Voxels and Vardos


Here is a screenshot of a voxel-based gypsy wagon (more officially known as a vardo) which will be appearing in the new game I’ve been talking about, which I’ve decided to call “Dungeon’s Fortune”. Much work has been going into the voxel graphics engine lately. So far, 14 different block shapes (rotatable/mirrorable to any cardinal orientation) are implemented, as is multicolored lighting (precalculated or real-time). For purposes of this game, I’m using a scale of one voxel or block being 9 inches on each side. I like this scale because it seems convenient for building representations of real-world objects.

Now that I have a working engine and editor, after the editor gets a few more features, it will be time to begin looking at a combat system.

I’m also creating a Game page for the game. It should be up shortly.