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New Year New Voxels
January 03, 2022
by
Deus
1
http://zoxel.duckdns.org/md_documents_blogs_blog-7.html Monday: Jan 3, 2022; `Some Research and Thoughts` I've been watching lots of game design / documentaries / essays lately. Finding it really inte...
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Into the Void*
November 28, 2021
by
Deus
2
#process
Hello World It's been some time again. It's been some time... Such is a busy life. I've made some progress in the months since. Mostly finished all my refactoring. Hard to tell from the front of the g...
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Planets & Portals
October 18, 2021
by
Deus
1
#portals, #space, #gamedesign
A short Space Blog Planets feature is almost done! I use 6 different places, with 'PlanetChunks'. Each has a height map/other maps of its own. This is used to compose the final terrain. Before on a XZ...
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Brain Juice
June 19, 2021
by
Deus
1
Hello World, Deus here. I think I like the idea of writing these now. At least to give me somewhere to put down my thoughts that I can look back on later... I've once again, somehow, added lots of thi...
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Insert Title
April 27, 2021
by
Deus
1
#blog, #todos
Soooo it's been 187 days since my last devlog, and I thought, hmm maybe its time for another. So overall working on it, i've made huge strides with the coding side of things. It's actually all going s...
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Dark Nights
October 21, 2020
by
Deus
1
#devblog
Dark Nights So, I've been steadily adding game content and features this year. I believe I need crafting (a way to generate items from items) as well as enough resources spawned by my world generation...
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Play Testing!
August 17, 2020
by
Deus
1
Glory to the Penguins! I've been play testing my game after finishing physics, lighting and other things a Voxel Game needs earlier this year. Things that I liked were: exploring, slaying, looting, in...
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Biomes - Better Worlds
February 22, 2020
by
Deus
1
#biomes, #worldgeneration
New Biomes! Yay! Glory to the Penguins! I finally put a biome system into my game. It generates biome maps per chunk. Ive noticed the more layers I make I tend to add more detail to the world. I use l...
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