Category: Spoxel

Carving out the world

World generation is pretty important in a game like Spoxel. Since the entire world is generated from scratch it needs to be not only engaging but also interesting to look at. Many moons ago, when Spoxel was but a young game I had been using perlin noise to generate the world. That worked to a…
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November 1, 2017 0

I’m dyeing to show you this

Spoxel is all about customization and making cool stuff. To that end, I couldn’t possibly release the game without some way to customize the color of all your loot! So I’ve added dye tubs to the game which allow you to set the primary and secondary dye colors of weapons, armor, and other stuff. Why…
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September 29, 2017 0

Advanced Crafting Mega Update

Time for a mega update! While I haven’t spent a lot of time updating the blog I have spent a lot of time working on the game! Only a handful of tasks remain before I mark it as an alpha! I made some good progress with the advanced crafting interface and other interface improvements. When…
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October 7, 2014 0

Furnace and Ores

Some good progress has been made but certain things were delayed since I had a surgery two weeks ago. I finished the new “furnace” system. You can now smelt ore into bars using wood as fuel. This was actually a pretty big change in order to get this working correctly and sync correctly to multiple players.…
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May 14, 2014 0

The Beginning of Something Magical

This week has been mainly another bug fixing week but I put some development into new content. I fixed a few more of the remaining subsystems in the game engine and fixed a number of serious bugs that caused a lot of extraneous processing. Overall, I am pretty happy with how that work has come…
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April 30, 2014 0

On Pivoting and Killing My Productivity

It has been a pretty busy few months. About 4 months ago I made the decision to pivot on the engine design for Spoxel. It wasn’t a decision I made lightly, but it needed to be done. I was getting pretty close to a beta release but as I added more and more items I…
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April 15, 2014 0

Dev Update

I’ve been pretty busy between Life and working on Spoxel, but a lot of work has been done. I spent some time reworking my project plan so I can get a better idea of what I have left to work on so I can be a bit more efficient. One of the biggest changes is…
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October 23, 2013 0

Dev update

Since the last dev update I have taken a pretty big pass on how the crafting system works. I can now assign items to different categories that require you to be near certain blocks to craft them. For example, if you want to smelt copper ore into copper bricks you will need to stand near…
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June 26, 2013 0

Dev Update

A lot of work has been done the last few months! I’ve been steadily chugging along with work on the game and I finally feel like I’m nearing the first major milestone of the project! Since the last update most of the major game systems have been put in place and I’ve started to work more seriously…
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June 14, 2013 0

Dev Journal 1-15-2013

    A lot has happened since the last update. I’ve rewritten the lighting system to handle dynamic lights as can be seen below. I’m quickly approaching a point where the basic systems of the game are in place and I will be able to start just adding all the items and things that will…
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January 16, 2013 0