space voxels #procJam2023 #incomplete
It's really not a game in current state, just my exercise about procedural voxel map generators.
First "room" have 3 teleports at corners to fast travel in couple locations.
I planed to add multi-leveling and some optimizations but... Anyway You just can see some mazes. I love labyrinths and publish it's incomplete piece of code just to show You some of them.
Also You can change mouse sensitivity or regenerate map with fixed seed in setup panel.
Made with THREE.js as renderer and gl-matrix as vector library and a lot of my bicycles...
Controls:
Kbd.: WASD, SPACE=up/jump, C=down , Q=fly, E=tool, TAB=free-cursor, F=use(non used)
Mouse: Left=place, Right=remove, Middle=pick(in pickaxe mode), Wheel=change-block(in alter mode)
Kbd. test actions: G=block-info, P=broken-level-change
Status | Prototype |
Platforms | HTML5 |
Rating | Rated 5.0 out of 5 stars (1 total ratings) |
Author | Abnessor aka Findoff |
Genre | Action |
Made with | Three.js |
Tags | First-Person, maze, Procedural Generation, PROCJAM, Voxel |
Average session | A few seconds |
Inputs | Keyboard, Mouse |
Comments
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the visuals on the background are very cool. How did you make them?
Thank You!
Page background generated with my pen.
In-game textures and levels also whole generated. Most textures just a Red,Green,Blue,invR,invG,invB,Opaque-border-to-show-transparent with or without rects and color marks over it. (couple of FORs iterating over colors and options to fill html5 canvas)
Terrain is a Perlin noise and all other just my own reinvented(But no so different from well known) algorithms...
I'm mostly interested because I'm making an infinite maze game. I want to have a lot of different-looking maze "biomes" and that worm-tex-gen v2 looks interesting. It does look like what maze generators usually produce but more organic somehow
Cool! I'l be following Your progress.
Main concept making my maze looking infinity it's generating as on surface of torus eg wrap left-right/up-down.
I make some research about post generating "worm" from cut-ended tiles, but make no real prototype.
My main idea it's making something like chess - "dark fields" generated as worm-tex-gen v2 with seed by position and "white fields" generated as prolonged ends from seeded fields.
I think it's give cool effect but I steel not implement it.
I call it worm because it's can be run on pre-existing field and flood while map organically. Also I tries to make liven maze, where walls have some stages and can grow naturally reacting to Your invention.
Sorry if my English too hard to understand...
looks like a military training video game