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refined the 3d cursor a bit. pretty happy with it. the thickness will be user adjustable. it also shows through terrain, but slightly dimmer where it's obscured

also showing "mouse pointer mode" where you can mouse over anywhere on screen to interact with blocks, and you mouselook with the right mouse button

thinking of keeping this as a toggleable mouse mode. thoughts?

edit: broke my thread 🙁 previous posts are here mastodon.gamedev.place/@eniko/…

#EniBlockGame #GameDev #IndieDev #ProcGen

Questa voce è stata modificata (2 mesi fa)

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in reply to Eniko Fox

fun fact: in order to draw the cursor as translucent i had to use the stencil buffer, because the boxes that make up the "lines" overlap at the corners, so without the stencil buffer it'd be more opaque at the corners

#EniBlockGame #GameDev #IndieDev

in reply to Eniko Fox

testing customizable thickness/opacity for the 3d cursor. think being able to set this to whatever you want will be nice for accessibility

#EniBlockGame #GameDev #IndieDev

in reply to Eniko Fox

i can now overlay a block breaking decal on blocks, and it works on blocks with shell texturing and even nominally on objects like ferns and flowers

i draw the block's faces again using the stencil buffer, then draw the breaking decal with depth read/write off, masking using the stencil buffer

the way it works for ferns/flowers is i just draw all faces of the breaking pattern block, and any pixels outside the object model are masked

#EniBlockGame #GameDev #IndieDev #ProcGen #PixelArt

in reply to Nikita Lisitsa

@lisyarus atm it's just drawing it wherever I'm pointing at atm since I was just figuring out how to draw the decal at all
in reply to Eniko Fox

Ahhh, I see!

In one old voxel project I just showed a tiny UI progress bar above the crosshair, that's it. It fit the sci-fi theme nicely, though!

in reply to Eniko Fox

just discovered that the shell textures on leaf blocks do a really cute thing when they surround another block :3

#EniBlockGame #GameDev #IndieDev

in reply to Eniko Fox

changed the way block breaking work. 3d cursor now changes to encompass the whole block and the breaking decal is shown on all faces

i'll probably change the cursor to full block vs face (or no cursor at all) depending on what your currently held item is later but for now this works

#EniBlockGame #GameDev #IndieDev

Questa voce è stata modificata (2 mesi fa)
in reply to Eniko Fox

not 100% sure what to do about hidden corners. should they show through other geometry with xray vision or just not be drawn?

#EniBlockGame

  • show hidden corners with xray vision (19%, 25 votes)
  • don't show hidden corners (28%, 36 votes)
  • make an option, but show by default (21%, 27 votes)
  • make an option, but don't show by default (31%, 40 votes)
128 voters. Poll end: 1 mese fa

in reply to Eniko Fox

time to turn in for the night but i managed to get some item icon rendering going

#EniBlockGame #GameDev #IndieDev

in reply to Eniko Fox

current status: agonizing about what to do for font rendering. do i wanna do truetype fonts, or use pixel art fonts

does my old truetype font implementation even still work at all?

edit: nope my truetype implementation is gone so if i wanna go with something i already have i guess it's pixel fonts

edit2: ok i can feel the life draining out of me just researching font systems so for now i'll just go with what i have and works: pixel fonts

#EniBlockGame

Questa voce è stata modificata (2 mesi fa)
in reply to Eniko Fox

the only real limitation of pixel fonts IME is the scalability (at least beyond integer scaling).

There's also the issue of supported alphabets/glyphs, but unless the game will have user strings this is at least something you control.

Questa voce è stata modificata (2 mesi fa)
in reply to Eniko Fox

decided to go with a very 16-bit feeling aesthetic for block game's GUI. took a while to set up the shader for the background color gradient but it's totally worth it with the dither and crunchy pixels. and it can go diagonal, horizontal, or vertical!

oh and yes, you can customize the gradient colors :3

#EniBlockGame #GameDev #IndieDev #PixelArt

Questa voce è stata modificata (2 mesi fa)

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in reply to Eniko Fox

Oh did I mention the GUI image atlas is loaded via json so, aside from the background gradient which is a shader, I guess that means the GUI is skinnable?
in reply to Eniko Fox

took all dang day but i have my custom font ready now. it's a tweak of the font i made for MidBoss to make it look a bit more like a system font, so i'm calling it sysboss

comes in regular and bold

#EniBlockGame #GameDev #IndieDev #PixelArt

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in reply to Eniko Fox

Reminder: if you have questions about block game you may want to check the site at enikofox.com/blockgame because I probably answered your question in the FAQ on there
in reply to Eniko Fox

i've got two burning questions about block game: will there be blocks in it and will it "have game"?
in reply to aeva

@aeva I feel like it answers the latter via answering that it will have fox girls 🤔
@aeva
in reply to Eniko Fox

implemented auto GUI scaling, in a way where i can easily mix low res pixel and high resolution image elements

pictured are 640x360 and 960x540 (resized with nearest neighbor to 1080p in post) as well as 1080p

the GUI will be designed to scale cleanly with crisp pixels into 720/1080p and beyond (4k/8k)

#EniBlockGame #GameDev #IndieDev

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in reply to Eniko Fox

note that the magnification and low resolution makes the linear scaling on the 540 pixel resolution look much worse than it is. for example, here is 1600x900, unscaled, which has linear filtering on the GUI pixels

#EniBlockGame #GameDev #IndieDev

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in reply to Eniko Fox

this GUI scaling is why making the background gradient shader was kinda tricky. the way i render pixel perfect stuff at high scales is to just scale via nearest neighbor

but the gradient is just two colored triangles on the GPU, so there's no texture to scale. instead i had to do the pixelated effect in the fragment shader so i can set a scale and render the menu background at high res but with the expected chunky pixels

Questa voce è stata modificata (1 mese fa)
in reply to Eniko Fox

created the hotbar today, and block game is really starting to look like a game now!

and best of all, the entire bar is reskinnable by changing the gui.png and gui.json files :3

#EniBlockGame #GameDev #IndieDev #PixelArt 🎮

Questa voce è stata modificata (1 mese fa)

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in reply to Eniko Fox

just gotta put blocks in the hotbar when you break em, and then place them in the world from the hotbar, and add torches somehow and we'll have ourselves a playable prototype

if i can pull that off in the next 10 days i'll have taken block game from nothing to playable in just 2 months. that'd be a nice feather in my cap

#EniBlockGame

Questa voce è stata modificata (1 mese fa)
in reply to Eniko Fox

it doesn't just look like a game now, it *is* a game! 😁

select hotbar slots with scrollwheel or with the keys shown in the upper left of the slot (indicated by background color). press 'R' to ready/sheathe whatever's selected (indicated by the golden cursor). while nothing is readied or the slot is empty left click breaks blocks. if a block is readied left click places that block

#EniBlockGame #GameDev #IndieDev

in reply to Eniko Fox

i have updated the block game website FAQ (enikofox.com/blockgame) with mouselook details

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in reply to Eniko Fox

please welcome block game's first ever rendered entity: the stick!

#EniBlockGame #GameDev #IndieDev #PixelArt

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in reply to Eniko Fox

One thing I like about mr stick here is that I use smoothed normals on it despite it being boxy and low poly so it looks more round like an actual stick because dogmatic adherence to "everything is a sharp faceted cube" does not actually produce a pleasing aesthetic (in my opinion)
in reply to Eniko Fox

Tbh I do think that specifically Minecraft aesthetic is quite unique and works rather well, but it spawned a voxel-worshipping cult with games where everything looks like they took a normal game and voxelized everything with ~10cm voxels but only on the model level, so you can still have arbitrary orientations and even animated models, and I just can't stand it? It looks worse than a non-voxel alternative in pretty much every way...
in reply to Nikita Lisitsa

@lisyarus I personally think Teardown looks interesting despite being about what you said. Leaning into more physical lighting might be what saved it perhaps (for me).
in reply to Anders Lindqvist

@breakin I agree, Teardown is a notable exception, though imo it works mostly because the voxels are part of gameplay. In the games I was talking about above you could swap all models with non-voxel ones and they would play exactly the same.
in reply to Nikita Lisitsa

@lisyarus @breakin yeah teardown does a *lot* to make that aesthetic work for them (that most voxel games don't)
in reply to Oblomov

@oblomov @lisyarus Agreed, they are smaller than the 10cm that @lisyarus was talking about first I think.
in reply to Eniko Fox

slight diversion to test out an idea i had for rendering contextual onscreen hints

looks alright but i think i might need to have a separate smaller font for this one. or even maybe a non-pixel font. but it'll do for now

edit: the hint location is flexible (because it'd presumably follow your cursor in cursor mode) and it's just in the center here cause it was convenient for testing

#EniBlockGame #GameDev #IndieDev

Questa voce è stata modificata (1 mese fa)
in reply to Eniko Fox

after a suggestion (which you can read here kolektiva.social/@tiotasram/11…) i've decided to make torches craftable via a fantasy plant (flamereeds, a sort of cattail with an oily/sappy case around flammable cottony inside) combined with sticks

also put the hint indicator at the top of the screen to show block names when you target them

#EniBlockGame #GameDev #IndieDev

Questa voce è stata modificata (1 mese fa)
in reply to Eniko Fox

Let's see if it– oh, it DID answer my question! :3

Will I be able to have a fluffy tail?
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