Rogue Planet:Voxel based rogue-like experience

Rogue Planet
Rogue Planet is a game where robust combat mechanics meet procedurally generated levels and tons of items, a top-down rogue-like where you smash your way through levels with Guns, Swords, Hammers, Drones, Abilities and all kinds of stuff. Your character may carry up to 2 weapons, 1 being the one currently used, every item you find stacks with all previous items (visually too), plus a single-slot usable item that can be used once every x seconds (item cooldown). Once you die, you lose everything (unless you’re playing with a friend online, you can get revived).

Short backstory
The short backstory behind the game is that it is year 20XX and humanity reached far enough in technology to maintain a nano-millimeter perfect hyper jump devices that are used to colonize planets that can sustain life. One of the ships have miscalculated its distance and in effect half of the ship got destroyed after the jump leaving everything stranded for good. The player is being awoken from his cryopod by a scientist survivalist just to escape the infested remains of the spaceship and survive in a new world.

Contact
We’re a team of two people being me and an artist Oliver Wrriter Dlugi, he’ll appear relatively soon.
I try to post once every two weeks on our Blog.
If you’re a 3D artist that can create models via Voxels then we are looking for a person that could create environment for our levels based on the concept arts provided from the lead artist.
For further information please contact me via PM, on Steam or at wolfosobastardo@gmail.com.

Work so far

This is the standard Soldier’s armor, each piece gives a different bonus, for example Helmet makes you shoot better and Gloves make you attack faster.

Then, there were the first prototypes aside from the standard armor pieces you can find around.
This crappy little guy can be quite useful, shoots nearby enemies (model will be changed).

A bunch of items mostly subject to change, including a plasma greatsword.
3262349--251628--upload_2017-10-22_23-20-45.png

There aren’t many Bosses as of now but here’s one of them.
It shoots bullets all around himself and teleport randomly around you. Sometimes it spawns a smaller version of himself that shoots lasers.

Here’s a particularly beautiful enemy made by the lead artist Oliver, I had made a very bad model of a Worm Turret myself and he couldn’t help but create his own as soon as possible.
Was very satisfied with the outcome. :>

Gameplay
Since there was no video showing all of this in action, I decided to take a small run to get an idea of how a normal day in the game would look like. The run is, of course, random, I didn’t control anything happening in the video.
I plan to add more variety to the rooms and enemies in the future.

Items showcase
Lastly, here’s a video showing the most recent items in action. Notice that the majority of models are subject to change since Oliver would do a much better job than me at making models.
Some item effects are also subject to change, most prominent being the Blade Wings which effect isn’t really what I expected.

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Have never really liked the 3D voxel style - however these designs are very interesting looking and well done!
Would love to see the game in motion.

You might want to consider a name change.
Google Rogue Planet

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Nice concept :slight_smile: good luck!

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Thank you!

You’re right, name needs a change sooner or later.

I recorded some gameplay so you can see the mechanics:

https://www.youtube.com/watch?v=Gj1cYnif7UQ

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Uploaded items showcase

Also switched to outlines instead of see-through-walls for when player’s behind walls

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Hello and welcome everyone!
Here’s Oliver Wrriter Dlugi, the lead Concept/3D/Animation artist of this game : )

I love that you finally created this topic here to show people what we’ve been up to with our work. However I cant deny the fact that this thread looks simple and lacks the usage of spoiler function but that doesnt matter as it was slightly rushed out. Just a note for you my friend: try adding a few more words for/below/above the videos :stuck_out_tongue:
…………………………………………………………………………………………………………………………………………………………………………
I’m amazed there is no


implemented here for the BBcode…
I wanted to leave some more insight about how basically every model is being created for the game leaving out the extremely detailed version just to myself because it could be pretty boring. The second reason is to showcase how I am doing my work for creating concepts, models, riging them and eventually animating. But for todays presentation I’m gonna focus on the concept → rigged part.

I made this section in a spoiler so anyone intrested could view it and everyone that doesn’t care could skip it :smile:

  1. I always begin with the very raw idea of the concept for a character. For this example me and Wolfo were discussing having a merchant that would circle around maps selling goods to the player in exchange for crystal currency. I have expanded on this idea and we decided to make a distinct merchant for every biome.

  2. When we were discussing what biomes we’re gonna have in our game I was finishing creating animations for the Wurm enemy and with that an idea was born in my head. A non hostile wurm that has evolved into more humanoid shape-- enter Wermia.


    The final concept was set to look more female because-- reasons I guess. Steadily growing arms and steadily smaller legs made in my opinion a good and unique look and to make it even more unique with the giant curled tail behind to leave a resemblance to the primal Wurm look.

  3. After deciding on the final concept the next step was creating every individual part of her model which to be honest took me way longer than I had expected. Honestly the longest to make was the tail so it could smoothly transist to its smaller and bigger segments.

  4. Riging everything together in blender was the easiest part of the creation althou one or two segments were deleted from the tail.

*a small test of the rigged body

  1. Leaving the model as it is would be fine I guess but it wouldn’t be of that much high quality like the other parts of the game. So I took some time to think of some concept arts to give Wermia some clothning to make her more reletable to the fact that more intelligent life forms tend to cover their body.


    For the final concept I took various things from all of the concepts I made here. To be more precise I took the Lantern from the first one, the “hair” on the tail from the second, the dress-like cloth from the first one on the second row and I actually haven’t decided yet what headpiece she should have or what more accessories. Those parts aren’t fully developed as of now because… hardware difficulties.

  2. Every merchant needs a place to showcase his goods and make the salaries go up so I actually ended up on three concepts for the shop which will probably end up as a mix of one another to get that vibe of the Wurm swarmy and genetic life of style.


    as a side note, expect to find some easter eggs in merchant stores :wink:

As for the posting in this thread I will focus more on showcasing the models and in the future showing some of animations or even create a video or two of how some bigger model was being created and animated.

If anyone has any kind of question about the game feel free to ask right away!
Me or Wolfo will happily reply to any kind of questions…

Well…

Wolfo will be more likely to anserw your concerns about mechanics and such. Meanwhile I would take more detail in anserwing the questions related to the models and the lore of the game.

Till next time, have a good day!

Unfortunately the legs and subtle curved feminine details from the shoulders up - are lost due to the color scheme chosen for the merchant character. Consider changing the burgundy and dark grey to accentuate those areas.

@Wolfo
Nice game :slight_smile:
I made a mobile game using also the voxels.

I have few tips you can follow or not.

  • Try some reflection material or using Unity standard material to highligh the floor , wall or some characters weapons or clothes. This could make more appealing the voxels, like post effects (tone mapping, dof , ao).
  • Use lightmapping and point lights to bring more interest to game levels
    (I find the levels too grey everywhere without lighting and shadows).

Anyway, i like the character and it’s looks like a good game.

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Thank you so much for your feedback, I’ll make sure to try using reflection materials and see how it goes.
As for lightmapping, I’ve never dwelled on lights but I’ll give it a shot. I’m just afraid for performance impact, since there are places with lots of enemies at once I wouldn’t want light to give a bad blow to FPS.
Either way, your tips are well appreciated.

I was meaning static lights for level only as baked lightmap. Otherwise there is “mixed mode lighting” faster than real lights on dynamic objects like characters , you can try perhaps.

Thank you for your word of advice and I will deffinetely see how does the model look with a different color scheme. We will try some different color schemes for Wermia and try to keep as much similarities to the primal wurm color scheme as well-- to not make her to much evolved.

Thanks for your word of advice once again mate!

Note: I think the design is great, which is why I think accentuating the features that make that design interesting is important. Possibly lighter shades in those two areas with the current colors used as subtle secondary colors might work.
Keep at it!

I can state from experience that I understand why you did this (fading walls is frickin’ hard to get right) but I also know from experience that getting fading walls working well is infinitely more pleasing to the player. Being able to see the environment is an important part of decision making after all. If your interested I can share some tips I’ve used in order to get wall fading working reasonably well.

Other than that, it looks great and I can see your efforts are paying off!

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I’ll send you a PM, definitely interested in your tips c:

Thank you so much for your feedback!

Diablo 3 uses both techniques at different times even during the same level/quest. Possibly there are better design reasons to use one over the other at certain times - but I’m not aware of the design reasons if they exist. :slight_smile:

Posted a new update listing all (hopefully) the new stuff so far, considering sharing a playable build next week, would you play it?

November 7th - Updates, changes, bug-fixes

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