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Voxelsmith is a blacksmithing game focused on player customization. Forging is done via the manipulation of ingots, which take the form of collections of voxels which are then further shaped to create individual blades and components. These can then be modularly assembled to create a final product. The player essentially uses game mechanics to create a 3D voxel model of a weapon, with the quality of their smithing determining the weapon's in-game stats. 

The player's final goal is to gain enough fame via smithing in order to gain an invitation to the imperial blacksmithing exam and become a royal blacksmith.


Latest Release: Devtober Build 0.0.1

This build was released at the end of the Devtober 2021 Event, and should be noted as unstable and untested. Refer to the README file included for instructions.

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Voxelsmith - Devtober Build.7z 9 MB

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Hello. Ive commented yesterday about your project on the Vintage Story discord server, and now reaching out here after testing the game as promised :)

I like the concept of your project, and have to say that you did great job with the voxel model of forge. Unfortunately i found some issue after interacting with anvil. Whenever i would spawn smithing grid at the anvil, the game starts running with a significant fps drop - like from above 60 before interaction, and below 20 after placing smithing grid. Also when trying to heat the smithing grid in the forge, the fps number seems to drop even more - preventing from proper navigation in game. And because of that i couldnt get voxel manipulation on anvil to work.

It doesnt mean that your game isnt good - i like that the idea and work youve put into it - it just seems like theres some kind of bug causing this issue. Maybe some kind of memory leak after placing smithing grid? Or could you try disabling Vsync option for the project? Would be great if we could find some kind of solution for this, cause the project truly presents pretty interesting mechanic.

Thanks, and wish you good luck with work on other projects in future!

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Hey, thanks for the feedback!

Yeah, that is something that I've been meaning to fix, and I actually go slightly into why that occurs in my post-mortem.

Essentially, the "voxel system" I currently have isn't actually a voxel system atm. It's more just a collection of "subvoxel" cube objects that are parented to a "main voxel" object. What this also means is that when physics calculations are being done on the grid, such as when moving it around as an item, it starts lagging hard since the game now has to keep track of hundreds, if not thousands of physics objects. 

While I do plan on fixing this later by means of an actual voxel-based system and dynamically-generated meshes, it's probably going to be a while until I get to it :/

Its all good - its nice to make things step by step to not get overwhelmed by the process. Really like the idea of this mechanic though, and wish for you that you will be able to progress further with your vision in the future. Im sure that making this project definitely also gave you more experience about how things works on 'inside' for creating this kind of system, and that will only help you next time!

Btw. if you would be looking for the music (or sound design) for some of your projects, you can always message me - if youre interested, you can check my music and other creations on my profile.

Take care and keep up the good work :)

(+1)

Played through it for a bit. It has an interesting concept! Though I wish there was a tutorial within the game, instead of constantly switching between the window and the text file. That being said, I did have fun messing around on my own and looking at the directions for guidance. Looking forward to any updates!

(+1)

Sounds like a neat concept! I will definetly try it as soon as I can!

Very cool man! it's the new minecraft