Fun with Voxels - Digging and Creation - Smooth Voxel Game World

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  • Опубликовано: 4 фев 2025

Комментарии • 87

  • @david-yi6dm
    @david-yi6dm 4 года назад +4

    the low poly art style and digging remind me of the walking zombie 2 mobile game

  • @nunjoe4067
    @nunjoe4067 5 лет назад +4

    This is great man, love the progress! Very nice vibe you got going on in this project.

  • @beaver_stealer
    @beaver_stealer 4 года назад +3

    This looks soooo good. Keep it up mate

  • @MrHeliMan
    @MrHeliMan 4 года назад +6

    This game has a great feel to it. It brings me back to times of Gothic 1-3 and the graphics somewhat remind me of TF2 map Sawmill. Of all the Voxel games I've seen this one has the greatest feel to it. Not sure where you got the music btw, but I think you should use it in the game itself. No matter whether free, from your friend or done yourself, it truly fits it. I'm not sure where you're going with this, what are the possibilities and why the heck you only have 90 subscribers, but I believe it will grow huge. I very much love the forest and the size of the trees for once not being tiny sticks like in other Voxel games. I wonder, could you go really big and build mountains the size of real mountains? Hours to walk over and actually covering the horizon? That and some giant LotR sized caverns with glowing crystals would make it explode over the internet like a nuke. Nobody has ever managed to make these things on such scales and that I feel makes an amazing fantasy world. If you can, I think you should go for it. I love it and I hope you'll soon get the attention you deserve. Good luck :)

    • @Notion3D
      @Notion3D  4 года назад +4

      Thanks so much for the kind words! Yes I am laying low and not drawing too much attention to the project while I figure out the game design, heh. Scale in a voxel world is tricky. With my first try, I am going to go for Skyrim-sized Islands, and I would like to do towns and villages, as well as dungeons, all in a buildable voxel world. Big influences for the project right now are Daggerfall (I am considering procedural quests!), Minecraft, and Terraria. So I'm currently experimenting with game designs that will work for that. LOTR is a huge influence! Oh, and the music is from the game Baldur's Gate, just to help set the mood : )

    • @MrHeliMan
      @MrHeliMan 4 года назад +2

      @@Notion3D Great to hear that! I can't wait to see the villages as they also make the world feel alive. And I'm all for the procedural quests! I do know however they can be hard to keep interesting... One last question. Do you consider multiplayer? Somehow I feel like it would be an amazing coop game for maybe 2 people. I'd love something like that to play with my BF...

    • @Notion3D
      @Notion3D  4 года назад +2

      @@MrHeliMan Yep, it will be interesting to see how quests turn out. I decided not to go online MP for this one, and focus on a more single player thing, but I am also a big couch co-op fan. So currently coop is partially working.. the game will most certainly not be single-player only!

    • @MrHeliMan
      @MrHeliMan 4 года назад +1

      @@Notion3D That's some amazing news. I wish you all the best luck and feed us news as often as possible. Clicking that bell now! :D

  • @ashokshrestha2953
    @ashokshrestha2953 4 года назад +1

    These prototypes look pretty amazing! If you've ever played something in voxels, then you can try the Adventure Package, which has a feature that allows you to import the models into the game directly.

  • @themichaelconnor42
    @themichaelconnor42 3 года назад +1

    Ah, yes, that is how a shovel works

    • @Notion3D
      @Notion3D  3 года назад

      Yes, the shoveling animation could use an update 😬

  • @depressedhamster6480
    @depressedhamster6480 4 года назад +7

    This is how I'm going I want to be buried

  • @TechnoReverseChannel
    @TechnoReverseChannel 3 года назад +1

    Can you please make a tutorial on how you made this. I am trying to make this mechanic for a game I am working on but I am having issues adding textures to the voxel landscape as it seems to not work the same as a normal landscape. A tutorial on this would be much appreciated. Thanks!

  • @peterbesoffski5736
    @peterbesoffski5736 3 года назад +1

    Have you ever released it until now? :)

  • @demonitgames
    @demonitgames 3 месяца назад

    Can u show how u made digging recourse gathering will be awesome

  • @sebasfavaron
    @sebasfavaron 4 года назад +2

    Maybe it's just my opinion, but the jump could use a bit more air time, right now it feels like you have 50Gs on that planet lol. Anyways the rest looks super polished

    • @Notion3D
      @Notion3D  4 года назад

      Thanks for the feedback! I was feeling the same thing, on my newer build the air time is nearly doubled : )

  • @gabegonzalez2782
    @gabegonzalez2782 4 года назад +2

    hey, I saw a clip of a tree being cut down in this game. I am trying to do something like that, but when using voxel spawner foliage, it returns the tree component I hit with its location at 0,0,0 and won't let me delete it. How did you manage to spawn actors on the tree, and delete the voxel foliage when you hit it??

    • @Notion3D
      @Notion3D  4 года назад +1

      Check out the function, 'spawn voxel spawner actor by instance index', it's what I use for actor spawning

  • @Somarye
    @Somarye 4 года назад +7

    This is inspiring! How long have you been learning? Game Design newbie here

    • @Notion3D
      @Notion3D  4 года назад +10

      Thanks! When I was younger I dabbled in gamedev here and there, but I have been learning and working in UE4 almost daily for about 2-3 years now. It doesn't take long to get some momentum going. Now is the best time to learn to be a gamedev imo, so many tools and assets to help you get along!

    • @captainshivers8822
      @captainshivers8822 4 года назад +2

      @@Notion3D I have had an idea for a survival game that uses voxels for a while, but I don't know how to program games yet, this is awesome.

    • @safesafari4806
      @safesafari4806 4 года назад +3

      I'm a newbie too lol

  • @IamBlue.
    @IamBlue. 4 года назад +5

    This Game exist!

  • @Idk40005
    @Idk40005 Год назад

    Can this game self generate worlds like Minecraft?like you make your new world and the world generates ?or is this a map?because this would be amazing if it can self generate random worlds

  • @danielpam6310
    @danielpam6310 5 лет назад +3

    Wow! I'm the first to comment! Yay! BTW are the trees destructible??

    • @Notion3D
      @Notion3D  5 лет назад +4

      Yes! I've got an experimental slicing system that allows you to keep slicing them down until you've gathered their wood : ) It needs some more work, but its pretty cool

  • @danielpam6310
    @danielpam6310 5 лет назад +2

    Also is it possible to add minerals to mine? And different types of Earth?? Like mining dirt, clay, sand, stone, diamonds, etc??

    • @Notion3D
      @Notion3D  5 лет назад +2

      Yes! You cant see it very well, but I take a peek under the landscape in the video to show underground.. I just completed ore generation! Once I improve it I'll show off mining copper and other metals, and turning them into items!

    • @lolololololnoobs
      @lolololololnoobs 5 лет назад +1

      @@Notion3D plz do a tutorial i have the voxel plugin too. for beginners to create similar games

    • @Notion3D
      @Notion3D  5 лет назад

      ​@@lolololololnoobs Is there anything particular you'd like to know how to do? I've done some biome tutorials on the Voxel Plugin discord.

    • @lolololololnoobs
      @lolololololnoobs 5 лет назад

      @@Notion3D just genral things such as mining digging generating spherical gravity adding landscape and so on. just a tutorial series would be nice like codelikeme does it.

    • @Notion3D
      @Notion3D  5 лет назад

      @@lolololololnoobs just watch general UE videos bro, I'm not a tut guy. Sounds like you are ready to get to work! Study Blueprints!

  • @Harlequin619
    @Harlequin619 4 года назад +3

    Very impressive, I'm starting out on game design. What do I need to know to do this?

    • @Notion3D
      @Notion3D  4 года назад +3

      I would say just start with one clear tutorial or goal at a time, that you can finish in a small time-frame, until you have done enough things to put all those design ideas and systems together. If you absolutely have to make something big, just focus on one core component at a time, and make sure you do it right before moving onto the next thing.

  • @Furiousky
    @Furiousky 4 года назад +7

    Hey, newbie here, how do you make the voxel digging, could you make a tutorial on how to make it please?

    • @Notion3D
      @Notion3D  4 года назад +5

      I basically have to recreate my digging so often, that I don't have these blueprints any more. Basically, you should open up the complex controller, and copy the Surface Edit function to your own player controller. Tweak the Radius, Curves, and Falloffs until you get what you want. I have to go through this process every time there is an update to the way the plugin handles edits

    • @mrmartinwatson1
      @mrmartinwatson1 3 года назад

      @@Notion3D I'm not using unreal engine but i was wondering if you made the rules that rules for that detatched land mases at 2:07 . If so, do ya think ya can provide a rough idea of how ya did that?

  • @lazygoo4677
    @lazygoo4677 4 года назад

    Did you use lod for marching cube?How to solve the seam between diffrent lod chunks,did you have the same problem before? And how did you make a so large world with marching cube, generate the mesh in cpu or gpu?I hit a performance bottleneck to create mesh.

    • @Notion3D
      @Notion3D  4 года назад

      Hi, I didn't create the voxel tech, I am using the Voxel Plugin (voxelplugin.com) But the creator of the plugin is really responsive, you can ask about the tech on the discord

  • @mrdinoking6626
    @mrdinoking6626 4 года назад

    is it like minecraft where you obtain different blocks by digging or just simple voxel terrain ?

    • @Notion3D
      @Notion3D  4 года назад

      Yeah, the different colors of dirt that you dig are all different materials / drops. And you can't dig the gray mountains (which are blockier than dirt), you must use a pickaxe for that. There will be layers to dig through too, so as you dig lower beneath the ground, materials will change as well : )

  • @codesmith-y2v
    @codesmith-y2v Год назад

    can you make a tutorial on how to creat digging mechanics like your video using free voxel plugin

    • @Notion3D
      @Notion3D  Год назад

      Unfortunately I am focusing all my free time on this game, but if you join the discord, users there are happy to help anyone with voxel plugin 2.0

  • @matousakura4569
    @matousakura4569 Год назад

    hi how can break voxel world actor after the foliage is destory ? I couldn't find it in the document

    • @Notion3D
      @Notion3D  Год назад

      In 1.2 you need to call 'Spawn Voxel Actor' or something like that. It's not in 2.0 yet

  • @RuthlessRango
    @RuthlessRango 4 года назад

    Is it possible to make ground that you can dig into like this with the free version of voxel plugin? Either a C++ or with blueprints?

    • @Notion3D
      @Notion3D  4 года назад

      Yeah totally, just call the C++ functions to edit the voxel world, like surface edit etc

  • @zeon3d755
    @zeon3d755 4 года назад

    Which nodes and parameters did you use to make the small holes using VoxelPlugin?

    • @Notion3D
      @Notion3D  4 года назад +1

      Notion
      (copied from above) I basically have to recreate my digging so often, that I don't have these blueprints/nodes any more. Basically, you should open up the complex controller, and copy the Surface Edit function to your own player controller. Tweak the Radius, Curves, and Falloffs until you get what you want. I have to go through this process every time there is an update to the way the plugin handles edits.
      Also, you need a smaller voxel size around 50-60 cm at the largest to do smaller holes

  • @unknowndady
    @unknowndady 4 года назад +1

    Can you do this with the free voxel plugin or does it require pro?

    • @Notion3D
      @Notion3D  4 года назад +1

      Hard to say but I think you would have to be really comfortable with C++ to do this all in free. I do use Pro features heavily, like voxel actor spawners

    • @MrThatguy333
      @MrThatguy333 3 года назад

      @@Notion3D I know this is old but what is the size of your voxel world?

  • @MrBalor89
    @MrBalor89 4 года назад

    Hey there! I'm complete newb at game development, could you please, please tell me if's possible to make it so that digging/mining doesn't apply everywhere? For example, is it possible to make digging/mining only localised to a certain area, like underground and not surface?

    • @Notion3D
      @Notion3D  4 года назад

      Sure, you can put a voxel landscape right next to/inside/on top of etc. a regular one. The game Hydroneer does this with the Voxel Plugin

    • @MrBalor89
      @MrBalor89 4 года назад

      ​@@Notion3D Ahhh that's a brilliant idea, thanks! Do you think it's possible to make a blueprint like a trigger with a set radius and if the player enters the area within that radius it would switch off your player's digging blueprint until they leave it?

    • @Notion3D
      @Notion3D  4 года назад +1

      @@MrBalor89 of course, that's just basic scripting : )

    • @MrBalor89
      @MrBalor89 4 года назад +1

      @@Notion3D Sweet, thank you so much!

  • @lolaswift111
    @lolaswift111 5 месяцев назад

    so you've moved to 2.0? are you able to save the result of digging?

    • @Notion3D
      @Notion3D  5 месяцев назад +1

      Voxel Plugin kind of entered eternal development. They aren't able to hit any deadlines or put out a working product at the moment. So I've moved to an ARPG project for the time being

    • @lolaswift111
      @lolaswift111 5 месяцев назад +1

      @@Notion3D Right. I'm in the same shoes actually. They are so bad at project management and setting the scope. I regret I actually spent so much money on an asset which is completely useless and no idea when it'll be game ready either. Last time I tried, it gave me some hope but then I dig deeper into it and found it's a waste of time investing any effort further at this stage. Since they're not able to deliver anyting, they should refund everybody mabye. btw I heard that the new unreal landscape is voxel based, not sure if that's true.

  • @mostafaeid2275
    @mostafaeid2275 4 года назад

    can you add this full game to ue4 marketplace plz ?!

  • @DanielGimness
    @DanielGimness 2 года назад

    Cool! Did you finish the game?

    • @Notion3D
      @Notion3D  2 года назад +1

      Hi there!
      Not yet, there wasn't much game design going on at this stage, mostly tech. It has been a challenging project because most of the voxel tech that you see here was refactored or deprecated during the Voxel Plugin's development. So I have had to start over quite a few times. I also have less time to work on it these days.
      But I am not really interested in quitting on it (there's been loads of cool stuff I haven't shared yet). I am not sure when but expect a big update soon.

  • @Paul-hw7kc
    @Paul-hw7kc 4 года назад

    I'm trying to develop an interactive world where you can dig into the terrain, chop trees, build buildings, destroy buildings, have water simulation, atmospheric system, and time of day. I want my world as procedurally generated as possible during runtime for land, foliage, caves, and buildings. I'd need compatibility with Unreal blueprint system. I don't want to deal with coding. Other things needed would be the AI behavior tree, navmesh, and a physics system. Voxel looks interesting. But, I don't want to waste my time trying to learn a complicated system only to find later that I'm gonna run into a paywall. I'm really concerned that I'm not finding any tutorials dealing with Voxel. Watching the intro video to Voxel concerned me cuz the creator was popping in code like this was common knowledge to everyone. I've already seen how much a pain in the ass C++ is. Having to spend 15 minutes just to program a window or searching for 3 days to figure why my "Hello World" program was being detected as a virus. So yeah, I try to avoid coding like the plague. So besides my coding rant...
    I'm wondering if all the features I listed are possible with the free version of Voxel?

    • @Notion3D
      @Notion3D  4 года назад

      You can implement most of that without C++ (but only with the Pro version of Voxel Plugin, if you don't code you would need Pro). There's no water simulation, but everything else looks do able to me. AI/navmesh/physics is all built into UE4

    • @joseluispcr
      @joseluispcr 4 года назад +1

      learn to love it or hire someone who likes to code. you can't do new thecnics and expect them to be already in a user-friendly interface. the edge is weird normaly. good luck with your game. I know programing is hard, but realy, in the begning is realy worst than will be with time

    • @Paul-hw7kc
      @Paul-hw7kc 4 года назад

      I saw a voxel procedural world tutorial that I really wanted to play with, but..
      The only way to do it was going through the dreaded valley of death called C++. Sure enough my instincts were dead on. I spent all today installing and uninstalling VS 2019 cuz Unreal would throw up error messages every time I tried to create a new C++ project. Finally, a kind soul believed my error was with user permissions and suggested I create my project on C drive. What do you know it actually worked!!!
      I had consulted Unreal documentation but they were stuck back in 2017. But, why update for VS 2019 I mean its common knowledge that all C++ projects should be created on the C drive. Finally, after all that hardwork. I gleefully clicked create a new C++ file in Unreal. I watched as it said compiling, compiling, compiling... compiling. The stupid thing wouldn't stop compiling. Compiling 86% for life. I force shut down the stubborn program. Searched Unreal compiling 86%. Sure enough I wasn't the only one. It appears Unreal doesn't like hotloading. Whatever that means. I was like fine Unreal doesn't wanna play ball. I don't need you after all. I'll just go create C++ files through VS and force feed it to you through the back end... Unreal!
      So, I create my new C++ project. Why do I say new? I name it VoxelTest5. That name sums it up right there. I then snake around to my file folder and open up my main project sln file. I've finally entered the valley of death which is C++. I stare it down with an eye to crush it and force it to my will. I quickly get to work creating my cpp, and .h files. What do you know. The freaking editor flips out on me. VS is whining cuz it doesn't recognize some of the code that is particular to Unreal. If Unreal had done its job and introduced the code to VS I wouldn't be in this whole situation. But cuz Unreal hates compiling, I'm stuck in no man's land. Now I'm gonna have to spend all tomorrow Googling "Hotloading work arounds cuz Unreal won't do its #!@$#@!! job.
      Maybe by next week, I'll finally figured how to open a freaking C++ file. Lord have mercy!

    • @joseluispcr
      @joseluispcr 4 года назад

      @@Paul-hw7kc good luck. I think your efort pays in the long run

    • @Paul-hw7kc
      @Paul-hw7kc 4 года назад +1

      Ha! I'm tired of this nonsense. Thankfully another kind soul informed me to turn off hotloading in the Unreal editor. I was like what the heck I didn't even know they had this hidden setting. He was like yeah turn that off that sux. And bam like that my code compiled in a second. After a bit of trial and error I was able to navigate through the procedural world tutorial. The tutorial showed how to make hills of varying heights. Interesting, but I wanted more. I wanted seas, rivers, canyons, mountains, valleys, etc, etc. I looked at the C++ code. Half of it I was familiar with the other half looked like Greek. I said I can't take this. Its gonna take me a year just to figure how to plop a tree on the terrain. It ain't worth it. I'm just gonna buy the pro Voxel version and save myself the hell I'd have to go through with C++. So, I'm back in action and loving my blue prints again. Now I can worry if my cave's location should be more to the center of the map vs worrying if I accidentally didn't put a semicolon on line 10,433.

  • @Cerberean661
    @Cerberean661 3 года назад

    Is there a unity version for this?

    • @Notion3D
      @Notion3D  3 года назад

      Sorry no, voxel plugin was developed 100% for unreal engine

  • @nicolasgalipeau3632
    @nicolasgalipeau3632 4 года назад

    Baldur's Gate!!!

  • @kalwallingford7039
    @kalwallingford7039 Год назад

    This is amazing. Love the music as well. Is there a tutorial for the landscape? Im really interested in making a landscape similar to this. But am having difficulties finding sources online.
    ❤ would appreciate some help friend

    • @Notion3D
      @Notion3D  Год назад

      Thanks for the kind words : ) This is using Voxel Plugin 1.2
      The plugin is currently undergoing a huge re-write, and isn't in a functional state. My guess is it will be about a year before it is fully-featured and easy to use.
      But if you're enthusiastic about it and don't mind using tech that is a work in progress, I would hop on the Voxel Plugin Discord and start there. There's a lot of people in the community that are passionate about the plugin and will definitely help you learn what you want to know

  • @Knightfire66
    @Knightfire66 3 года назад

    its ue4. its not real voxel. you can even see the trigon. forms because its lowpoly...

    • @Notion3D
      @Notion3D  3 года назад

      It's definitely real voxel tech, otherwise you wouldn't be able to make caves or overhangs.
      It has two rendering modes: cubic (traditional voxels, like Minecraft) or marching cubes (as seen here). This is the marching cubes rendering mode. You can switch between both on the fly with Voxel Plugin.
      voxelplugin.com for more info

  • @VoltinSportage_official
    @VoltinSportage_official 4 года назад

    Download? Please?

    • @Notion3D
      @Notion3D  4 года назад

      I am working hard on a release! This project is pretty huge, so it takes lots of time.. I'm hoping to get a build together this year to share with everyone as it continues to develop : )

    • @VoltinSportage_official
      @VoltinSportage_official 4 года назад

      @@Notion3D ok. I will wait till its done🙂

  • @DRAWWITHSKECHA
    @DRAWWITHSKECHA 4 года назад

    minecraft is coming back soon

  • @zohar9998
    @zohar9998 4 года назад

    its not voxel

    • @Notion3D
      @Notion3D  4 года назад

      Voxels aren't just cubes like Minecraft. This form of voxel is called 'marching cubes', or smooth voxels. 0fps.net/2012/07/12/smooth-voxel-terrain-part-2/
      The word voxel (volumetric pixel) is becoming more popular, but the idea being spread around is that they are just blocks (mainly thanks to the popularity of minecraft). But that's just one form of them.
      I'll probably have to just start calling everything 'fully destructible' instead. But for now, I want to call it what it is. This was all built with 'The Voxel Plugin' after all ; ) voxelplugin.com

    • @zohar9998
      @zohar9998 4 года назад +2

      Hooo okay , i didn’t know that, nice to know.👍