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PreacherJayne

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PreacherJayne
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  • Don't tell me what to do
  • I happen to have unlimited private repositories on Github for the next couple of years, if it helps.
  • Just noticed my post got flagged 5 times, my apologies if I offended anybody, I certainly didn't intend to Maybe people misunderstood what the flag was? I just flagged @Baile_nam_Fonn's post to test, and when I refreshed the page it showed 5 flags. …
  • My suggestion would be to keep it semi-private until you think it's ready for release, but maybe give access to a few people you'd select to help you out with the more tedious stuff that doesn't require your level of knowledge. I think this would i…
  • @Moberg Have a look at the first two posts at the main VoxelQuest website (can't link it for some reason, it gets saved as a comment reference). Gavan is going to be working on VQ on the side for the time being, and as far as I know won't be having …
  • @Moberg Sure thing. Gavan recently updated the rendering side of the engine to use a more traditional voxel implementation (similar to when he added perspective rendering to the original isometric rendering system), and now the engine runs much more…
  • @PTTG - Lots of behind-the-scenes stuff, and Gavan went to GDC to network and demo VQ for conference-goers. He's been working on some sweet rendering things that you'll hear about in the next stream!
  • @Moberg Welcome to the forums!
  • Just saw this: https://twitter.com/gavanw/status/667895795488702465 Looks pretty sweet!
  • It's a little crazy to think about, especially when you realize that Gavan had been working on it for at least a year before the Kickstarter. Looking back at the old village pictures, it's amazing to see how the technology behind VQ has changed.
  • Looks great! I noticed that you said view distance could now be set between 16 and 64 km. What's the performance drop between the two?
  • A little addition to what @Talvieno has said: while I doubt that there will be an easy editor for content, Gavan has stated in the past that he plans on going through all of the engine code and making sure that everything is neat and tidy for source…
  • There are some instances where Trello boards can be very helpful. For example, Radiant Entertainment's Stonehearth team uses their Trello board to show the status of various features and to allow the community to vote on what they'd like to see next…
  • Everyone does seem to have a different idea for one. And it seems like you'll have a lot of the tools in place to make things easier.
  • Looks pretty sweet! For comparison with the first method of rendering, do you have any screenshots of the current revision in isometric mode?
  • @gavanw This might not be what you were talking about, but in a December update, you mentioned that David Sahlin put together a presentation about it that looked pretty sweet.
  • @Talvieno has put together a really, really sweet list of abilities and attacks for the prototype, it's going to be a blast. Gavan put out a video the other day that shows what exploring the world (and destroying it, haha) could look like: https://…
  • Since you're talking about bringing in some RTS elements, I have another game suggestion -- probably definitely not for the prototype, but something I'd be very interested in developing with the VQ engine. Overview and Objectives Each player leads a…
  • If I'm understanding what you're asking, Gavan does use raytracing for shadows (and for rendering in general). In a previous post in this thread, he mentions decreasing the number of raytracing passes to increase performance. Changing the number of …
  • My roommate and I have gotten together solid concept for a party-based combat MOBA that could be adapted to controlling 1 or 3 characters at the same time -- I'll post the entire concept once I have it written out in detail. I really like the idea …
  • There's definitely room in the FPS field for something with live terrain modification. That's one of the strengths of my favorite 2D sidescroller (and probably favorite 2D game of all time, honestly) Broforce (web demo here using the Unity3D WebPlay…
  • That's a pretty sweet idea, and it covers many of the important bases: - combat prototype - exploration/getting people excited about what VQ can look like - basic character AI, both for moving around and combat - saving and loading world states - mo…
  • Sweet! It looks like I'll eventually be able to play DF and actually see what's going on Is this solely a visualizer, or do you plan to add support for sending input to the DF backend? Either way, it looks really good.
  • Gavan's been doing a lot of refactoring of the engine to improve performance, and he's also added a few new features like subtraction of shapes. There will be some big news in the coming months -- as @Talvieno said, we've been meeting frequently but…
  • Images/GIFs Also, I posted this a bit late for April Fool's, but it is worth reposting I think. Since I added in first person view, I obviously need the obligatory hand swinging some weapon. (In this case it is one of the weapons from Hexen):…
  • Text of the update: Since the last update: - Explosions (temporary effect, needs improvement) - More intelligent chunk refreshing that reduces redundant chunk refreshes (useful for destruction among other things). - Rendering spheres of arbitrary si…
  • I tried playing Baldur's Gate: Enhanced Edition, but after wandering around a forest for a while and still not finding the next part of a quest, I pretty much gave up. PoE is much more user-friendly, I guess. I'm really enjoying the combat -- it's f…
  • @XiphiasAudio It looks like the video is private?
  • Added: https://soundcloud.com/rowan-sgarlata This track was pretty cool, sounds appropriate for entering a dark area or dungeon.
  • I think the warping effect would look REALLY good as an explosion effect, like a shockwave. Or maybe casting spells could produce fireballs or energy balls that distort the area around them a little bit!