fuck it

making a block game

#GameDev

chomnk
making sure all my coordinate systems and shit are lined up properly
I dont know why but I couldn't stop having -Z be forward so in the end I had to flip the Z axis for any translation and I probably fucked something up somewhere but I couldn't figure it out and i ran out of patience 🙃
Ok I guess I was assuming XNA and DirectX used the same handedness but apparently XNA is right handed even though DirectX is left handed and I'd like to take this opportunity to ask *what the fuck*
So if I want +Z to be forward I have to flip the axis in the renderer? That's obnoxious. But better than -Z being forward in world space since that would confuse the shit out of players

ok one more before i head to bed just to show that it can do more interesting things than just large rectangles made up of smaller cubes

#GameDev #IndieDev #IndieGame

i've been thinking about making this game for like a decade lmao
@eniko I'm curious about how BIG is the "list of games I want to make" is

@eniko

That gives me hope that maybe someday I'll make all the games I'm thinking about making.

@adaliabooks this is only one in a long list, to be fair >_>

@eniko

Yeah but at least it's one that you are doing something with... I've just got a long list of ideas where the most work I've ever put towards them is joting some stuff down and maybe creating a project that I never do anything with.

@eniko I’m surprised we haven’t seen more block games. Especially ones that are games and not just mostly a sandbox.

So many genres are just overflowing, with releases pretty much monthly. But games where you can change the whole world aren’t very common. Especially not where you have to make up your own goals etc.

@yon block games are surprisingly difficult to make in terms of technical complexity. It's easy enough to display some voxel terrain but turning that into a game with a smooth gameplay experience is something else entirely, especially since multiplayer is basically expected now

@eniko Feels like there’s always someone crazy enough to try. From an indie with an idea to a CEO with no idea (how did Sony waste all that money on living games without spending any time figuring if it appealed to more than a few hundred people?).

As you say, nailing it isn’t easy. Since I haven’t tried it’s more than likely even more difficult than I think (this goes for most big development with unknowns, easy to miss a lot that needs done).

But I’m curious if why we aren’t seeing more attempts. Or they might just be fading into the noise.

Combining an old school god game like populous with a block engine could be a fun idea. :)

terraim
doit

so @Farbs said something about beveling the edges in my block game and that got me thinking and looking at some old 2D terrain art i did

i'm thinking i may stray from minecraft's aesthetics a bit and use this as a sort of style guide

#GameDev #IndieDev #PixelArt

okay so this may seem a little unorthodox but bear with me here

what if

shell texturing in block game

Can't decide if using shell texturing is a great idea or a stupid idea
i feel like i could soften the terrain significantly through no more than normals along the edges of blocks so i made this mockup in photoshop and i think this could actually work?
corners would still look kinda pointy but ¯\_(ツ)_/¯
@eniko couldn't tou treat the corners explicitly?
@eltonfc yeah could do that too
@eniko after all you're dealing with just a few 🥁 corner cases 🥁
@eniko could always leave it up to the end user and have a toggle for it, but then you run into the default on or default off conundrum

@eniko I mean it looks neat but it somewhat adds visual noise.

Can it have flowers or maybe lower grass spots or is that a huge amount of scope creep?

@eniko sounds pretty stupid to me. Why would you use the shell to provide texturing? Does it offer anything over C#?
@eniko It’s a great idea until it isn’t, and that time might not come. I’d say run with it a bit.

@eniko i think it looks neat

a few of mc mods updating graphics use shell texturing on places like vines or grass, though most just use partial cubes instead, constant face count

@eniko Nice thing about this is that it's the sort of thing that should be easy to ramp off over distance if performance becomes an issue.
@eniko I think anything making it not look like a Minecraft copy is a good thing. A different art style makes a big difference.

@eniko @Farbs

I like this, reminds me of FF Tactics Advance.

@eniko @Farbs it's an interesting style. Smaller blocks and the colour palette really make it distinct from Minecraft even though most of it is dirt and grass blocks
@fabiosantoscode @Farbs I'm not sure I'd be able to pull off the half blocks in that art, to be fair
@eniko imagining the plonk plonk plonk sounds in my head of placing those
@eniko It's grass all the way down!
@eniko Green Imperial Destroyer 
@eniko just needs a worldgen with a sprinkling of perlin noise
@eniko X+ forward, Y+ left, Z+ up. Embrace the true coordinate system.
@eniko Wait, how would players notice how the axes are labelled? I'm real curious about this block game now...
@thomastc when people play minecraft they look at their coordinates all the time
@eniko @thomastc Alternatively, if they were to modify the game's textures with visible details, they would notice things being upside down or on a different axis/plane than they intended it to be.
@eniko Wait till the direction is based on AI hands. 🤣
@eniko is that something to do with left-handed and right-handed coordinate systems perhaps? For whenever patience refills 😅
@olsner I mean, maybe? But FNA is supposed to be XNA which is supposed to be DirectX which I think has +Z forward cause its left handed so I'm stumped
@olsner update: XNA is right handed lmao
@eniko disgusting, everyone knows that the front face should be labelled like this
@eniko ah, good ol' Microsoft.Xna.Framework.Graphics.Color.CornflowerBlue!