My new game’s name is now “Advance” !
I have added ripple effects for explosions with 2D sprite’s shader effect.
Now procedural world is generated at start of the level not while game play.
I have a lots of code clean up and optimizations to do … I’m waiting for netCore 2.0 for ARM to do more Raspberry Pi tests. And see if need to switch to C++ …
So I need a voxel artist and a musician too !
I worked on my main screen menu. Title and background are animated with cubes following procedural paths of course. It’s a good start but I have to work on colors…
For the “game over” sprite, I have created a text to voxel sprite text fonction. So It will be a time saver for next game’s messages.
I have experienced a new cubeworld generator for first bonus level …
I started a physics engine in order to manage the game level destruction. The impact of player’s missiles generate a hole in world created by boolean operation with a sphere. Then for each not empty voxels at the surface of the sphere, I generate a debris. Each debris are managed as a particle with a velocity, a time of life and a numbers of bounces with the environment.
This is a custom voxel engine using MonoGame, an Open Source implementation of the Microsoft XNA 4 Framework.
I use a homemade tool that allows me to edit the game in real time, based on stacked operators.