A few months ago I started developing a cave system without a main objective, it worked like a charm.
I started doing something more complex, adding procedural trees that grows procedural branches, procedural grass and procedural 2D ray lights that interact with every voxel. (of course there are procedural mines with gold, iron, copper…)
Instead of planing an entire process I started by doing the most difficult things for me, including serialization. Now that most of the brain for the game is built I’m starting to create an actual game, the so called “Rhode”.
I don’t want to tell much more about it right now, but for those who like, procedural, dynamic (weather, biomes, events…) and physics in every object, while surviving in a relaxing experience, I would recomend you to follow this project.
I’m a 3D artist with and I can’t work full time on it, but I will start thinking about crowdfunding soon and see what happens.
If you feel interested about it, I’ll be updating all the information on “Rhode” twitter: x.com
Finally I managed to create a Chunk System to optimize the game and I want to share it with you.
I’m happy with it and works better than expected! This is agreat step for the game progress since this will let me make massive maps. Now runing at high FPS with more than 400.000 voxels.
I will upgrade it in a future to be able to split the Chunks horizontally.
Here you can also see the procedural, multi-layered cave-system. To make sure that any machine will be able to handle the game, the caves are created by layers. When an X number of voxels are created, they are added to a chunk that automatically gets disabled and frees the memory to keep reading the remaining voxels and get a good FPS rate.
If you like it and you ant to support the game, please follow on twitter and retweet to spread the word! https://twitter.com/RhodeGame
Water spawns randomly on the map forming lakes and filling some caves. This is an early stage of the water system I’ve created. It could look simply at first, but it interacts with the Map Generator to dynamically apear on empty spaces and only become active when it’s chunk is activated.
On the other side, it gets calculated when player is near. (It’s not the same as becoming activated).
I’ll show an improved version and a short gameplay soon…
Now that the “technological” basis of the game is mostly done, it’s time to start adding variety to it. (Vegetation, Items, Buildable objects, Animals, etc.)