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It's Total Voxel Carnage in the Latest Look at Voxatron, Going Alpha Soon

It's been a while since we looked at Voxatron, the Robotron-esque shoot 'em up with blocky, voxelated visuals. The good news? It still looks as sharp as the corner of a voxel.

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Not that there's really any bad news to offset that. In fact, the game's due for a "very playable alpha" build soon, says developer Lexaloffle, via Gamasutra. The action/adventure/shooter is currently in development for Mac, Windows and Linux.

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Voxatron [Lexaloffle]


You can contact Michael McWhertor, the author of this post, at mike@kotaku.com. You can also find him on Twitter, Facebook, and lurking around our #tips page.

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DISCUSSION

TrainDodger
Train Dodger

I think that with increased CPU power, storage media size and memory budgets resulting from the continued observance of Moore's Law, we may see a resurgence in interest for voxel-based raycasting game engines and rendering schemes. After all, real life is built up out of small, three-dimensional particles, so why not virtual worlds as well?

By 2030, I predict that we'll have at least one voxel-based game with photorealistic graphics and fully-destructible, simulated-matter environments. Imagine if you could play a game where every gunshot knocks a procedurally-generated chunk out of a wall that you can see through? What if you could use a grenade launcher to put a hole in a wall or floor and then jump through the hole or fire through it at enemies on the other side? What if every bomb blast resulted in a rain of debris and shrapnel that affected the environment and pelted your character? What if every cloud of smoke and fire was a true volumetric effect made up of semi-transparent voxels? What if that fire was capable of spreading realistically across voxel surfaces designated as "flammable", turning them into charred husks? What if voxel water particulates could be "poured" into a container, sloshing around realistically as they collide with its walls? What if rain actually "filled up" objects with with water? What if your character could pick up a heavy item and put it in their pocket, and then have the item actually fall out of their pocket if they try hanging upside down? What if every item your character carried actually took up physical volume on their person, and affected their physical interactions with the environment (i.e., if the character slings a rifle over their shoulder, it will swing around realistically and get caught on physical obstructions)?

Of course, all this would require multi-terabyte media, 8+ GHz processors and an unspeakable amount of RAM. Plus, it would make game development into a literal hell unless you automated a lot of procedures using powerful tools and reusable middleware.