Setting creatures loose in my 3D Noita-like world!
This is a video on the creatures and tools to build them in my game Grimorium! Grimorium is a roguelike spell-crafting dungeon-crawler where every voxel of terrain is fully simulated and destructible. Fluids, particles, and terrain all interact using a custom physics system similar to classic falling sand games in full 3D in a custom engine inspired by Noita's Falling Everything engine. (https://www.youtube.com/watch?v=prXuyMCgbTc) Wishlist on Steam! https://store.steampowered.com/app/4415850/Grimorium Join the Discord to follow the project and eventually playtest! https://discord.gg/X5Qy39eQmx And I'll be adding more socials to linktree soon! https://linktr.ee/BurkelbearGames If you want to support me working on this project full-time, you can offer support on Patreon, which will also give access to a sandbox game of the build and other playtests! https://www.patreon.com/cw/BurkelbearGames I'm very excited to have the talented Luke Colombero doing music and SFX for the game! He composed the music for this video as well! Luke Colombero: https://www.lukecolombero.com/ The engine is written entirely in C++ using a custom-built game engine, with a focus on performance and large-scale voxel simulation. Right now I’m still in the early stages, implementing core mechanics and optimizing the voxel physics and world generation. This has been my dream game project since I first started programming, please like and subscribe if you're interested in seeing more, and leave a comment telling me what you'd like to see in this game!
Video Chapters
- 0:00 Exploring The Voxel Creature System Inside Custom Game Engine Grimorium
- 1:24 First Layer Cave Monsters Ranging From Spiders To Slime Beasts
- 3:05 Transitioning From Rigid Hardcoded Models To An Advanced Creature Builder
- 4:16 Behavior Trees And Inverse Kinematics Drive Realistic AI Monster Actions
- 4:48 Applying Detailed Surface Shaders And Voxel Smoothing To Custom Monsters
- 5:18 Efficient AI Pathfinding And Swarm Boid Logic In Complex Environments
- 6:17 Planning Boss Encounters And Outlining Upcoming Features In Future Devlogs
Original Output
0:00 Exploring The Voxel Creature System Inside Custom Game Engine Grimorium 1:24 First Layer Cave Monsters Ranging From Spiders To Slime Beasts 3:05 Transitioning From Rigid Hardcoded Models To An Advanced Creature Builder 4:16 Behavior Trees And Inverse Kinematics Drive Realistic AI Monster Actions 4:48 Applying Detailed Surface Shaders And Voxel Smoothing To Custom Monsters 5:18 Efficient AI Pathfinding And Swarm Boid Logic In Complex Environments 6:17 Planning Boss Encounters And Outlining Upcoming Features In Future Devlogs Timestamps by StampBot 🤖 (621-setting-creatures-loose-in-my-3d-noita-like-world)
Unprocessed Timestamp Content
0:00 Exploring The Voxel Creature System Inside Custom Game Engine Grimorium 1:24 First Layer Cave Monsters Ranging From Spiders To Slime Beasts 3:05 Transitioning From Rigid Hardcoded Models To An Advanced Creature Builder 4:16 Behavior Trees And Inverse Kinematics Drive Realistic AI Monster Actions 4:48 Applying Detailed Surface Shaders And Voxel Smoothing To Custom Monsters 5:18 Efficient AI Pathfinding And Swarm Boid Logic In Complex Environments 6:17 Planning Boss Encounters And Outlining Upcoming Features In Future Devlogs Timestamps by StampBot 🤖 (621-setting-creatures-loose-in-my-3d-noita-like-world)