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Improving Melee Combat and Weapon Upgrading in my Voxel Game 

Tooley1998
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G’day everyone. I’ve been working on improving melee combat. I have made some big improvements to weapon animations. Weapon animations now have much more impact, feel way better to use and look better.
I have added a new weapon type: The Hammer. These heavy weapons can be used to break down walls and other objects. They also pack a punch.
Also, I have improved weapon upgrading. You can now give weapons the same magical abilities that you can give magic spells and you can make some crazy combinations.
linktr.ee/tool...

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8 июн 2023

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Комментарии : 211   
@Tooley1998
@Tooley1998 Год назад
Hey everyone I just wanted to say a huge thank you for all the new subscribers and support recently it's been really motivating. I also want to make a correction. I accidentally left the radius that the hammer breaks voxels too high when I recorded this. I was testing something and I forgot to change it back oops 😬. It will be smaller in the game.
@nay2d2
@nay2d2 Год назад
looks really cool, but still think that when you do game testing players will be very annoyed if they accidently break a build that they were making when they meant to break cob webs, other than that everythings looking super cool, very inspirational and hope to achieve a similar feel in my game im working on
@m1losk1
@m1losk1 Год назад
@@nay2d2 im guessing that would be the purpose of specialized tools, machetes or knives for clearing out specifically foliage, leaves, or webbing, but nothing solid like blocks. or axes for wood and not stone.. you get the point
@wanderer.archives
@wanderer.archives Год назад
I can't wait till this is playable! This is some of the most incredible gameplay I've seen recently! Great job and I hope you keep creating awesome mechanics.
@jony1710
@jony1710 Год назад
I kinda like the idea that hammers are super destructive and can knock down walls when storming buildings. You could have swords and axes be really effective at clearing out cobwebs and foliage. I think that might make the weapons have nice variety.
@romansemkin9752
@romansemkin9752 Год назад
слушаешь музыку и сразу представляешь мир властелин колец. нужен мод на властелин колец и будет море хайпа
@niil047
@niil047 Год назад
i think increasing the speed off all weapon animations would make them look (and hopefully feel) waaay more responsive
@--Emirhan--
@--Emirhan-- Год назад
I agree with you
@niil047
@niil047 Год назад
also there's a bit too much easing, it just accelerates so slowly
@rane7784
@rane7784 Год назад
right? I know it's a big weapon but that doesn't mean the entire swing animation is slow. The starting swing part should only be the fast one.
@ChuckSploder
@ChuckSploder Год назад
I don't want to poke them or boop them, I want to stab them and bash them
@user-tq3gq9rp8w
@user-tq3gq9rp8w Год назад
Just one name.... *PAINT THE TOWN RED*
@LukasZnojemsky-ho7jl
@LukasZnojemsky-ho7jl Год назад
I kinda wish some enemies were out of destructible voxels too. But I do feel like it would introduce inconsistency or unnecesary brutality into the combat. Voxel destruction on death comes to mind, which could balance both of these drawbacks.
@mrfhd6227
@mrfhd6227 2 месяца назад
Late, but I think destructable enimies could work for larger enimies or bosses.
@LukasZnojemsky-ho7jl
@LukasZnojemsky-ho7jl 2 месяца назад
@@mrfhd6227 I think that would make bosses look weaker than normal enemies.
@mrfhd6227
@mrfhd6227 2 месяца назад
@@LukasZnojemsky-ho7jl Very well, then perhaps a system like paint the town red, where enemies are visibly damaged by your attacks, but can’t fully have anything important be destroyed until you have reduced them to 0 hp. And if it feeling unnecessarily violent is a concern, then perhaps having it as a setting could work, allowing people to turn it on or off if they choose.
@abbenylund
@abbenylund Год назад
it worries me how easy it is to just break the environment in this game, it feels like it would be extremely annoying (both the fact that just swinging your weapon could be a disaster in your house, but also the fact that there's an enemy that literally throws bombs). Hopefully there will be some QoL feature that allows us to deal with this properly.
@LukasZnojemsky-ho7jl
@LukasZnojemsky-ho7jl Год назад
I actually think its cool. But I am almost certain at this point there should be a switch in options to turn combat destruction off.
@jpting_
@jpting_ Год назад
It looks like the hammer is specifically a destructive weapon type, I don’t recall the content of all the update videos, but I don’t think any other weapons interact with terrain in that way? So I think for the most part, player made bases should be relatively safe. It would be neat if the terrain “remembered” what it looked like before destruction, so (given you have the materials) you could repair the terrain.
@GoblinModeVR
@GoblinModeVR Год назад
Agreed. Creepers feel fair in Minecraft because the blocks are generally easy to put back into place, and because they have to get close before they explode. A bomb throwing enemy does not, and a small-voxel world engine like the one Tooley is making is unlikely to be anywhere near as easy to recreate a natural look in or replace broken player blocks
@Gr0nal
@Gr0nal Год назад
The feature is quite cool... maybe adding mechanics to reliably stop mobs entering player built structures would be the solution. Either physical or magical security measures. With the magic system, perhaps an expensive to cast but permanent ward spell.
@RichieRicardo801
@RichieRicardo801 Год назад
Lots of games have a repair tool that magically restores the world.
@boumapanda7624
@boumapanda7624 Год назад
Looks good , as people said , the "breaking walls" feature looks good on paper but can be easily annoying , being able to disable it might be a good option ! Also I feel like the hammer has more knockback than the sword which is good, I think you can crank it up even a tad bit more to be honest like up to 30% and the hammer would feel really powerfull and it would compensate slow attack speed as usual , great work !
@kaiakairos
@kaiakairos Год назад
maybe instead of a disable option, perhaps weapons and tools should be split into two separate categories where dedicated weapons aren't able to damage the environment. And ye, increasing the weapon speed but lowering the damage would probably feel a lot better and retain the balance
@bicybic
@bicybic Год назад
Apart from walking ofc. I put the video a 1.75x speed and the animations looked pretty fluid that way. Theyre good but like weirdly slow, give it a try:P
@aeway_
@aeway_ Год назад
coming along incredibly well
@Evaisa
@Evaisa Год назад
woah this showed up in my recommended QUICK! I really love the work you're doing, thanks for documenting your journey :D
@vexxo5559
@vexxo5559 Год назад
i love it so much! it's really coming together amazingly from what i can tell! you've done an amazing job Tooley! something I just want to say is i wonder how hiding from enemies works, like i remember from an earlier devlog (i forgot which whoops) you shot an enemy from behind and it turned around and then started pursuing you, and im wondering about the capabilities of it! of course i don't expect any answers, i just mean like a few things that im thinking of was maybe it works like it'll turn around where it got hurt and look for the attacker maybe? or maybe you can hide if you are being pursued at the moment, like if you stay out of sight enough? just a few things i had on my mind on it, thank you for putting out these devlogs for us and working so hard on your game!
@Tooley1998
@Tooley1998 Год назад
Enemies will hear you and look for you if they hear you. If you hit them from behind they will turn around and look for you. If they are pursuing you and they lose sight of you they will go to where they last saw you and look for you from there. I hope that answers your questions 🙂
@john.dough.
@john.dough. Год назад
It's interesting how you and John Lin both have similarly styled voxel games, but have such different features. Sounds great.
@viper_exe_
@viper_exe_ Год назад
indeed
@DreadKyller
@DreadKyller Год назад
Not sure I agree about the same style. John Lin's engine looks quite different due to how he shades the voxels, in John's engine the voxels look the same color regardless of which face you're seeing, if you imagine each voxel as a cube, in Lin's engine the top, front, and side face for example are the same color, as if the entire voxel shares a common normal and is lit the same. This is because the engine is ray-traced and Lin seems to have decided to shade the pixel based on the position of the hit voxel itself instead of the position on the voxel the ray hits, thus there's no distinction between hitting a side or the top in the shading. In this engine the voxels have distinct lighting colors for each side of the voxel. I don't know whether this engine is raytraced or meshed, either way the way it's shaded makes each face of the voxel shaded differently, making them look more like cubes than in Lins where they look more like billboarded flat shapes of various kinds from hexagons to squares depending on angle. This difference in shading choice makes each engine feel pretty different to me at least, neither of them are better or worse than the other in graphics, just different.
@theishiopian68
@theishiopian68 Год назад
I love the collateral damage weapons can do. Large heavy pieces of metal are dangerous to swing around!
@Wizardo5
@Wizardo5 7 месяцев назад
I had been discussing some days ago how I would improve Minecraft's combat and it seems like I had thought of a similar way of improving it as you have made your melee combat to be, I'm happy to see that there's a game like this being made, I'll be following this project now because of it.
@Atri4
@Atri4 Год назад
I only now realise you might have a 3d noita-like engine slowly cooking alongside your game! I would love to see a game that combines the insanity of noita with the opennes of 3d.
@jaykay5568
@jaykay5568 2 месяца назад
This is awesome, i would recommend blocking, parying, and doging. It helps make melee combat faster paced as well as more exciting
@montanasnack7483
@montanasnack7483 10 месяцев назад
This game looks so great. Please keep working on it, theres so much Potential here
@vastabyss6496
@vastabyss6496 11 месяцев назад
This is really cool! I'll definitely be following your progress!
@dynamic283
@dynamic283 Год назад
To have this game running at good frame rates while each voxel having physics is so crazy
@banditbloodwyndevs8782
@banditbloodwyndevs8782 Год назад
I hope it wasn't asked or shown before: How are you writing your engine? Which language do you use? C? C++? Rust? C# maybe? And what graphics API do you use? OpenGL? DirectX? Vulkan? I'm asking because maybe I will try to write my own engine just for fun and I'm looking for some examples how others tackle this.
@julianrachele757
@julianrachele757 Год назад
He's using Unreal Engine
@gaminguniverse9333
@gaminguniverse9333 Год назад
Love what I’m seeing. If you bring everything your doing together correctly this could be something amazing. Keep up the good work!
@toao_rainys
@toao_rainys Год назад
this looks like a really fun game, hopefully you don't give up and actually finish it!
@morgan3392
@morgan3392 10 месяцев назад
Incredible. Looks super exciting. I do think speeding up the animations, as well as giving slightly more generous attack hitboxes, would make the combat feel a bit more responsive. At 2:00 when you stabbed at the skeleton, the sword went right through the enemy's model but didn't count as a hit.
@SomeRandomGuyPlaying
@SomeRandomGuyPlaying 8 месяцев назад
Love how different swings have different hit boxes! Looks like its combo based to get specific swings out? There's this 20 year old game that lets you control swing path based on WASD, if you move forward when pressing an attack that's an overhead if you move: right while pressing attack thats a right swing right and forward is downward right swing right and back is right upward swing back and press attack is a thrust moving left will do the mirrored action of right Another thing is aiming your mouse will further control your swing because the swing is usually locked to your POV, so turning your aim 360 in the middle of your swing will hit everything you see your weapon hit when you spin. Or say your enemy is in front of you you can turn to the side the swing starts from to hit your target as early as possible. This works incredibly well with slow swinging weapons because after initiating the attack you can still freely move in any direction allowing your swing to continue while you strafe in an opposite or different direction if you like. This could help people playing that would either want to target a specific pillar with a side swing and drop a falling physics based item from the top, or it can help in a tight space for someone that doesnt want to damage maybe their own house and control their swing in a very naturally intuitive swing. Swinging in the same direction of your movement pretty natural and easy to learn, which is how Jedi Knight Jedi Academy did this and still has servers playing 20 years after launch. Me and many other players who remember that game would love to see this type of control implemented in a game like this if it were possible! Movement based attacks really deepen combat, and if you would like to see further references there should be Jedi Knight Jedi Academy combat guides for visual reference. Amazing stuff Tooley!
@denycrafty6498
@denycrafty6498 11 месяцев назад
I think it would be a good idea to make it that you can slowly charge geavy weopons like the hammer and then realease them for a fast attack. That would require some tactic and it would still be realistic while making the combat feel more responsive and fun. I hope you still read this comment after 3 months and take that into consideration. also: The game looks great!
@Kazini_
@Kazini_ 10 месяцев назад
I really think enemies should be voxel-based and destructible! Making it so certain parts are required for them to live or function, or that they are destroyed once a percentage of their structure integrity is crossed, would be amazing. It could open up strategies like destroying arms to disarm or legs to slow down, and headstrikes. On that note, I do believe making weapons physics-based like many VR games could benefit the feel of things, even on a PC the striking and deflecting of two swords could be a great strategy and feel, and it allows for VR porting, check how BoneWorks does it. Lastly, as many have mentioned, making the environment stronger and harder to break based on the material and bonded layers behind where you are trying to strike, and different materials differently susceptible to different weapons. If it can be physics-based, that would be even better, and it could simplify future integrations if it worked with hardness and bonded environment vs power of swing with a multiplier on the tool itself against some of the calculated values.
@Mistereee
@Mistereee Год назад
this game is like my dream game, its like if minecraft and teardown were combined into one, i am very excited for this games release and i hope you continue working on it!
@Mistereee
@Mistereee Год назад
adding to my comment, this game would be a perfect fit for vr so i think it would be really cool if that was also in the game!
@violets_in_bloom
@violets_in_bloom Год назад
Looks wonderful! You might want to check out Clone Drone in The Danger Zone, it's a game with an entirely voxel-based combat system. Also, it's fun.
@johalun
@johalun Год назад
Great progress! This game _needs_ to make it to public release whatever it takes. Maybe some game studio would be interested in acquiring you and the game to take it to completion (i.e. to be the next Minecraft) :)
@EVTechTips
@EVTechTips Год назад
love the animations, I can't get over how good the fire animations look.
@Cosmic-Bear.
@Cosmic-Bear. Месяц назад
Reminds me a lot of Dark & Darker's combat, pretty fun once you get used to it.
@SargR
@SargR Год назад
Love all the progress youve been making! After seeing various windowless structures in your videos i must ask, do you plan on adding glass?
@HeinzAnimation
@HeinzAnimation Год назад
Its crazy how far this Project has gone! I can still remember the beginnings lol Keep it up my man!
@TeardownDestructionClips
@TeardownDestructionClips Год назад
This looks sick, I love voxel games
@J4ap0on3es
@J4ap0on3es Год назад
nice concepts, I'm wishing for a voxel engine for a while, nice to see a game so good, next step in research is reducing size of the voxels hehe. A good fixing, for those complaining about the destruction be annoying, I think it would be great to add a resistance based on material, this way a sword can scratch a wood but not a stone wall, the hammer would make a mark in the wood, but chip away some stone wall. Or even: the resistance is one for all tools, just... more resistance and that's it. That would help create fortresses and keeping enemies away. another point to improve: (I didn't see how's been doing the construction ingame) I think it would be neat to have some basic shape materials ( wood plank, wood log, stone brick) and have a "design window" to build up some structure patterns that can be used anywhere ( a stone wall, a wooden wall with planks, a well made of bricks and wood)
@Autumnly24
@Autumnly24 Год назад
I think that environmental destruction with weapons like this might be better if it were to crack or splinter the material it hits rather than just instantly removing a large chunk of it, that way you don't accidentally fully destroy something but you also get more satisfying and realistic destruction!
@RHYSHALLDIGITALART00122
@RHYSHALLDIGITALART00122 8 месяцев назад
defo gonna want to add a timed block mechanic. something simple like perfect timing gives off a chime and no damage with some stamina restoration then slight damage and stamina reduction if poorly timed. just relying on health items and key mashing would get boring pretty fast. could add shields with a bash mechanic that staggers those in a semi circle radius for crowd control or just give immunity frames when perfect parrying. idk if its already added or some kind of blocking is done but youll be able to throw way more at the player if you do
@Mykyta_Palamarchuk
@Mykyta_Palamarchuk Год назад
Love this so far. The only thing i wish you to improve is animation speed. All actions look like they are being performed underwater. Faster swings and jump would definitely help.
@sayochikun3288
@sayochikun3288 Год назад
Consider making it so the enemies (or environment) will be effected by the animation's hit direction. If im swinging my hammer to left, it would be very cool to see enemies knockbacked to a bit left
@RichieRicardo801
@RichieRicardo801 Год назад
You're knocking this out of the park!
@noodleplexium5953
@noodleplexium5953 Год назад
Great stuff! Maybe speed up the hammer swing, but increase the wind up before the attack and increase the recovery time after the attack.
@ollieoniel
@ollieoniel Год назад
I like the hammer taking bigger chunks. I thought voxel collection would be very slow. Good to see it doesn't have to be like that.
@GalaxyHellsGamer
@GalaxyHellsGamer Год назад
This is getting fire! Great Work
@Jim-mq2me
@Jim-mq2me Год назад
This game looks outstanding. Only constructive criticism I have is that weapon floats mid attack. This can be a design choice, but I think the game would look really cool if the weapons were somehow longer or possibly had a hand attached.
@vichamen
@vichamen 10 месяцев назад
this could perfectly be the next minecraft, take your time and make this game into the best possible version it could turn out to be
@notime2583
@notime2583 Год назад
A little hurt animation for the enemies would improve the meele feel even more in my opnion, but its look great already!
@MyEarsHurts
@MyEarsHurts 8 месяцев назад
you should make them ragdolls, also the hammer kinda glides a bit easily, maybe make a animation for when it hits something and save the gliding for when you make a sword
@Spikebolt899
@Spikebolt899 Год назад
The monsters need to look a little aggressive and responsive. Just that😃 Keep it up!!
@SilverEchoDreamer
@SilverEchoDreamer 11 месяцев назад
In VR this game may be truely amazing!
@Phantasmix630
@Phantasmix630 2 месяца назад
I personally think you should bring the arm back as it adds more immersion, and use it with the animations, maybe speed them up a bit
@Redpilled_Retribution
@Redpilled_Retribution Год назад
Being able to destroy voxels on enemies would be cool as hell ngl
@--Emirhan--
@--Emirhan-- Год назад
You are doing great! Keep going
@mufradr
@mufradr 4 месяца назад
You should use the physics system to make enemies crumble when you kill them
@rifz42
@rifz42 6 месяцев назад
looks great! do all the materials have different strengths? so stone is harder to break than wood? it would be cool if the dead monsters didn't disappear so quickly
@somerandomguywithsomerandomtal
@somerandomguywithsomerandomtal 7 месяцев назад
Its like a combination of teardown, minecraft, and fantasy
@somerandomguywithsomerandomtal
@somerandomguywithsomerandomtal 7 месяцев назад
which is amazing
@notime2583
@notime2583 Год назад
Some particle effects shold pop when you hit a wall or a solid object en general with your hammer, to give more a feel to the hit.
@blank6184
@blank6184 Год назад
This game looks great so far! Do you plan to add more challenging dungeons? I think it would be great to have some dungeons made out of material you can't break so you're forced to do the platforming/puzzles in them. And I'd love to see the addition of spruce/fir/pine forests, would be my go to base location!
@BusinessWolf1
@BusinessWolf1 9 месяцев назад
This game looks perfect for VR
@michelvosje
@michelvosje Год назад
Hey looks great! What about adding a particle effect to show that you hit something? Looing forward for your next update!
@noxmore
@noxmore Год назад
Hell yeah, this looks so cool! Are you planning to add multiplayer? I understand if not since you are just one person, but i've always wanted to play a teardown-like game with my friends Also, a more minor suggestion, but the inconsistent pixel density with the ui (mainly the font) looks a bit jarring to me
@goblinferidun6346
@goblinferidun6346 7 месяцев назад
Ragdolls would be nice
@darkfllame
@darkfllame Год назад
i think instead of making enemies disapear when they die, you should make them part of the map or maybe a dynamic voxel object (so it can be destroyed and it would be very fun)
@J4ap0on3es
@J4ap0on3es Год назад
you sadistic
@darkfllame
@darkfllame Год назад
@@J4ap0on3es i just play teardown ;)
@zenovak5177
@zenovak5177 Год назад
Holy that is very impressive! Is your engine a rasterize based approach or was it ray tracing SVO? The fact the PC didnt explode like minecraft with shaders is impressive enough!
@warmfingy9244
@warmfingy9244 Год назад
I’m so amazing each time you post lol
@black-uz9to
@black-uz9to Год назад
I have some ideas about voxel engines and have been trying to find resources about them for the past few years. I have searched for a lot of information, but have not found anything suitable until I came across the Teardown Game. However, when I asked them, they said their engine cannot be used for commercial licensing. I wonder if, for your research, it can be used to create a game for commercial licensing. Although I am not at that stage yet, I really hope to have a voxel engine that is both destructible and interactive to realize my long-standing game development dream.
@LandBeyond
@LandBeyond 6 месяцев назад
Interesting, you can break down a wall in one hit but takes many for enemies. It is way to easy to destroy buildings.
@greenwormss
@greenwormss Год назад
Maybe you could give us an early release?
@waytoomuchtimeonmyhands
@waytoomuchtimeonmyhands Год назад
Looks awesome. keep at it. Hope you publish something soon.
@aojae2450
@aojae2450 10 месяцев назад
Will there be melee blocking? Similar to something like Vermintide 2 perhaps? Other than that the player movement feels 'floaty'- especially on jumping. Otherwise this is fantastic! Cannot wait for an early access build!
@trashtuber6021
@trashtuber6021 2 месяца назад
It looks a bit odd how the weapons just flies around when hitting things. I suggest adding an arm as well
@RedNighT-eXe
@RedNighT-eXe Год назад
I got an idea, attacks follow cursor moving direction. Keep going your project is very nice !
@nemene8585
@nemene8585 Год назад
Imagine how sick this would be in vr
@Tooley1998
@Tooley1998 Год назад
I would love to add VR support but unfortunately I'm just one man for now 😔
@nemene8585
@nemene8585 Год назад
@@Tooley1998 yeah i totally get that, this was just an interesting thought :)
@rongliu9753
@rongliu9753 Год назад
Just want to add a voice saying I love the environmental destruction. Depending on how the game's going I disagree that it would be that annoying. For instance if building is for defensive structures against attacks, then destruction seems almost necessary. If the game's planning on having a lot of building for aesthetics, then it would be. I liked the proposal one person had where a placed structure "remembers" its predestroyed state and can be refilled. Maybe you could also expand the spell system to building? Like when you go to place a structure you can add a spell that makes it fire immune, more resistant to explosions etc. It wouldn't fix the repairing problem, but it would make there be less of a need to repair things in a way that adds a form of progression in the game. Early on your fire sword will destroy your wood house, but you can find multiple ways to stop it from doing that (build with stone, find the fire immune spell, etc.). If the game is planning on having aesthetic building, I hope you find a solution that doesn't just make buildings invincible. I think a lot of games with building have failed to capitalize well on letting players get attached to their buildings then having to defend them with a serious risk of losing their investment. But again, this all depends on where you want the game to go.
@therealrws2267
@therealrws2267 Год назад
If you want a great example of satisfying melee combat i recommend you look at vermintide 2. Also i expected the skeleton to shatter instead of just fall over.
@yaaannn8126
@yaaannn8126 Год назад
this is sick! good work. would it be a good idea to add the old minecraft sword right click blocking mecanic? because right now you can't do anything to not get damaged except jump away I gess
@schizoid7734
@schizoid7734 Год назад
It would be really cool if this game had directional attacks like chivalry and mordhau
@dominikamann1872
@dominikamann1872 Год назад
Looking forward to streaming it one day. :)
@bo2_435
@bo2_435 Год назад
Looks awesome! I like that the game has minecraft vibes. What are your plans for the story or lore?
@wAkipapu
@wAkipapu Год назад
Would be so cool if u add bosses and special abilities for weapons like a ability in the hammer that throws u in the sky and u do a big smash with the hammer
@mosrubyx
@mosrubyx 11 месяцев назад
Ik you're probably gonna add this anyway but you should add particle effects when breaking voxels (for performance on low end PCs you could perhaps add an option to toggle it)
@wattlefox
@wattlefox Год назад
i can't wait for this game to release
@philipp2495
@philipp2495 Год назад
Do you have any plans on putting the system up on unreal engine marketplace? All Current voxel plugins are not the same quality as this and there would definitely sell a lot and could improve your budget for releasing the game. i would buy it immediatly tbh
@mevwin94
@mevwin94 Год назад
This game is very similar to lego worlds in terms of creativity
@yaarrghmematey
@yaarrghmematey 10 месяцев назад
Love it! Great awesome voxel game!
@ganghorsemen4146
@ganghorsemen4146 Год назад
if you make the enemies break into voxel pieces apon death instead of just falling over like in minecraft it will make combat 100 times more fun
@CaptainFisticuffs0
@CaptainFisticuffs0 8 месяцев назад
Hey, could you add a dodge/hop and a parry mechanic with most weapons? The thing I dislike the most about minecraft combat is that you pretty much always take damage if you choose to melee something, and I think it would add a lot to this games combat.
@NICK....
@NICK.... Год назад
i think that it would be best for all the models to use the same voxel scale
@AmAzInGdOmDoM
@AmAzInGdOmDoM 8 месяцев назад
Are wheat-like plants growing ?!?!? Also, funny that you destroyed a wall while trying to break cobwebs. Maybe walls should be tougher ?
@vvworks289
@vvworks289 Год назад
Does this use polygon rendering or actual voxel rendering?
@renatomota9830
@renatomota9830 Год назад
would be nice if u add the voxel destruction to the enimys body too.
@SuperLlama88888
@SuperLlama88888 Год назад
Wow!!! Looks amazing!!!
@GuildOfCalamity
@GuildOfCalamity Год назад
This looks awesome, coming to Steam anytime soon?
@yowza234
@yowza234 Год назад
take some inspiration form Dark Messiah of Might and Magic, it has a decent physics based, directional combat system
@negativefg7922
@negativefg7922 Год назад
The most powerful weapon of all time. The kick.
@soupborsh6002
@soupborsh6002 Год назад
Is it open source? I would like it to be open source. Also can it run on GNU/Linux and AMD/Intel GPUs? This game heavely reminds me FOSS game named Veloren. Modded Minecraft and Teardown.
@apenasgargorio
@apenasgargorio 10 месяцев назад
add a Crossbow or if you're feeling adventurous, maybe something like a Blunderbuss or a Flintlock. Ranged combat has been something i've been curious upon it also, will the game feature Vehicles?
@crimmerz2000
@crimmerz2000 10 месяцев назад
what do you think about implementing better lighting, one of the things that i personally find offputting about voxel games is that lighting is smooth on objects in the world. If that's something you also don't like, are you planning on implementing non-shaded lighting system (similar to when u put 'fast lighting' on in minecraft, the voxels are shaded but with one value rather than a gradient on the individal voxel).
@first9279
@first9279 Год назад
Yo i wonder what this game would look like if it would be "realistic", love this, how did you write the engine?
@leandrogoethals6599
@leandrogoethals6599 Год назад
U can do it, u can be the next minecraft!, The devs have abanded it and they never bother to change it. It's not that their that big that they can't recieve some healty competition ;)
@craftrumzen2393
@craftrumzen2393 Год назад
This is really cool. What language do you use to make this?
@sempiternal_futility
@sempiternal_futility Год назад
this game looks so good!
@LudvikKoutnyArt
@LudvikKoutnyArt Год назад
I would like to see these environments fully lit by Lumen. Since you are using UE5 (if I am not mistaken), it would be nice to see something better than the ugly fake flat ambient lighting in the interior spaces :)
@Tooley1998
@Tooley1998 Год назад
I'm using ue4 so no lumen. I want to move to ue5 but it's physics engine Chaos is still way too slow compared to PhysX. This is very important for a physics driven game like mine. Also lumen does not support dynamic geometry in software mode (non rtx mode) so I would need to come up with my own solution for runtime distance field gen. I do have a prototype for that so hopefully chaos gets better. I also have some ideas for improving the lighting in ue4 but it's not a priority right now 🙂
@alan83251
@alan83251 Год назад
This is awesome! Custom engine? What language is it written in?
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