Imagine a game project with modding support like user creating new maps right in your game. No source code and Unity needed.
With intuitive and user friendly level editor.
With the ability to easily create and distribute content to other users.
With mobile platforms support.
VoxelWorks will help you in solving this problem.
This is how you link interactive objects to one another
And this is how adding AI to the map looks like
Features
VoxelWorks is a simple and easy to learn and use level editor.
The editor that can be easily modified / adapted to your requirements.
Maps can be saved in XML or Binary formats.
Optimized for mobile devices
âLinkingâ gameplay objects to create basic gameplay features, like opening doors, spawning enemies by trigger, invoking custom game events
Increase map size limit (now 256x256x256 units with current block size of 3 meters it is 768 meters in every direction). Looking for a way to bring this size up to virtually infinite dimensions.
creating AI navigation right in game (or for Unity team to implement it :)).
Project Examples and content packs to accelerate development.
Loading external models in OBJ and potentially FBX formats (for level geometry).
export in OBJ and potentially FBX formats
Unity editor support (right now it works in play mode only) saving meshes, creating prefabs.
Notes
The product requires some programming skills to integrate into your project.
Right now Iâm working on a first example project called Angry Droids which can possibly become a separate Asset Pack. So this thread will be about two projects(or more in future versions) in one.
If you have any ideas or proposals for the development of this project, please post them here. Iâm always ready to hear any feedback.
P.S. Originaly I posted this in AssetStore section of forums, but I guess that will be more appropriate place to post such thread. Sorry for double posting.
projectiles, hit effects and explosions are included. AI setup is simple, just drag and drop (and donât forget to tag your player) and you are ready to go.
For now AI scripts doesnât support navigation mesh (as VoxelWorks is a runtime editor, and you canât STILL bake a navmesh at runtime), but support for it is coming up.
This version lacks some features like player interaction, door opening (you can still link objects to one another though), but it has AI and you can setup a small âkinda gameâ in no time
Iâll be fixing those missing features next week and adding them to this demo, so stay tuned!
Hello, everyone!
Just updated VoxelWorks WebGL demo with a new version. Fixed object interaction bug and added a new feature: now editor loads a small template level with AIs and Working links (door linked to console with a blue screen). So you can test it change it, break it!
Also added a few new objects, like pipes and walkways
with a special âattach objectâ feature building structures like that canât be faster and easier.
Donât mind a poor lighting solution, VoxelWorks can do (or was doing) runtime vertex light baking for the static objects, just need to get it back working. That means âunlimitedâ light sources count support with no forward rendering path âlight switchingâ, but that is for static geometry only.
Still have few more features to add for the demo, so stay with me!
when you place a prefab, the volume preview is red so it seems like it s not allowed to place there â make it green !
moving objects with the keyboard would be very nice (arrows for x/z + pgup pgdown for Y)
a radial menu on middle mouse click would be awesome ( for pick , move , delete , eventually copy / paste or other customer coded functions)
That seems in a release worthy state !