refined the 3d cursor a bit.
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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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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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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)
slight diversion to test out an idea i had for rendering contextual onscreen hints
looks alright but i think i might need to have a separate smaller font for this one. or even maybe a non-pixel font. but it'll do for now
edit: the hint location is flexible (because it'd presumably follow your cursor in cursor mode) and it's just in the center here cause it was convenient for testing
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slight diversion to test out an idea i had for rendering contextual onscreen hints
looks alright but i think i might need to have a separate smaller font for this one. or even maybe a non-pixel font. but it'll do for now
edit: the hint location is flexible (because it'd presumably follow your cursor in cursor mode) and it's just in the center here cause it was convenient for testing
after a suggestion (which you can read here https://kolektiva.social/@tiotasram/115417432543641175) i've decided to make torches craftable via a fantasy plant (flamereeds, a sort of cattail with an oily/sappy case around flammable cottony inside) combined with sticks
also put the hint indicator at the top of the screen to show block names when you target them