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Author Topic: Voxel Dungeon Crawler in Evaldraw  (Read 2595 times)
Scott_AW
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« Reply #30 on: May 30, 2010, 10:32:55 AM »

Found at the profile page.

Basic teleporting via stairs, no animations for entering them yet, just a fade in.  NPCs can also use stairs as long as they teleport within the map.

Also a introduction of water tiles, which both player and NPC can fall into.  I need  to add an instance handling for the creation of splashes and such temporary effects.

In addition, Atomic has fixed my voxel model's normals so that they look a lot better. 

A few corrections needed to be made to lighting, I found out.  Hopefully its all worked out.

I'm considering treating the grass tiles like I have the water tiles, split them up into quad tiles for better lighting and possibly alternating the heights based on proximity to other grass tiles.

Teleporting between maps works, but is not featured in this demo.

I still need to revisit my map maker to implement object, light and entity placement, as currently those are written into the source code.

 
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Scott_AW
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« Reply #31 on: June 20, 2010, 10:39:32 AM »

Can be found here.

This tech demo features instances like rain drop and splashes, although the current map provided doesn't have any water squares.  You can find some sample videos on the site showing splashes created by player and entities.

Entities have been disabled, but can be reenabled by editing the VC file, looking in the 'initgame' function and removing the /* */ from around the entity data.

Also included is a early version of the map maker, its pretty bare bones right now but you can draw out your maps, place objects and lights.  Don't place stairs, they're not finished in the editor and cause problems in the game if used.

Read the text file included for a few more details.

You can also check out the *.VC at the top for what is being worked on and to be worked on.
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