Isotopia Devblog

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Isotopia Devblog

Isotopia Devblog

@IsotopiaGame

Solo developer creating a first person voxel game with fully destructible worlds and enemies. Formerly Voidborne: Voxel Madness. https://t.co/CE4ZPidX4s

Toruń, Polska Katılım Eylül 2016
300 Takip Edilen1.3K Takipçiler
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Isotopia Devblog
Isotopia Devblog@IsotopiaGame·
Voidborne: Voxel Madness is a solo developed fast-paced first-person indie action game where you explore, fight, and destruct in a fully destructible voxel world, developing skills and uncovering the secrets of forgotten civilizations. Check out the new trailer 😀 #indie #voxel
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Isotopia Devblog
Isotopia Devblog@IsotopiaGame·
Voidborne: Voxel Madness will now be known as Isotopia When the project started, the player was an octopus shooting spikes and the name was more fitting :)
Isotopia Devblog tweet media
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Isotopia Devblog
Isotopia Devblog@IsotopiaGame·
@RealityBeholder That was a few years ago :D. I think I ended up taking the ground normal into account, but making it subtle.
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RealityBeholder (STANDBOX GAME)
RealityBeholder (STANDBOX GAME)@RealityBeholder·
@VoidborneGame Can't say without having hands on it. It could be interesting, but I'd say really only trust your feeling when playing with it. Does it make you go where you don't want to more often than not? Scrap. Does it comes naturally? Try with playtesters?
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Isotopia Devblog
Isotopia Devblog@IsotopiaGame·
Sometime ago I made it so when you jump on a slope it alters your jump direction. What do you think about it? It does make sense but I'm not sure if its good for the gameplay.
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Epholys
Epholys@epholys·
@VoidborneGame Looks awesome! Since I discovered Minecraft, I always wanted to have a voxel-based games with very small units. Voxel Quest was discontinued, but your game looks very cool!
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Isotopia Devblog
Isotopia Devblog@IsotopiaGame·
Voidborne: Voxel Madness is a solo developed fast-paced first-person indie action game where you explore, fight, and destruct in a fully destructible voxel world, developing skills and uncovering the secrets of forgotten civilizations. Check out the new trailer 😀 #indie #voxel
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Songs of Conquest
Songs of Conquest@songsofconquest·
Tell me your favorite strategy game by replying with ONE word only.
GIF
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Binary Impact
Binary Impact@BinaryImpactG·
#UnityTips Did you ever tried to set Unitys LayerMask to 'Everything' in code? Use the bitwise NOT operator (it is ~ in C#). Like this: LayerMask mask = ~0; This corresponds to everything 😎 Another good use of the NOT operator in our example picture 👇 #gamedev #indiedev
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Deus
Deus@deusxyz·
@VoidborneGame Thank you for the feedback!! For reference what size is it? If its 4k I can test that 😱
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Deus
Deus@deusxyz·
I made a website with he help of ai still very wip lol I like how light weight it is zoxel.duckdns.org
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Isotopia Devblog
Isotopia Devblog@IsotopiaGame·
@deusxyz In Unity transporting data to/from gpu would be a bottleneck. If you can eliminate that in your own engine then it could be worth it
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Deus
Deus@deusxyz·
Spawned 3D voxes from vox_file data. Need to update for colors. Thinking of building meshes on gpu for better scaling :) #voxelgame #voxels #magicavoxel
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MrX
MrX@The_MrX_·
@VoidborneGame @AlexRoseGames also on this, I noticed editor code generally increases compile times way more, especially custom drawers, attributes etc. Unity should probably try to auto create attribute references for that stuff.
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Alex Rose
Alex Rose@AlexRoseGames·
I don't know how anyone can use unity anymore since the 2020 updates, how are you supposed to develop when reloading script assemblies takes minutes every time you run the editor, and changing one line of code is like a 5 minute stall? prototyping has become as slow as porting
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MrX
MrX@The_MrX_·
@AlexRoseGames Are you not using assembly definitions? My compile time is still roughly 10-15 sec with thousands of scripts from multiple plugins and around 16k lines of code I made myself(in about 150-200 files). And I dont even use assembly definitions for my files yet, only for plugins.
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