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KickStarter Voxel Quest - voxel-based roguelike RPG and engine

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014
Voxel Quest (VQ) is a single-player, isometric, procedural, emergent, voxel-based, roguelike, tactical, turn-based RPG. Which is nice, but there are like a million of those already. I've been a proponent of these buzzwords even before 2004 when I began work on the Genesis engine. That is to say, I'm definitely not the first person to evangelize these things, but I'm also not just jumping on the bandwagon. Beyond that, here are a few noteworthy features regarding the engine and the game, respectively (if you don't want to read about everything, I highly recommend at least reading about the AI near the bottom)



THE GAME:
  • The key differentiating feature is the AI. This deserves its own section so I will talk about it below.
  • Like most roguelikes, the game is designed for relatively quick playthroughs: level fast, die fast, no grinding. I was inspired by many card games (similar to Magic the Gathering or Hearthstone) and a few nontraditional roguelikes such as Spelunky and Desktop Dungeons. Seemingly, the best games change your circumstances and push you out of your comfort zone via different permutations of a familiar set of rules (Chess, for example, has very few rules, but each board arrangement is kind of its own mini puzzle, and there are countless permutations for any given game).
  • Every single game mechanic is deterministic - there are no dice rolls or random chance (which makes my company name a bit ironic I guess). I made this choice because I wanted a game in which any scenario was based purely on skill, rather than depending on chance rolls like critical hits. It also makes the AI a bit easier to implement as there is less need for fuzzy logic or probability calculations. The one area that is ruled by random chance is world creation - you might get a world that is generated in your favor or not, but either way there is a deterministic path to cope with whatever you are up against.
  • There is a unified skill and trait system that functions not only across combat but professions, dialogue, and more. This system is driven by some common card game mechanics (every skill is basically a card that may or may not be affected by core attributes like strength, intelligence, etc, in addition to other circumstances). Even if you have never played a card game like Magic the Gathering, the rules should be fairly easy to learn and comprehend. There is potentially an element of chance behind which cards are available at a given time, but shuffling and picking mechanics have not yet been worked out.
  • It is single player for now. I have to limit the scope wherever I can as this is already an ambitious project. There might be hotseat multiplayer eventually. Although I played quite a few multiplayer games in my teen years, I mostly avoid them now; from what I have read there is at least a small audience of people who prefer single player games. All that said, the AI should compensate greatly for the lack of multiplayer, as explained below. If things are really successful and there is high demand, I will implement multiplayer further down the road (first, I want to get a functional game out the door though.
  • No "free to play", you buy a game key, and that's it. There may eventually be expansions or sequels, but I am generally against both unless you are really getting what you pay for (I believe that if an expansion costs as much as the original game, it should provide just as much content). Game keys will be priced in the $10-$20 range, depending on the period (cheapest during the Kickstarter campaign). If you are interested in when the campaign launches, you can sign up to be notified in the sidebar to the right.
  • You can read more in the (very much in progress) design doc here.

THE ENGINE:
  • VQ uses an engine that I built from scratch myself, powered by OpenGL and C++. If you have a game key, you will have full access to the source, but only other users with game keys can play your mods or conversions (a bit like Valve's Source Engine licensing, except with full source access instead of SDK access). This model is in some ways advantageous to traditional licensing because the more games and mods that use the engine, the larger your pool of potential users is (versus charging a license fee for every game or mod that uses the engine). I am planning to support Windows, MacOS, and SteamOS, but alpha access will likely be limited to just one OS (I have already successfully ported between Mac and Windows, but I don't want to manage multiple builds at this point). Other *nix OSes will probably have to be implemented by other people, but the source is there for people to modify.
  • VQ is one of the few game engines I know of that is truly volumetric. That means that every object is solid in a non-trivial manner. If you slice a brick wall in half, you will find every brick laid out properly in the new cross section. The same goes for any other material or object. It also supports boolean geometry - you can create a cube and "subtract" a sphere from it. Even more intelligent types of intersections are possible - for example you can notice in the buildings each segment is intelligently walled off when it is added or removed. Because everything is evaluated on a point by point basis in 3D space, it is extremely easy to define objects mathematically (in fact, every object is basically defined by a few equations, and most of the shapes are derived from superellipsoids). Every object is currently voxel based with the exception of grass blades, which were easier to implement with polygons. There are no "textures" in the traditional sense, there are only voxels. In this sense, the engine is kind of driven by 3D textures that are not painted on but rather apply to the entire volume of an object.


  • VQ is 100 percent procedurally-generated at this point - the only trivial exception are some heightmaps from NASA, but even those are fed into a procedural generation algorithm to produce new and unique terrain. In the future, many entities will likely be manually generated in external programs, such as items and possibly characters. The entire program is only a few megabytes in size, which is mostly libraries that it uses.
  • The world is seamless and consists of over 100 quintillion unique voxels at the default settings. That is 100,000,000,000,000,000,000 voxels. If each voxel were just a byte, that would be 100 million terabytes of data (I think?). Yet the game resides in a few gigabytes of memory between the GPU and CPU, and takes only a few megabytes of disk space. This is made possible through rapidly generating, rendering, and discarding sets of voxels which are described by higher level constructs (for example, one segment of house can be described in a few bytes of data, but the resulting object is millions or billions of voxels in size). By default, there are 128^3 (about 2 million) voxels per cubic meter. As a comparison, Minecraft uses one voxel (or quasi voxel) per cubic meter - of course Minecraft has a dynamic perspective, and runs on mobile phones, so my engine is in no way "superior." Some patterns are intentionally repeated but every voxel can be as unique as I want it to be (for example, bricks are mostly identical right now but I could easily randomize the size or extrusion of each brick).
  • Every run is completely unique, but you can save and share world seeds.
  • Support for an arbitrary amount of shadow-casting colored lights, limited only by the performance of your machine. Right now it does about 32 comfortably, which is plenty for an isometric game. It also uses a nonrealistic, stylized lighting model that favors vivid colors and soft shading. Finally, ambient occlusion and radiosity are implemented, but like the rest of the lighting they are performed in screen space. All rendering is deferred.


  • Support for transparent voxels, refraction, and animated volumetric water. In most games, water is defined by a plane or boxed region; in VQ water can fill any shape, and every voxel is accounted for. While the base voxels that compose the water are truly volumetric, the animation is just a trick that occurs in screen space.


  • All shaders are hot-loaded, and since the majority of generation occurs on the GPU, you can mod many aspects of the game in realtime just by modifying a shader text file.
  • World generation is just about complete, but a lot of variations and new features will probably eventually be added in. Right now it can generate a full world with semi-realistic topology (after all, it is based off of terrain data from NASA). One thing you will notice that really differentiates the terrain from traditional perlin or simplex noise generators are the fractal-like drainage basins (in reality, these would not be so present under the ocean, but it is just a game). It has road networks between cities that realistically follow the terrain isolines as much as possible while avoiding bodies of water, and ship routes that avoid land masses. Cities contain networks of streets and alleys that all lead to meaningful destinations such as house or shop doorsteps. Multistory houses can be generated with varying level placements, towers, overpasses, and differently beveled corners on building sides and roofing. Doors and windows can open and close, and lanterns can be turned on or off; many more dynamic objects will be implemented in the future.


  • Trees and plants can have their own sets of unique grammars. Branches grow and split realistically without strange seams or texture inconsistencies. Even the insides of tree branches contain semi realistic wood grains that merge and split properly. The engine allows for many variations of trees but so far I am only showing two basic ones (more to come later).


  • The engine supports modding via Javascript and GLSL at the moment. JS support might eventually include or transition to Lua. Modding can be done over a websocket, meaning you can open a web browser on one computer and run the game on another. Right now I mostly use it to edit materials and colors in realtime.


  • The engine *might* support a fairly flexible set of mechanics that are easy to modify, even ones I don't use, including multiple card decks, dice rolls with arbitrary dice sizes, card selecting, shuffling, and discarding, rules for item and token distribution, etc. My initial vision was to create a digital world that players could easily replicate their favorite board games or pen and paper RPGs in -- being voxel based and isometric, it would be a great candidate for digitial versions of miniatures. This would be a bonus feature and other items are prioritized first at this point.

http://www.voxelquest.com/

Sounds very vague and ambitious, and smells vaporware, but the voxel engine looks impressive.

It's on Kickstarter now: https://www.kickstarter.com/projects/gavan/voxel-quest

edit: typo. :oops:
 
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Metro

Arcane
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Messages
27,792
'dat 'Inspiration and Design Choices' image:

39254e75f98124845d6384326cb720b0_large.jpg


He loaded up his mass appeal shotgun and let 'er rip! "It's kind of like Fallout and Torment with a bit of Warcraft 2... and Puzzle Quest... and Hotline Miami... with Privateer thrown into the mix!"
 

Murk

Arcane
Joined
Jan 17, 2008
Messages
13,459
Stuff shown looks great... but... mostly about the engine. Which is cool, I suppose, that idea of everything being in real space is pretty cool and seems like it could make for some interesting shenanigans from some interested/clever modders.

This looks particularly great, as did the lighting example

92d7c6487bc28975af1415e0bff66805_large.gif
 
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Glass Fields, Ruins of Old Iran
Mass Appeal Shotgun must be malfunctioning, I'm seeing old games and some retro indies.

Anyway, hope it isn't shit since a roguelike without random rolls sounds interesting (no comment on the engine because that section reads like moonspeak to me). Also it's funny how he's aware of how generic the descrition sounds, but the name is so generic I almost didn't click this thread because I thought it was some other game I already know.
 
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KingDinosaurGames

King Dinosaur Games
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Shadorwun: Hong Kong
When I first saw this I thought "no gameplay footage not interested" but then I saw the extent and quality of the engine's modifications, and the map... hot damn.... the things I would do with that engine...
 

Zed

Codex Staff
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Codex USB, 2014
only game with voxels that hasn't sucked is Outcast. I do not have high hopes.
 

Lady_Error

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Agree that the name is too generic. The graphics have a nice style though. Will keep an eye on this one.
 
Unwanted

jcd

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Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Bubbles In Memoria
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Gavan Woolery

Learned
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San Diego, CA
Codex 2014
Hi everybody - creator here. I know that the name sucks, here is the story behind it:
I needed to reserve a domain name that was both easy to remember and would avoid any potential trademark infringement. I picked a name that was both - crappy enough that nobody would want it, but easy to remember, and sort of a good "code name" for an engine that revolved around voxels and a dynamic quest system.
I started working on the game full time by getting a small amount of seed funding (sort of a loan/investment from a fellow gamer/programmer I met on reddit). We put the name "Voxel Quest" on the contract. I flew to Germany to meet my then girlfriend's family (now wife), and he happened to live four hours away in Switzerland so I went to meet him and sign the contract. Once the contract was in place, we did not want to do anything that might jeopardize it (keep in mind we barely knew each other except via the internet, so naturally we each had our initial trust issues) - this meant the name had to stay for the time being.

Concern of vaporware: a very valid fear. My first game engine, Genesis, turned into vaporware, despite getting oohed and ahhed by a good chunk of the internet (600k views on week one) - that was 2006, no Kickstarter, and I was only able to raise a few hundred $, so I had to get a full time (really double time) job, which ended up being at some startup and the game died quickly.
What is different now? Well, I have Kickstarter and it looks like I might meet my minimum goal since I am 30 percent there on day 3, still with barely any coverage (only 8000 video views) - but who knows if KS will even work out. If not, I have additional investors interested (even one billionaire was interested, whose name I won't mention out of respect for their privacy).
That said, I'd rather keep the game independent (my current investor is cool with me keeping the company private, avoiding acquisitions, etc) - who knows what future investors will be like. So far I've been offered up to $500k in funding, so if there is any doubt that I'm just in this for the money, I would have not even bothered with the Kickstarter and taken the painless road to acquisitionville. :)

Anyhow, stumbled across here through my Kickstarter dashboard/analytics, looks like this forum brought a few backers. :)

Any questions, let me know. I'm obviously new here. :)

To prove its really me, here is an unreleased screenshot from VQ (its an older shot, the algorithms for generation have obviously changed since then):
QZVf86r.jpg
 
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jcd

Punished JCD
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Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Bubbles In Memoria
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Gavan Woolery

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Hi jcd -
I've been developing the engine fulltime since August 2013. But really, I should count all of the other engines I built as well because each on led up to this one - I started programming about 20 years ago and working with GPUs intensively in 2004. This is honestly the first engine I've built where the code and results turned out beautiful enough that I had no desire whatsoever to hit the restart button (and at this point, I don't have that luxury - when I was building engines as a hobby, I could just learn/improve and did not have to answer to anyone).

As far as original research - its all "original" in that I rarely refer to any outside sources, I'm self taught and so stubborn I usually code things myself instead of looking to existing source (I'm not dumb though - I use many common libraries including C++'s standard libraries, OpenGL, and all the stuff to take care of low level things I don't care to (and should not) implement myself).

The idea for this current engine sprung from my love of isometric games and pixel art. I wondered, would it be possible to automate the creation of pixel art, even following the standard rules of coloring, outlining, etc? Well, it is possible, but the results did not look great with the effort I put in so I broke the rules and decided to use a full color palette, allow use of blurring, etc.
As far as gameplay, everything is inspired by past games in one way or another. This past year has been spent mostly putting in the functionality just to get to the point of gameplay - getting the UI working, pathfinding, generating the world in which entities can move around, and starting to work on the AI that controls them. You will probably see a lot more in terms of real gameplay this coming year. On the plus side, a huge amount of content creation is handled. As you can see on the VQ website and elsewhere, it can generate entire world maps with logical road, city, and house placement - I also have caves in but it does not look good at this point (I am still working on better ways to distinguish layers, which is difficult in a perspectiveless (isometric) viewpoint).

No worries on donating, I can sympathize with that - and thanks for your interest. :)
 

ERYFKRAD

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Four questions, Gavan Woolery :

1.) From what I've followed of this, the idea is that even the very storytelling aspect will be procedural, i. e. AI acting on its own whims, as such, from where the story arises. Will there be some provision to make a more linear story?

2.) This seems very fantasy-oriented at the moment, how easy do you think it will be to change the setting into, say, sci-fi, or lovecraftian stuff.

3.) Could you elaborate what you intend to do about dialog and dialog trees? I'm not very clear on that aspect of your vision.

4.) Demo when pl0x.


Otherwise I'm looking forward to this.
 

Luzur

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Will this be like that other Voxel RPG? (cant remember the name atm..) or more like a Voxel Ultima and/or Gauntlet but with outdoors?
 

Gavan Woolery

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ERYFKRAD - To answer your questions:
1) I had no plans to implement a linear storyline, to be honest, but if there is enough community demand for such things I'll definitely add it in (otherwise, as usual I will leave such things to modders).
2) Here is the funny thing - I myself kind of hate fantasy. Well not hate, but I'm just worn out by fantasy games. I wanted to make it a post-apocalyptic game in the vein of Fallout, but more cyber-punky, but I thought the easiest generation would be to do a Fantasy setting. In fact, I'm still debating changing the setting, along with the name. In retrospect, doing generation for anything else at this point would not be very hard - the basic modeling principles I use to construct fantasy buildings could easily be changed around to make more sci-fi buildings, Edwardian style buildings, modern housing, etc. Again, I can definitely see the community changing this stuff around.
3) Good question. Dialogue is very crude, not English sentences like you might expect, but English tokens (words) combined together to form "facts" (which can in fact be "lies" - which is up to the NPC to figure out based on standard logical deduction techniques what is true, what is not, and what cannot be determined (in which case, its left up to the trustworthiness of the NPC in question, and how trusting the party is receiving the info). This is actually not new science, it is based heavily on something called logical programming, the flagship language being Prolog here. These techniques have been used for all sorts of AI, just never successfully in games to my knowledge. I've never been much of an academic, but I studied under one of the people who built the first autonomous vehicles for DARPA, and during that time my vision of AI greatly changed. I suspect many programmers never even get the chance to delve into many types of AI beyond the most common things like pathfinding. Anyhow (sorry for the tangent) - you can construct sentences with these tokens (even with autosuggest as to what words the system would accept following the ones you've input, so there is no ambiguity in the grammar and syntax).

So, you present facts into the system - lets see how this works (i'm going to write psuedocode here, but anyone should be able to understand it by the context of the english words). Let's make some facts (psuedocode followed by my comments in parentheses)

apple:red (this means that "An apple is red" evaluates to true - it is a fact
apple:fruit (and apple is fruit...the amazing thing here is that the computer does not need to know what these words actually mean - you are just forming relationships between arbitrary strings of letters).
banana:fruit
banana:yellow
fruit:food (fruit is food)
is(food)? (here we are running a query to the system - what is food? and it would return the following list of results:)
[apple, banana]
is(red,food)? (what is red and is food?)
apple
now, I never specified directly that an apple was food. It applies a process called "backward chaining" to determine that an apple is food. (http://en.wikipedia.org/wiki/Backward_chaining) - this is based on a standard logic theorem called modus ponens. apple->fruit->food
This simple rule is actually very powerful and the foundation of logical inference.
these are simple rules and operators but more complex ones can be used or defined -- from another example I used on reddit:
protects(shepherds,sheep) (a shepherd protects their sheep)
kills(dragons,sheep) (a dragon kills (eats) sheep)
killsOnPaymentOf(dragons,hero, 20 gold) (a hero kills a dragon for 20 gold - these rules are simplified but gives you the idea. The functions that define these rules can either be defined explicitly within the AI system or recursively using the grammar of existing words, functions, and phrases)

Each turn, the AI runs a score maximization algorithm. Every NPC, monster, whatever tries to maximize their score by fullfilling as many goals as they can (their highest scoring goal is almost always to stay alive, but not always - sometimes they might sacrifice their life, i.e. to protect their children)
So, here the shepherd predicts, by facts in the system, that a dragon will kill its sheep, which would lower his score since his goal is to protect the sheep. The shepherd would explore available actions to change the predicted course of action - in this case a dead dragon can't eat sheep, so he would hire a hero to kill the dragon). All of these facts are evaluated against proximity, availability (is a hero around?), etc. It sounds complex, and even CPU intensive, but it runs fast on a few iterations of predicting. As with chess, you can adjust how deep the system makes predictions in order to speed up computation, at the cost of slightly less effective AI. In this case, even one level of prediction makes all the difference. Of course, if you don't specify all the rules correctly, hilarity ensues. There will be a lot of WTF moments early on, I assure you. :)

So, when you construct dialogue, you really just present new "facts" into the system, or query existing facts (you,job)? (what is your job). NPCs can decide if it works in their favor to lie about something, if they have the type of personality that might lie. Similarly you can lie to NPCs. Want to impress a love interest? (me,wealthy). :)
 

Gavan Woolery

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ERYFKRAD
Also, as for question #4: I'm debating when to put out the demo. Early builds will have little to no gameplay, so I'm wondering if I should hold off until there is sufficient stuff to play with, so as not to hurt my image.
 

Gavan Woolery

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Luzur I don't know what the other Voxel RPG is that you speak of, but many are coming (I think Mark Kern, guy behind WoW and Firefall, is now making one). Let me know if you find a link. :)
 

ERYFKRAD

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So in effect, the fact-association process means that, during gameplay, you'd be typing in queries and receiving answers? Similar to older games like Ultima, with the Name, Job, Bye stuff? That's actually what I was trying to ask, how would a dialog with the NPC look like in game.

EDIT:
As for the demo, maybe toss out a general simple 1-3 level dungeon, with enough variations or something?

P. S. You may want to put a disclaimer for the Kickstarter video regarding the deadpan-delivery. :D
 
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Gavan Woolery

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yes it will be a text parser like Ultima 6, but with far more keywords, phrases, etc - and no predefined conversations. The output (i.e. answers to your questions) will be as crude as the text parse input initially, although I may add some "syntactic sugar" to make it more readable (i.e. pad with words like "the", "is", etc)
 
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Last edited:

ERYFKRAD

Barbarian
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Joined
Sep 25, 2012
Messages
28,370
Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
1) I had no plans to implement a linear storyline, to be honest, but if there is enough community demand for such things I'll definitely add it in (otherwise, as usual I will leave such things to modders).
I think you shouldn't do that, I saw your design doc, and if you're planning to make a game that will feature short, intense playthroughs (like stonesoup dungeon crawl for example), adding a linear story is a very bad idea - it limits the freedom the player has and it will get boring and annoying after many playthroughs.
Actually, yeah, I was asking if adding a story would be easy for modders. :oops:
 

Zed

Codex Staff
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Staff Member
Joined
Oct 21, 2002
Messages
17,068
Codex USB, 2014
Also, may I repost these Q&A to a Kickstarter update (I will link here as well)?
nothing is stopping you.

btw are there any videos of any, uh, gameplay? or something like a character moving around in the environment?
 

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