Modrain @modrain
Software Engineer by day, Indie Game Developer by night. Former Lead & Server Gamedev. Expect voxels, code and gamedev toughts. Working on an online RPG. Lille, France Joined April 2011-
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I'm currently improving the character creation, there are now separate options for facial hair and eyebrows. Many new face options and possible combinations ! #gamedev #indiedev #voxel
Metaworld, 2019 edition : character model rework and outlines. #screenshotsaturday #gamedev
I'm currently doing more tests with outlines around characters and environment. It feels weird with them, but when I turn them off, it feels weird without them :0
I have started to overhaul Metaworld's free roaming system into a tile-based one. I don't like throwing away fully developed and properly working systems - who does? - but I believe it's for the best. A few doors will close for many more to open.
More tests to do, but I might have found a good way for the tile-based controls to work. Nothing special - just a tile cursor - but it completely changes how it feels to move around.
I really hope that with the game and it's huge "what if?" shadow out, we'll now see more voxel-based RPGs from more developers. So much potential, yet so few games.
As the developer of a game that is constantly being compared to Cube World, it will be somewhat relieving to have it now be compared to a complete and playable game instead of an idealized version of an alpha game.
With the release of Cube World today, players will finally experience the game for what it is. It might or might not be what many hoped for or hyped themselves for, but either way, having it out will be a good thing for everyone, including both the developers.
I was wondering what was wrong with my A star implementation that was often running for seconds before yielding a result. Turns out of all things, I failed at list ordering D:
Seeing Notre Dame turn into ashes feels as weird as awful. I certainly wasn't expecting to see something like this within my lifetime, nor that it would hit that way.
Still unsure about the grid-based movement, but I want to explore all options. So far, I've tried movement using keys and movement towards the camera focus. Next step: pathfinding to the mouse position. I could actually offer all these options and let players choose.
I'm currently experimenting with grid-based movements, something I've long pushed aside. I've ran around for at least hour, yet I'm still not sure what to think of it. Feels weird and snappy, yet rather satisfying. I don't remember having seen something like that in other games.
I'm finally done clearing the monumental pile of game mechanics ideas I've written for Metaworld during the last 6 years (it was the size of a small book... in a TXT file). The game design document is a little closer from being complete :)

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