Voxel sub-game and modeling tool

Voxel sub-game and modeling tool

Post just about everything that isn't directly related to Spring here!

Moderator: Moderators

Post Reply
User avatar
NeonStorm
Posts: 173
Joined: 23 May 2012, 18:36

Voxel sub-game and modeling tool

Post by NeonStorm »

This month, my brother downloaded a game called "Space Engineers".

Many peoples spend a lot of time building big, complex ships for a pre-alpha game.

It even makes fun
* without most weapons working (only a machine gun to kill mines and small ships)
* no multiplayer
* not working economy

Can we have such an editor-game for spring models?
We would make tons of models and maybe more players too.


What is a Voxel: http://en.wikipedia.org/wiki/Voxel
Space Engineers: http://store.steampowered.com/app/24485 ... _151_150_1
User avatar
zwzsg
Kernel Panic Co-Developer
Posts: 7049
Joined: 16 Nov 2004, 13:08

Re: Voxel sub-game and modeling tool

Post by zwzsg »

Have you tried http://star-made.org ?
(It's like an ugly Space Engineer, but with weapons, multiplayer, and a economy that only breaks after a few hours)

Have yout tried http://dysis.net ?
(It looks like TA, with voxels)
User avatar
Anarchid
Posts: 1384
Joined: 30 Nov 2008, 04:31

Re: Voxel sub-game and modeling tool

Post by Anarchid »

Dysis is already out?
User avatar
zwzsg
Kernel Panic Co-Developer
Posts: 7049
Joined: 16 Nov 2004, 13:08

Re: Voxel sub-game and modeling tool

Post by zwzsg »

There was an alpha given to backers several monthes ago. Now that I think of it, you don't design units out of cubes, so it's irrelevant.
User avatar
NeonStorm
Posts: 173
Joined: 23 May 2012, 18:36

Re: Voxel sub-game and modeling tool

Post by NeonStorm »

The only voxel-based games (unit creation) were Star Engineers at my brother's PC and ShellCore Command 1+2

But Shellcore is only flash, 2D and just a short story.

I like space games more, because the distances relative to unit size are much greater.
* No air resistance, no top/bottom (both means less extend/customize-able).
* Just the design offers a lot more strategies.


Does StarMade not have blocks with size 2x1x1?

And why are the reactors so bugged (you only need 3 edges of a cube to get output equal to a filled cube?)
> http://www.starmadewiki.com/wiki/Tutori ... %27s_Guide Part 1
That is not very intuitive :/
EDIT> It seems fixed -> Sum Of Dimensions - 3 + Blocks^1.125 = thrust and similar for energy

BTW (fun stuff): Space Engineers now has light machine guns and missiles for small ships only.

I made a Borg-Cube with about 100x100x100 blocks, 3 big blocks distance between the first, second and third wall and only needed 5-9 missiles to disable the cockpid in the center.

Light machine gun ships are devasting vs light ships and mine fields, but almost useless vs big ones. 25 MGs are weaker than 1 missile launcher.
But you can use them as alternative propulsion engine :)

On small ships, light armored blocks have a weight of 150.
Conveyor belt blocks have a weight of 20 and block missiles equally (for a shield)

If small ships dock onto a big one and the big one is huge, it can not rotate without undocking the small ships (collision bug).
You have to give the huge ship a few docking feets where small ships can land on.

If you want to activate the big feets, you have to leave your small ship (no remote control) and additionally clutter your interface list.
You can put all landing platforms on a rotor to separate the interface lists (need an additional small generator and cockpid), but you have to use a rotor to seperate the many rotors too.
User avatar
zwzsg
Kernel Panic Co-Developer
Posts: 7049
Joined: 16 Nov 2004, 13:08

Re: Voxel sub-game and modeling tool

Post by zwzsg »

Last time I tried, all blocks in StarMade were same-sized 1x1x1 cubes.

The things about power generator is by purpose, to make thing more interesting : Power Gen layout needs to be needle shaped, and power tank must be clumped, to reach max efficiency. Filled cubes of power gen actually have less output than separate blocks.

SpaceEngineer is made by the people of MinerWars, which disappointed me. Plus I prefer the alphas of voxel space games when they are free, rather than 14€. But Space Engineer looks prettier, so maybe I'll consider it again once it's complete, and if well received.
User avatar
knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Voxel sub-game and modeling tool

Post by knorke »

If you like creating units then check out Battleships Forever.
Space combat RTS with modular ships. Freeware too.
There are lots of modules to blop together and in fights everything breaks apart again.
http://www.youtube.com/watch?v=GOr67N6UmS4
http://www.youtube.com/watch?v=8iN1FxOQpKA
http://www.wyrdysm.com/games.php
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: Voxel sub-game and modeling tool

Post by KDR_11k »

I'm currently putting my hope for the genre into Avarice which already has a playable demo. And their previous game, Coniclysm, was extremely weird but fun.
User avatar
NeonStorm
Posts: 173
Joined: 23 May 2012, 18:36

Re: Voxel sub-game and modeling tool

Post by NeonStorm »

The problem with StarMade (for me) is, that there is no reason to build small ships - besides PvP duells.

On most servers you can either build blueprints for credits and get 150% back if you sell it to a trader which actually has enough money for your things.

Buying with blocks requests not the blocks a ship is made of, but random blocks. I never played minecraft because all the randoom there.

BTW: Water blocks movement. Big ships always use shotguns, which cause lags. :)

It is not possible to make a 8x 10*1*1 blocks with one click (3 mirrows possible) and neither it is possible to use block-patterns or space them out during placement.


To make either - StarMade and SpaceEngineers - fun to play, they have to improve their weapons/counter mechanisms and build tools to not ruin 2 hours of work with a single AMC shot every 0.2 seconds in a fight.

I really like the torpedo concept, where you only have limited supply of anti-big weaponry (docked bombs), but missiles render them obsolete in both games.
dimm
Posts: 473
Joined: 01 Oct 2009, 23:03

Re: Voxel sub-game and modeling tool

Post by dimm »

User avatar
zwzsg
Kernel Panic Co-Developer
Posts: 7049
Joined: 16 Nov 2004, 13:08

Re: Voxel sub-game and modeling tool

Post by zwzsg »

I tried Gimbal demo, twas good, and I considered advertising it here but didn't, because it has no voxels: It is 2D, and the elements are not square nor cube shaped.
dimm
Posts: 473
Joined: 01 Oct 2009, 23:03

Re: Voxel sub-game and modeling tool

Post by dimm »

The thread is about games with design your own vehicles and combat/physics not just gimbal and includes other games similar to Space engineers.
Post Reply

Return to “Off Topic Discussion”