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[WIP] VoxelWorks - ingame level editor for your Unity project

Discussion in 'Works In Progress - Archive' started by defaxer, Mar 24, 2016.

  1. defaxer

    defaxer

    Joined:
    Nov 15, 2010
    Posts:
    140
    Hello! Let me introduce you to VoxelWorks



    WebGL demo
    Imagine a game project with modding support like user creating new maps right in your game. No source code and Unity needed.
    With intuitive and user friendly level editor.
    With the ability to easily create and distribute content to other users.
    With mobile platforms support.
    VoxelWorks will help you in solving this problem.

    This is how you link interactive objects to one another


    And this is how adding AI to the map looks like

    Features
    • VoxelWorks is a simple and easy to learn and use level editor.
    • The editor that can be easily modified / adapted to your requirements.
    • Maps can be saved in XML or Binary formats.
    • Optimized for mobile devices
    • "Linking" gameplay objects to create basic gameplay features, like opening doors, spawning enemies by trigger, invoking custom game events
    • Basic AI support (Angry Bots AI level)
    TODO
    • Loading external texture files (to customize user's map look and atmosphere).
    • Increase map size limit (now 256x256x256 units with current block size of 3 meters it is 768 meters in every direction). Looking for a way to bring this size up to virtually infinite dimensions.
    • creating AI navigation right in game (or for Unity team to implement it :)).
    • Project Examples and content packs to accelerate development.
    • Loading external models in OBJ and potentially FBX formats (for level geometry).
    • export in OBJ and potentially FBX formats
    • Unity editor support (right now it works in play mode only) saving meshes, creating prefabs.
    Notes
    The product requires some programming skills to integrate into your project.
    Right now I'm working on a first example project called Angry Droids :) which can possibly become a separate Asset Pack. So this thread will be about two projects(or more in future versions) in one.

    If you have any ideas or proposals for the development of this project, please post them here. I'm always ready to hear any feedback.

    P.S. Originaly I posted this in AssetStore section of forums, but I guess that will be more appropriate place to post such thread. Sorry for double posting.
     
    Last edited: Sep 1, 2016
    nonom, Alverik, Venryx and 2 others like this.
  2. defaxer

    defaxer

    Joined:
    Nov 15, 2010
    Posts:
    140
    What good game example without AI :) So here is my private "Angry army of droids".


    This AI pack will be part of VoxelWorks as well a standalone package, if you're in need of destroing some bots in your game.

    Screenshot_11.png

    All bot have custom animations and four types of weapon attached (laser, gatling gun, plasma and rocket launcher),

    Screenshot_10.png
    projectiles, hit effects and explosions are included. AI setup is simple, just drag and drop (and don't forget to tag your player) and you are ready to go.
    For now AI scripts doesn't support navigation mesh (as VoxelWorks is a runtime editor, and you can't STILL bake a navmesh at runtime), but support for it is coming up.
     
    Alverik, Razmot and RavenOfCode like this.
  3. defaxer

    defaxer

    Joined:
    Nov 15, 2010
    Posts:
    140
    Good news everyone!
    My small AI army of "Angry Bots" was just accepted to AssetStore!
    Screenshot_9.png

    No NavMesh support yet but you can totally do something like that. As simple as drag and drop ;)



    next step is player model with some weapons and customization

    ScreenshotSaturday201.png
     
    Alverik likes this.
  4. defaxer

    defaxer

    Joined:
    Nov 15, 2010
    Posts:
    140
    Hello!
    It have been a while, but there are good news! First ever WebGL version of VoxelWorks is ready for you to try HERE
    Try it and give me some feedback!

    VWTeaser.png

    This version lacks some features like player interaction, door opening (you can still link objects to one another though), but it has AI and you can setup a small 'kinda game' in no time :)
    I'll be fixing those missing features next week and adding them to this demo, so stay tuned!
     
    Alverik likes this.
  5. defaxer

    defaxer

    Joined:
    Nov 15, 2010
    Posts:
    140
    Hello, everyone!
    Just updated VoxelWorks WebGL demo with a new version. Fixed object interaction bug and added a new feature: now editor loads a small template level with AIs and Working links (door linked to console with a blue screen). So you can test it change it, break it!

    Also added a few new objects, like pipes and walkways
    with a special 'attach object' feature building structures like that can't be faster and easier.

    Don't mind a poor lighting solution, VoxelWorks can do (or was doing) runtime vertex light baking for the static objects, just need to get it back working. That means 'unlimited' light sources count support with no forward rendering path 'light switching', but that is for static geometry only.

    Still have few more features to add for the demo, so stay with me!
     
    Alverik and Razmot like this.
  6. Razmot

    Razmot

    Joined:
    Apr 27, 2013
    Posts:
    346
    Nice ! I tested quickly :
    - when you place a prefab, the volume preview is red so it seems like it s not allowed to place there -> make it green !
    - moving objects with the keyboard would be very nice (arrows for x/z + pgup pgdown for Y)
    - a radial menu on middle mouse click would be awesome ( for pick , move , delete , eventually copy / paste or other customer coded functions)
    That seems in a release worthy state !