XenoGalaxies - moving from XNA to Unity

Xenogalaxies is a space voxel game - you build custom ships, travel, take missions, fight in space and on foot for the missions or for the loot.

There was prototype and trailer done with xna, what you see in the video was done in 10 days of custom code (2 guys at night after the day job) + small bits of space construction kit (unity store paid asset).

We got a funding running so I m not posting any links - but we will post dev log update here - because it’s now in Unity and Unity rocks!

Wow, this looks amazing, great job i can’t wait to see more.

Here 's more

At first we used rigidbody explosions for the small cubes, but it didn’t perform well so we replaced them by custom code.

This doesn’t show in the video but you place weapon cubes on your ship, and each weapon cube has an associated weapon prefab. Idem for thrusters.

And if you blow up the cube, the linked gameobject is destroyed, it allows for some nice dynamic gameplay.

This looks great! Can’t wait to see more about it.

Cool, makes me feel like I’m flying a lego spaceship in lego space.

This looks interesting. Good luck with your crowdfunding! :slight_smile:

This looks quite interesting.

After a long time thinking and experimenting, here is the new direction of the game:

It’s still voxels, but rendered (and streamed) using Dyox’s TerrainEngine with a fair amount of customization.

The station, the ship and even the character limbs are done with what was originally intended to be a terrain engine :slight_smile: