Voxeliens in-game footage

Sorry it was such a long time coming, but we finally uploaded some in-game footage of Voxeliens! It contains a bunch of stuff not seen in the screenshots including the menu and highscore table, powerups, and a new desert terrain type. Check it out below:

The end is definitely in sight now :-) Next priority is to get some kind of testing build prepared. Stay tuned for more information!

Share
This entry was posted in Uncategorized and tagged by David Williams. Bookmark the permalink.

About David Williams

David is a post-doctorate researcher at the University of Groningen, The Netherlands, where he is investigating GPU computing. Prior to this he worked in the games industry and wrote graphics/engine code for a number of PC/PS3/XBox titles. As well as making games he occasionally enjoys playing them, and also sometimes gets outside to do some photography.

3 thoughts on “Voxeliens in-game footage

  1. Looks awesome! Screenshots definitely don’t do it justice.

    One recommendation I would make: change the explosion sound. It’s kinda weird with the initial impact and then a very long release. Sounds fine for one hit, but when there’s tons of instances playing it sounds bad. It would sound a lot better if it was shorter and had a few variations.

    I noticed it immediately because I used the exact same sound in a game once. Yay freesound! :)

    Also, the explosion graphics look a bit weak. They could be bigger and more particle-y. Listen to notch’s advice: MOOOORRRRE PAAARTIICLESSSS

    Other than that, looks fantastic!

    • Thanks for the feedback :-)

      The sounds are are indeed quite long with a lot of echo… actually the echo doesn’t really make sense in space but I do think it gives a sense of power. I have noticed the issue with multiple explosions, but mostly when using the rail gun as then the explosions are exactly simultaneous. I might try fading the sound off bit sooner to see what it is like.

      Although I agree that particles would be nice (mainly from destroyed enemies) I think it will take too much time to add the tech for this. I’d want each particle to be a cube and to allow it to bounce around the terrain. I would say it is a high priority for our next game/engine though.

Leave a Reply

Your email address will not be published.

You may use these HTML tags and attributes: <a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <cite> <code> <del datetime=""> <em> <i> <q cite=""> <strike> <strong>