interesting things inside some of these asteroids. Materials / enemies, etc.
I've also fixed the triplanar shader I am using for the asteroids (both destructible and non). I suspect some of you will be able to see the difference immediately.
10:34 AM
Beard Logic
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Development
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Forge On
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Indie
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Mining
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Procedural
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Space
,
Unity
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Voxels
Forge On - Gameplay 001 (Simple Demonstration)
Stives

I have all of the pieces in that I wanted for the pre-alpha tech demo I will be releasing. Here is a brief preview of the gameplay. The demo should be available in a bit at IndieDB.
http://www.indiedb.com/games/forge-on
3:57 PM
Beard Logic
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Combat
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Construction
,
Development
,
Forge On
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Indie
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Introduction
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laser
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Mining
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Procedural
,
Space
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Technical
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Travel
,
Unity
,
Voxels
Forge On - Mining (Freight Vessel)
Stives
12:53 PM
Beard Logic
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Construction
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Development
,
Forge On
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Mining
,
Procedural
,
Space
,
Unity
,
Voxels
Mining In Forge On (And Infinite Travel)
Stives

The hard edges between rock and the resources were bugging me so I wrote something to handle a smooth transition. I like it way more now, what do you think? Additionally I managed to get something working for infinite space travel. I'm still not sure if I want to go for seamless travel or not in Forge On but at least now I know I can.
10:45 AM
Beard Logic
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Development
,
Forge On
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Indie
,
Mining
,
Procedural
,
Space
,
Tricky
,
Unity
,
Voxels
Forge On: Mining Resources
Stives
Mining in Forge On

Sorted out the ability to mine out resources. Added some particles, improved the mesh disintegration. Changed the materials / lighting. I'm starting to really like the way this looks, this physics needs a bit of work but otherwise I think the concept has been proven :D.
2:01 PM
Beard Logic
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Development
,
Forge On
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Indie
,
Mining
,
Procedural
,
Space
,
Tricky
,
Unity
,
Voxels
First look at mining in Forge On
Stives
The asteroid is generated using a single mesh, not currently using a chunk-based system however that is possible with this technique.
Each voxel's shape is determined by the voxels surrounding it and where reasonable mesh vertices are shared. It gets a little complicated sharing verts so I opted to only share a few of them between voxels.
To be honest I'm not entirely sure if this method will be feasible in the long run but I like the potential. I would like for the voxels to form more intelligently; creating slopes when attached to two voxels at perpendicular intersections for instance. The reason I haven't done this yet is that it would cause the voxels to "snap" back when the corresponding neighbors are destroyed. I have considered trying to get the voxels to mainain their "minimum" shape in each direction; it might solve the problem but I will have to give it some more thought.
Follow the progress on Twitter or Facebook
12:49 PM
Beard Logic
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Forge On
,
Mining
,
Procedural
,
Space
,
Technical
,
Tricky
,
Voxels
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