For awhile now I've been in and out of doing or planning something that makes use of voxels.
I had rebooted The Crawl, a planned dungeon crawler rpg that's doubles and an editor and creator not unlike RPG Maker and the likes. However time limitations and techincal troubles have stunted this.
However one day I was browsing around the internet and started to get renewed interest in Voxels being done in some classic engines. Doom had recently added voxels, but Duke3d and the Build engine had it in there from the start.
Knowing how well Ken's engine's perform with voxels, I decided to give it a go and convert Black Shadow, my platforming Castlevania style game into 3d. In a sense it will be like making a Castlevania game 3d but still a Castlevania type game. Unfortunatly Castlevania itself has never been translated to 3d properly.
Thus I'll be creating a complete original total conversion inspired by both Metroid and Castlevania.
The story behind Black Shadow is that you play a knight recently cursed into the form of shadow and faced with the foes of his past, revived as solid shadows.
He must re-defeat his former enemies and find a way to turn back to his normal state and escape the world of the shadows.
Graphics, at least strututure wise are being taken directly from the platformer with objects being converted into voxels.
Character models, and a few others are being created in Sculptris, converted with Poly2vox and shaded and touched up in Slab6.
CON scripting is being handled by Deeper Thought who's resposible for DukePlus, a rehauling of Duke3d's gameplay and hi-res updates and WSGR2, a total conversion of Duke3d that has a ton of impressive modifications to the CON code.
As for game play features, here's what's planned and in the works:
Shield blocking system
Interconnected Maps, revisiting, saved states
All new weaponry and items
Large levels with lots of secrets, alternative paths
Two Episodes, 14 levels total
5 Major bosses, 5 Sub-Bosses
Pots and Barrels drop random loot
Weapons and shield breakdown
Custom AI monsters.
And so on...
At the time it's prefered to use Classic Rendering to achieve voxels, although OpenGL 32bit mode in Eduke32 does handle voxels, there's some drawbacks with speed and custom scaling. The scaling can be handled but the speed could be a probably if it persist on faster computers. An alternative is converting the voxel objects into polygon models for alternative play in a different renderer, but that'll have to wait until things are near the wrapping up phase.