refined the 3d cursor a bit.
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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
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
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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
it doesn't just look like a game now, it *is* a game! :D
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
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it doesn't just look like a game now, it *is* a game! :D
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
made a little shack :3
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made a little shack :3
i have updated the block game website FAQ (https://enikofox.com/blockgame) with mouselook details
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i have updated the block game website FAQ (https://enikofox.com/blockgame) with mouselook details
please welcome block game's first ever rendered entity: the stick!
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undefined aeva shared this topic
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please welcome block game's first ever rendered entity: the stick!
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)
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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)
@eniko 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...
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@eniko 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...
@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).
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@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).
@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.
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@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.
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