space voxels #procJam2023 #incomplete
It's really not a game in current state, just my exercise about procedural voxel map generators.
First "room" have 3 teleports at corners to fast travel in couple locations.
I planed to add multi-leveling and some optimizations but... Anyway You just can see some mazes. I love labyrinths and publish it's incomplete piece of code just to show You some of them.
Also You can change mouse sensitivity or regenerate map with fixed seed in setup panel.
Made with THREE.js as renderer and gl-matrix as vector library and a lot of my bicycles...
Controls:
Kbd.: WASD, SPACE=up/jump, C=down , Q=fly, E=tool, TAB=free-cursor, F=use(non used)
Mouse: Left=place, Right=remove, Middle=pick(in pickaxe mode), Wheel=change-block(in alter mode)
Kbd. test actions: G=block-info, P=broken-level-change
Status | Prototype |
Platforms | HTML5 |
Rating | Rated 5.0 out of 5 stars (2 total ratings) |
Author | Abnessor aka Findoff |
Genre | Action |
Made with | Three.js |
Tags | First-Person, maze, Procedural Generation, PROCJAM, Voxel |
Average session | A few seconds |
Inputs | Keyboard, Mouse |
Comments
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Pretty impressive, especially for no engine javascript
Cool (= Thanks!
I intended to do space ship multiplayer something between VoidBastards and SS13, but unfortunately can't find enough impression to make even first MVP... (With a lot of generated derelicts to hijack)
Latest version(unpublished dev) also have multiple staging and also face blocks like wallpaper in addition to traditional voxel. (I think it's looks really cool in games like first systemshock)
May be one time I make it more game than just the jam proto...
This concept sounds very similar to a steam game called Space Engineers
First of all sorry for quality of my English.
Unfortunately, no. SE more about build this thing and enjoy lags if build a large or multiple bases. (Also rudimentary PVE, they promise some portion with upcoming update, but I don't tried it yet) But can be interesting in MP, especially with using C# to automation. (But also very limited by game API)
I want something more like minecraft sandbox but with main feature like clustered world with unloadable zones with offline progression. (Regrow, some factory elements, respawn=breeding for mobs)
But about derelicts and generated scenarios. (I am egoist and want something surprising even from own game (= )
And yes, I know it's ambitious project and I already have big graveyard of prototypes to figure out various aspects of it. And obviously can't do it from first try. Honestly sometimes I can do a lot and fast especially if formed idea carefully before start to work, but working on hobby projects more than couple of weekends before start a new is rare case for me...
And it's also why I so impressed devs like you. Who can start from small, and find motivation to do it really cool despite to imperfections.
Your idea is really ambitious for a single developer to pull off, especially while not using an engine. I wish you manage to figure it out.
I definitely see a multiplayer factory game like that working out, the way I would think to do it is to pre-calculate the amount of resource your inventory gains over time and just increase it based on the time passed since last loaded that area. That way you would just store a couple numbers and then multiply them by the time or something.
My projects usually end up being a complete mess due to how little prototyping I do so I wouldn't say that your approach is bad at all.
When it comes to lag i think SE is one of the best options out there, comparing it to other vehicle building games I know its so much better than Scrap Mechanic or Trailmakers in that regard. Its pve got decently good with the latest update, however you have to put a lot of effort to really get to the point of actually being able to do it. I like SE cause of the automation it allows you to do, however that automation only works for logistics, repair and printing but doesn't allow for auto mining which is what you're clearly interested in.
About SE. Its possible to mine semi-automatic. Manual specify region and mine with drones. (With code C# allowed)
Some people even use small program controlled ships as collision missiles. It's really cheat in comparison to normal play without code.
I remember one "guild" who caused changing some server rules and limiting scripts on servers they are played couples years ago because code too good to give any chance to normal players...
My main point is do some what can't be found in other games or just modded. Even if isnt fully featured.
And it's why I don't done anything completed related to this idea at now. I think can do(even tried most) any aspects, but can't figure out good ratio between amount of work and fun from result in reasonable time...
For me, SE just have fundamental issues with gameplay limitation without any plot. It's more MP sandbox than infinity derelicts exploration with factory elements. And yes, some time ago I really examine SE as example in many aspects, but found its dead-end as too hard and senseless to recreate. And modding don't give the way to implement most important aspects easily than do from scratch with other priorities.
It's like Wube started 2d Factorio instead of just make another mod to minecraft to focus on more important feature despite to loss many other. (Yes too loud comparison I know (= )
May be releasing some of my game-aspect prototypes as standalone games be cleaver way to move onto this road. But in this form it's have lack of uniqueness to give enough inspiration to make it done and keep it simple. (Keep game simple is really hardest part for me)
the visuals on the background are very cool. How did you make them?
Thank You!
Page background generated with my pen.
In-game textures and levels also whole generated. Most textures just a Red,Green,Blue,invR,invG,invB,Opaque-border-to-show-transparent with or without rects and color marks over it. (couple of FORs iterating over colors and options to fill html5 canvas)
Terrain is a Perlin noise and all other just my own reinvented(But no so different from well known) algorithms...
I'm mostly interested because I'm making an infinite maze game. I want to have a lot of different-looking maze "biomes" and that worm-tex-gen v2 looks interesting. It does look like what maze generators usually produce but more organic somehow
Cool! I'l be following Your progress.
Main concept making my maze looking infinity it's generating as on surface of torus eg wrap left-right/up-down.
I make some research about post generating "worm" from cut-ended tiles, but make no real prototype.
My main idea it's making something like chess - "dark fields" generated as worm-tex-gen v2 with seed by position and "white fields" generated as prolonged ends from seeded fields.
I think it's give cool effect but I steel not implement it.
I call it worm because it's can be run on pre-existing field and flood while map organically. Also I tries to make liven maze, where walls have some stages and can grow naturally reacting to Your invention.
Sorry if my English too hard to understand...
looks like a military training video game