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KickStarter Voxel Quest - voxel-based roguelike RPG and engine

Gavan Woolery

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Zed - yeah I'm working towards it. I could have put in characters and movement and stuff first but I figured it would be best to get world generation out of the way first. Which was a good idea ultimately because it changed several times and I would have multiplied my work with pathfinding, collision, movement, etc.
As mentioned in the video, mostly a tech demo right now but expect lots of gameplay this coming year, as that will be my primary focus.
 

Gavan Woolery

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jcd yeah, currently no plans for a linear story, and I think community demand will ultimately lean towards no linear story support, so it will most likely be left up to modders.
Thanks - interesting you mention Cyc, one of the few systems I remember reading about many years ago.
Modding will really allow for anything, it depends how deep you want to delve into the source. Superficial changes are easy, for coders familiar with GLSL. Its almost like working with a super fancy graphing calculator - it really is just math equations that govern everything. Aside from this, people who don't know how to code will be able to manipulate tons of stuff simply by editing property sheets and AI rules (weight, color, material, stas, etc for items, personalities and habits of monsters and NPC classes, etc). Inventory items will, for now, just be raw bitmaps so you can make and insert your own types of items pretty easily. The engine is not really a silver bullet and would be best suited for isometric, turn based games - I actually wrote it with the intention that people could use it as a virtual substitute for any type of game that involved miniatures and tilesets or boards - war games, pen and paper RPGs, etc, in addition to everything else.

For characters, right now it will just be posing. Animation is a very simple extension of that (posing with keyframes, then interpolating), but I'm not going to do animation for simplicity of content development, and performance, for the time being (again, think of them like miniatures that are stuck in one or more poses). Additionally, it is not limited to humanoids, the editor will allow any bone structure, and probably automated ways of clothing them (nothing too complex though like cloth simulation). As it stands, the character editor was written in one week!! I was amazed, because I thought it would take a month just to get that far. Future changes should not take long, hopefully.
 

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jcd also, I should add that in addition to whatever you can manipulate in code, if the functionality is not already there, modders will likely introduce more tools for the average user to automate the construction and placement of various shapes. I have seen this in the past with mods for Minecraft and other games.
 
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Gavan Woolery

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Exactly :) I'm planning to implement a ruleless mode where players can just move around pieces with their friends, roll virtual dice, and draw from a virtual deck of cards. Most of these things are not mentioned elsewhere - although I think I may have hinted at them in my March video IIRC. Other features, if not in place, can be added in as usual.
 

Gavan Woolery

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Additionally, it might just be hotseat for now (all playing on same computer) although some networking code is in place, but not for that intended purpose
 

KingDinosaurGames

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jcd also, I should add that in addition to whatever you can manipulate in code, if the functionality is not already there, modders will likely introduce more tools for the average user to automate the construction and placement of various shapes. I have seen this in the past with mods for Minecraft and other games.

Could you elaborate on your plan to release the source code? Have you considered licensing models? I know that it is pretty early to be talking about this but having been in the market for a similar engine over the last year I can say that the progress you've shown is leaps and bounds above similar offerings.
 

Gavan Woolery

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KingDinosaurGames License will be Valve-ish (like the Source Engine, but with full source instead of an API). After a few years, if I have enough money to support myself and the venture, I'd like to go full open source with a permissive ZLib or MIT license. (edit: to clarify for the Valve-ish license, you only need a game key, and your users need a game key - open to other licensing models as well, just contact me and ask).
Metro - lol :)
 

Daniel K.

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Hello Gavan. I have another questing regarding that dialogue system. As I am not native English speaker, it is sometimes hard for me to figure out correct form of the word. I mean there are synonyms. How would you handle these in your system? For example I want to ask npc: "Who is the king here:", however for some reason creator of that npc used only word "monarch". Thus NPC will respond: "I don't know anything about that" or something similarly general. I remember having issues with this in some games based on this and it is very frustrating, since you are not sure if that npc actually know something about the king or you need another word. Thanks for reply and looking forward to VQ.
 

Gavan Woolery

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Daniel K. - Excellent question. First, a context-aware auto-suggest will help with many of these problems. Secondly, anyone can create an alias for a word, so that a word can have multiple corresponding strings. But there is another problem with words that are spelled alike. For example:

apple : red
orange : orange
This does not work - you are saying an orange is an orange - the system does not know that they are two different things (i.e. we are trying to specify that the fruit "orange" is the color "orange". To solve this issue, you have to namespace all the appropriate words.
fruit.orange:color.orange
Now the system can figure out ambiguous spellings.
 

Night Goat

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Gavan Woolery,

About your "Inspirations and Design Choices" image:

39254e75f98124845d6384326cb720b0_large.jpg


This is a pretty diverse selection, and it's hard to imagine a game being notably influenced by all of them. Could you elaborate on what you're taking from some of the more unexpected choices, like Command & Conquer?
 

Daniel K.

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Daniel K. - Excellent question. First, a context-aware auto-suggest will help with many of these problems. Secondly, anyone can create an alias for a word, so that a word can have multiple corresponding strings.

Well my point is that this might be weakness of the system. Unless you import whole dictionary of synonyms, the author of the dialogue would have to think about what words might player use and create aliases for these. For my example, he might not think about the word "king" (ridiculous example) thus creating confusion for the player when he knows "king" word instead of "monarch".

What do you mean by "context-aware auto-suggest" ?
 

Gavan Woolery

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Night Goat - another really good question - keep them coming :)

The original draft for the VQ Kickstarter was written in March, and redesigned many times. That section did not originally have the same title, and it was in fact just an overview of games that I played, enjoyed, and learned some principle of game design from. There were quite a few mistakes like that or cases where I forgot to update info (i.e. VQ now requires 1/2 to 1/4 as much GPU memory, I had it listed at the old requirements when I launched).

Nonetheless, I still could say every one of these games was influential in some way to my current state of being, and thus the design of Voxel Quest.

Command and Conquer was influential in my taste of (game) music, among other things. The first C&C had an awesome industrial-ish track. It also had a least a few awesome scenario designs, which gave me appreciation for how much power seemingly small design decisions have (I had played Warcraft first, which I loved, but many of the missions and units felt slightly uninspired or lacked distinguishing traits). The Commando and Engineer in C&C both had awesome functions and made for some really interesting mission (one, IIRC, where you are given a single Commando and have to take over an entire base, then destroy the other enemy base).

One other one I'd like to point out is Puzzle Quest, which taught me that games don't have to be confined to single genres, if done right. Puzzle Quest had serious flaws, but it was also really entertaining at times, and I saw that they could have had far more potential if they did it right. (In fact, many years back I wanted to create a Puzzle Quest clone that combined CCG mechanics with Match 3). That said, you can't simply slap every genre together and come out with something good. In the case of VQ, the lines are blurred slightly between some genres that work pretty well together: simulation, rpg, and strategy.
 

Gavan Woolery

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Daniel K.
context-aware autos-suggest means:

say I want to type a phrase:

hasProperty(job,monarch)

as I am typing "hasProperty(job,mon..."
it will provide a drop down list (if there are not too many entries):
[monarch, monk, ...]
It knows by the context (phrases that match ?:job and start with "mon"). This works exactly the same way intellisense does in programming (intellisense auto-suggests appropriate variable names, types, functions, and so forth).

Basically, it "predicts" what you are trying to say. And I believe there are existing dictionaries of synonyms exactly for this purpose you suggest, could be wrong though. Worst case, its probably not a game-breaker if players have to figure out the correct word, as the total vocabulary itself will be extremely limited in comparison to the whole English language.
 

ERYFKRAD

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Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
What about physics implementation? Would terrain and buildings be destructible in-game?
 

Gavan Woolery

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What about physics implementation? Would terrain and buildings be destructible in-game?
Everything is destructible (literally everything). Is the destruction realistic? Nope - its just removing chunks of voxels. There are no physics to speak of beyond some superficial particle effects that I am implementing for rain, fire, smoke, and such. Avoiding physics was intentional, not just to prune the feature list but I don't particularly care for physics as they effect gameplay - it makes everything too unpredictable; when I take an action I want to know what the exact result will be in any tactical or strategy game...versus say something like angry birds (totally different genre but a good example) where I only vaguely have an idea of what effect my action might have.
 
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Gavan Woolery

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You've said that due to how your engine works, everything is volumetric, and if someone were to slice a wall in two, they would see individual bricks inside. Will this type of terrain destruction be possible? You've also said that it supports boolean geometry, are you planning to use this feature during gameplay, or only during content creation? I could see spells cutting branches off trees, or magic shields disintegrating spherical portions of walls sort of like during time travel in the Terminator.

No reason it couldnt be used during gameplay (see the March video btw for more examples of destruction, I will also put up a new vid with destruction since so many have asked - somehow forgot to feature it very much).
 

Azazel

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I appreciate the candor you're giving the Codex, and the fact that you're here at all. I've been following your blog since just after you put it up, and passed it around to some gamedev friends as an example of how voxels could be so much more than Minecraft and its various clones.
 
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Love the way water looks like. Any chance of getting stuff like underwater cities? Also, what about water behavior? Will it flow properly, fill in available volume, etc?

Does your engine support stuff like doors, lifts, gates, vehicles?
 

Murk

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I also appreciate you signing up and posting here. Your posting and ideas have won me over to support the kickstarter.

Here's looking forward to something good.

Question: At about 8:30 into the video you zoom out from the local screen to what looks like a world map and then zoom into what appears to be a very distant area and it's quite quick in how it starts loading things up. Can we expect to see HUGE maps that we can dynamically and quickly alternate around? Something like zooming out of Los Angeles and zooming into Berlin?

Question 2: You mention things like "you can remove the plaster off the walls" which gives me awesome flashes of Silent Storm style desctructible environments, and hopefully being able to collapse walls on enemies and what have you in a tactical squad combat game... but what about Ultima style item placement and interaction? Can we expect (whether by original inclusion or by modder involvement) things like all houses having tables full of food/silverware/cups with liquid (even if only a binary state of full/empty) and basically just "stuff" everywhere like in Ultima 7/8?

Random comment: Loved seeing the walls get hotswapped to glass.
 
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Gavan Woolery

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I appreciate the candor you're giving the Codex, and the fact that you're here at all. I've been following your blog since just after you put it up, and passed it around to some gamedev friends as an example of how voxels could be so much more than Minecraft and its various clones.

Wow that is great. I came here via seeing some referrals on my KS page, I don't think I knew it existed prior to that. I saw the criticism given was really spot on, and people seemed to know what they were talking about (and I was really sold after seeing the effort put into these forums with all of the character avatars and so forth). Anyhow, thanks for being an early follower!
 

Gavan Woolery

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Love the way water looks like. Any chance of getting stuff like underwater cities? Also, what about water behavior? Will it flow properly, fill in available volume, etc?

Does your engine support stuff like doors, lifts, gates, vehicles?

Water behavior (old screenshot, wave height is messed up here):
ReflectingAlertBoubou.gif

Well, you can move stuff through it, build around it, etc. As for flow, its calculated at the macroscopic level (you may have noticed terrain comes in large chunks, which are actually 8 cubic meters at the moment). So, you can alter the path of water at a large scale, like change the course of rivers and stuff. I may also decide to alter at the "micro" scale, i.e. voxel level, with particle effects, metablobs, etc, but it will be a rough, estimated calculation, not a full fluid dynamics simulation.

So, basically, you take away a large chunk of land or a blocking structure like a damn and the water will flow out, in 8 meter chunks (can be smaller, I will test what simulates the best for now). Also, each chunk could be wrapped with marching cubes style (really just using bilinear threshold with voxels), so that it appears to flow out more smoothly as it fills.

You can have moving voxels as shown, so you could build moving structures like vehicles and so forth. I had no plans to initially though, we will see if the feature makes sense and has enough priority. Would be good for ships, if nothing else.

It also supports arbitrary transformations on any object, which you can see with the doors and windows, which rotate. You could similarly transform upwards and downwards to make a lifting gate, or rotate along the x/y axis to make a drawbridge. No smooth rotations yet, just 90 degrees.
 

Gavan Woolery

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I also appreciate you signing up and posting here. Your posting and ideas have won me over to support the kickstarter.

Here's looking forward to something good.

Question: At about 8:30 into the video you zoom out from the local screen to what looks like a world map and then zoom into what appears to be a very distant area and it's quite quick in how it starts loading things up. Can we expect to see HUGE maps that we can dynamically and quickly alternate around? Something like zooming out of Los Angeles and zooming into Berlin?

Question 2: You mention things like "you can remove the plaster off the walls" which gives me awesome flashes of Silent Storm style desctructible environments, and hopefully being able to collapse walls on enemies and what have you in a tactical squad combat game... but what about Ultima style item placement and interaction? Can we expect (whether by original inclusion or by modder involvement) things like all houses having tables full of food/silverware/cups with liquid (even if only a binary state of full/empty) and basically just "stuff" everywhere like in Ultima 7/8?

Random comment: Loved seeing the walls get hotswapped to glass.

Thanks for backing - here's to hoping I don't disappoint :)

1) You can zoom in and out at a large scale, I will show this better. Current map size is about 4 billion square meters - can be larger or smaller (1/10th the size of Switzerland, but still big enough that you could probably never cover it all in a playthrough). It wraps around seamlessly - once you reach the edge you go back. I think you can see more of this in the March video but this is another thing I failed to post and I will include it in the video. You can zoom in and out as you would with something like google maps, and it will immediately load the area you zoom into, although this will likely be disabled in normal play mode (only zoom in and out at current location)

2) Yes, I am planning to fill all of the houses with all sorts of "stuff" - almost everything will have real utility, versus being there for show (i.e. sit down and eat to restore your fatigue and hunger level). You can also instance voxels (render once, place many times), so various things can be thrown in scenes at little cost (i.e. if you wanted 8 copies of a fork item).

3) Glass walls - a very simple effect, I hope to show more of how easy it is to mod everything.
 

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