In this brief update, I will discuss the work that has been done in the few weeks since the project was announced.
Further compacting the models
It happened that I came up with a way to compress the voxel-data further, which reduced the size of the average model file by about 45%. This especially applies to figures and avatars where model files are actually fully generated. With pieces, the fundamental building block of figures and avatars, since the files aren't really fully generated, but only the information needed to generate the model at run time is saved, this compression may not be that significant. The pieces were already extremely small in size, averaging 3kb in size; for the figures and avatars I generated, the average size shrunk down from 650kb to 320kb. I'm quite pleased with this accidental development!
Restructuring in-game terrain
As development continued, I decided to opt for a terrain that is colourful and utilizes gradients to bring about a smooth transition in the colours used. The terrain is still being worked on, I must stress that this is not the final form, but I've decided to show where things stand at the moment. Here are a few screenshots of the work in progress:
Also, I'd like to point out that assets can be automatically added into the terrain by the user as demonstrated in the video below:
The user can specify which model they wish to act as a cloud, a tree, grass, flowers, thickets and so on. These can look any way that the user desires and they are automatically placed into the terrain using noise. Of course the user can also opt to manually add and remove whatever assets they want their world to possess as well.
That's it for this update, as the terrain system is still being worked on. I will however end by listing a tentative roadmap of what is actually being developed in the following time to come:
- Allow 3d paint in the create-pieces mode, to further customize the pieces as the user would desire.
- Work on terrain further in terms of terrain shape, add 3d-noise as well, modify chunk-expansion system.
- Work on character (both playable and non-playable) traversal, combat and physics system.
- Proper in-game sound integration.
- Work on in game link-system, which allows relationships between assets to be created, e.g. weapons, mounts, vehicles, etc. Other types of links such as summon-links, growth-links will also be added.
- Work on particle system, the basis of the in-game emission-system for things like spells, bullets, lasers, etc.
- Work on switch-system, which would more or less function like redstone in Minecraft.
- Add query-based information system, which allows for context in created world, like the chat and decision system in breath of the wild.
- Add quest system.
- Add networking capabilities.
The above list may seem long to some, but I have worked on nearly all the aspects in it as stand-alone programs. All that is mainly needed is to properly bring them all together within the overall in-game system of Project VokCel.
That's it for this post, until next time!
Gust.
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