Independent game developers - making Avoyd

Avoyd Editor Prototype

Doug Binks - 03 Feb 2017 - edited


Stealth Launch

We've just stealth launched the Avoyd Editor Prototype for download, along with a purchase button for Avoyd.


Licence Agreement - Windows - Minimum Specification


From now on we'll be releasing new versions of Avoyd periodically, increasing the price as we add functionality. If you activate a purchased license key for Avoyd you'll get all the future updates we post, along with access to the multiplayer services we'll be rolling out. However for quite some time our Avoyd releases will continue to be free.

We feel this gives us and those who try out Avoyd the best balance of risk/reward. You can try Avoyd, and if you like it you can take a small risk now and buy it. As time goes on that risk will get lower as we add features and show you more about what Avoyd is, so the price will rise to reflect that.

In rough priority order our focus for development is going to be:

  • Avoyd Editor

  • Fix crashes and resolve bugs

  • Ease of use

  • New editing tools

  • Improve rendering

  • Add multiplayer editing

  • Avoyd Co-Op Gameplay

As we progress we'll try to flesh these plans out in more detail.

Avoyd Editor Prototype

The Avoyd Editor Prototype is a voxel editor which will become the editor for making everything in the game Avoyd. Right now you can make large voxel environments using Avoyd's unique voxel style. It's designed to be fast, smooth (Avoyd is an FPS), and usable by multiple people over a network together (networking is not currently enabled, but works except for a couple of issues with undo/redo).



We've been working with concept artist Rebecca Michalak on refining the editor functionality. As a direct result we've added an arcball camera, made it possible to load/save material and atmosphere templates, improved how the tools work in continuous mode, and improved how the undo/redo system works. We still have a lot of work to do to implement everything we need, but we think the editor is functional enough right now to be usable and fun.


Avoyd Editor creations by Rebecca Michalak
Avoyd Editor creations by Rebecca Michalak

Check out our Avoyd Editor Playlist on Youtube for more information on how to use the editor:


Avoyd Game

In 1999-2003 we made our first iteration of the voxel game Avoyd, releasing a simple multiplayer FPS deathmatch game.

When we decided to revisit Avoyd in 2012, the larger spaces enabled by the advance of technology made it possible for us to consider more complex gameplay styles, and eventually we settled on making a co-operative FPS evolution of Avoyd. We're building on the core design: FPS combat, Six Degrees of Freedom (6DOF), movement on all surfaces as well as flying, and of course since it's a First Person Editor the ability to build and destroy the environment.

Movement was an important part of the original Avoyd - your Avatar could smoothly transition from a surface at one angle to a tangential one whilst keeping your view stable and on target. Avatars could jump into an inertia-less flight mode, which was slower than surface movement to create tactical advantage from geometry. We want to extend this system to empower deep mechanical gameplay, and so will be adding movement modes with inertia which will hopefully allow skilled players to build momentum as they traverse worlds.

Avoyd games will revolve around playing worlds built in the Avoyd Editor, some by us and some by members of the community. The worlds will be populated with both enemy and friendly drones and installations. Players will strategically build, play, evolve, and change their environment to achieve their objectives (or just lark about!).

To get some more information check out our interview with Chris Priestman about Avoyd on Warpdoor.

 › 2017
 ›› Avoyd Editor Prototype 
 › 2016
 › Black triangles and Peter Highspot
 › Colour palettes and lighting
 › Concept art by Rebecca Michalak
 › 2015
 › Internals of a lightweight task scheduler
 › Implementing a lightweight task scheduler
 › Feral Vector
 › Normal generation in the pixel shader
 › 2014
 › Python Google App Engine debugging with PyCharm CE
 › Lighting voxel octrees and procedural texturing
 › Patterns and spheres
 › Python Google App Engine debugging with PyTools
 › Interview
 › Domain masking using Google App Engine
 › Octree streaming - part 4
 › Black triangles and nervous_testpilot
 › Presskit for Google App Engine
 › Octree streaming - part 3
 › Octree streaming - part 2
 › Octree streaming
 › 2013
 › LAN discovery with multiple adapters
 › Playing with material worlds
 › Developer Diary archive
 › Website redesign
 › First Person Editor
 › First Avoyd tech update video
 › Implementing a static website in Google App Engine
 › Multiplayer editing
 › First screenshots
 › Thoughts on gameplay modes
 › Back in 1999
 › 2002
 › ECTS 2002
 › Avoyd Version 1.6.1 out
 › Avoyd Version 1.6 out
 › 2001
 › Biting the bullet
 › Avoyd version 1.5 out
 › Monday Mayhem
 › Avoyd version 1.5 alpha 1 out
 › Avoyd version 1.4 out
 › ECTS 2001
 › Fun with Greek letters
 › Closer just a little closer
 › Back already
 › Artificial Humanity
 › Products and promises
 › Ecommerce
 › Explosions galore
 › Spring fixes
 › Open source and ports to other operating systems
 › Avoyd LAN Demo Version 1.1 is out
 › Thanks for the support
 › Avoyd LAN Demo Ready
 › Game Tech
 › Internals of a lightweight task scheduler
 › Implementing a lightweight task scheduler
 › Normal generation in the pixel shader
 › Lighting voxel octrees and procedural texturing
 › Octree streaming - part 4
 › Octree streaming - part 3
 › Octree streaming - part 2
 › Octree streaming
 › LAN discovery with multiple adapters
 › enkiTS
 › Internals of a lightweight task scheduler
 › Implementing a lightweight task scheduler
 › Web Tech
 › Python Google App Engine debugging with PyCharm CE
 › Python Google App Engine debugging with PyTools
 › Domain masking using Google App Engine
 › Presskit for Google App Engine
 › Implementing a static website in Google App Engine
 › Avoyd
 ›› Avoyd Editor Prototype 
 › Black triangles and Peter Highspot
 › Colour palettes and lighting
 › Concept art by Rebecca Michalak
 › Feral Vector
 › Patterns and spheres
 › Interview
 › Black triangles and nervous_testpilot
 › Playing with material worlds
 › Website redesign
 › First Person Editor
 › First Avoyd tech update video
 › Multiplayer editing
 › First screenshots
 › Thoughts on gameplay modes
 › Back in 1999
 › Avoyd 1999
 › Developer Diary archive
 › Back in 1999
 › ECTS 2002
 › Avoyd Version 1.6.1 out
 › Avoyd Version 1.6 out
 › Biting the bullet
 › Avoyd version 1.5 out
 › Monday Mayhem
 › Avoyd version 1.5 alpha 1 out
 › Avoyd version 1.4 out
 › ECTS 2001
 › Fun with Greek letters
 › Closer just a little closer
 › Back already
 › Artificial Humanity
 › Products and promises
 › Ecommerce
 › Explosions galore
 › Spring fixes
 › Open source and ports to other operating systems
 › Avoyd LAN Demo Version 1.1 is out
 › Thanks for the support
 › Avoyd LAN Demo Ready