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!

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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.

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