Building stability feels decent! Raiding people suddenly became fun. Still working out the physics framedrops :+) #indiedev #gamedev #UE4 #voxel #voxelart #pixelart #multiplayer @scapevale
This stuff is harder than I thought, but it finally works decent :) Walking through a voxel(ish) building as a graph of connected nodes using a flood-fill-like algorithm, adding stability along the way. Just voxels would've been much easier... #gamedev #indiedev #ue4 @scapevale
Step 41.5 (I need to save step 42 for something better).
Remember the old screenshot? This is it now!
Stay tuned for the closed alpha of @scapevale #scapevale
#gamedev #indiedev #voxel #pixelart #survival
teapawt.net/RobQuistNL/status/1185…
Step 25.5: Normal + Specular mapping really add a lot to the scene. Get your meds here! #indiedev #gamedev #gamemaker #pixelart #voxel
Step 41: You know what this is... Re-starting the terrain generation. Luckily my old #GameMakerStudio2 implementation was already C++ (and Javascript) so porting it to #ue4 is going to be EZ PZ. #perlin #simplex #noisefunctions #gamedev #indiedev #procedural #procgen
Step 40: Building shapes (wall / foundation / ceiling and more to come) are neatly functional. Improving render pipeline and added some new sweet textures #gamedev #indiedev #voxelart #screenshotsaturday @scapevale
Me, calling my insurance company: "I would like to cancel my world-wide travel insurance please." She proceeds to ask me "Could you tell me the reason you're cancelling your travel insurance?"
I thought she was joking. She was not.
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Step 39: Improving the building system. Using voxel blocks to generate nice, complete meshes is harder that it seemed in my head...
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Step 38: Add @ultek85's awesome birch trees in motion.. As we say in Dutch; "The eyes want something too" #unrealengine #indiedev #gamedev #UE4 #voxelart #magicavoxel
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Step 37: Its been a while (busy with other things), but here we go: Block placement, procedural terrain working again, and since we're using #UnrealEngine 4.26, why not throw in the awesome water and volumetric cloud system? GFX are WIP. #indiedev #gamedev
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Step 36: Working on the chunking + procedural terrain again. Got networked inventories, deployables and interactable resources back in already! Once this is done I'm almost back at where I left GMS2.. :)
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Step 34: Network replication working, persistent server-side storage of players, inventories, and a basic UI for the inventory (which is replicated over the network). Small steps, but my first in UE4 and I'm loving it so far.
Step 33: Trash your entire game and rebuild it from scratch in a new engine. Good bye GameMaker, hello @UnrealEngine ! #scapevale #gamedev #indiedev
Quick #gamemaker 2.3 performance test; ~33% slower than 2.2.5 in VM, ~5% faster in YYC.
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Rob retweeted
Leg je digitale kleedje gratis klaar op Kleedjesmarkt.Online! #kleedjesmarkt #online #BlijfThuis #digitaal #rommelmarkt #vrijmarkt #woningsdag
Step 32: After some polishing on the render pipeline I'm ecstatic to show some actual ~online~ gameplay! youtube.com/watch?v=XUGnQH70…
#gamedev #indiedev #gamemaker #voxelart
If you're interested in early alpha tests, or want to chat, feel free to join the new Discord server: discord.gg/x55PpPm














