![]() I added a layering effect around the outer edge to give the coin a little more detail, and make it look a little more eye catching. Left – the first place holder asset of the coin. ![]() Less like a cheap flimsy coin, and more like it has weight. Also makes it look a bit more impressive and solid. I gave it an extra layer of thickness to make it easier to add symmetrical detailing to the coin. Just comes down to basic semiotics and what we are familiar with.īottom right – second iteration of the coin. ![]() Even with little to no detail, if someone sees a roughly round and flat gold shape, the first thought is that it is a coin or currency. I wanted to go for a traditional gold coin look, so it was easy to see, and recognise. Top right – first iteration of the coin, just the basic shape and colour. they float a little above the ground and spin, to attract the players attention. These are the coins I created for the game. I raised the light box by three squares, and realigned the pole to suit it, and blend in at the back. Unfortunately there were still times when the player would walk through them. All I did here was to move the yellow and green lights to the side of the red, rather than below it. It isn’t possible to grab and free-move objects in magicavoxel, so I had to manually remove and re-add the squares to move them. I was working in magicavoxel, and had no way to compare the size of the player to the light while I was working on it, so I thought that this would be high enough. This second Image is my first edit of the stoplight. ![]() Even after we replaced the collider with a box collider it was clipping through the object and looked weird. This was a problem as the actual lights part of the object kept colliding with the player. At first the stoplight had a custom mesh on it. The first image is the original stoplight created by Luke Jarrett, shown next to the player character. These images are all screenshots taken from the base level in the game, before any detail is added. All the models were created in a program called Magicavoxel. We had three artists working with us, creating the assets and animations, however I also created two of the coins and it was necessary to edit the stoplight asset created by one of our artists, as it was too low. The entire game was designed with a cubed art style in mind, in a similar style to crossy road. The gameplay required the player to earn and collect coins by exploring and selling food to NPCs. I also made a working demo with 2 things to do in my pirate game, but I need to fix the sound in one spot first before I post it.For the past four weeks I have been working on a prototype game, in which the player character is a sentient vending machine. I was thinking it wouldn’t even boot up or the tv would be messed up and not turn on. So I’m not completely sure if the thing works…but it seems like it does (or at least boots). But when I inserted a coin into player 2, there was a different screen that was also really hard to see because of the “tracking” issue. Here are some other features that you can see in Vo圎dit: Save as New Model. The game boots and it gets to the screen to enter coin, which I did, and I think the damn thing works.īut, it’s hard to tell cuz the screen has a blue tint and acts as if you have to adjust the tracking, like an old VCR (the screen kind of continually goes sideways). Export as VOX, a small shortcut to create a MagicaVoxel compatible file from a model directly in the Animator. ![]() To my surprise, the thing actually booted up despite being in someone’s garage for a few years. (OpenGL 3.3, GLSL 330 core, everything in buffer textures, model has 82,536 voxels which are reduced to 1,280 merged ‘cuboid’ voxels for which a kd-tree is built and traced in GLSL with AABB/ray intersection tests for the voxels): So here is just ray traced hard shadows with visualized normals of the room.vox model To change drag the right hand side button or type a value (min. And it’s not as abstract as for example the “menger.vox” model.Īdditionally, the city-themed modular models from are fantastic as well. Field of View: determines the angle the camera sees (the higher the value the wider the view). It has very interesting features, such as some emissive surfaces and all in all interesting geometry while being a voxel model. So I ended up looking at various MagicaVoxel models and I like the “rooms.vox” model shipped with MagicaVoxel the most. “not rendering a simple sphere on a plane…”). While still working on the tutorials, I was wondering what the end result would be and which scene setup to use for all steps in-between from start to end so that it would still present itself somewhat interesting (aka. ![]()
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