We answer your questions about Avoyd. Contact us if you have additional questions.
What is Avoyd?
How do I use the Voxel Editor?
When will Avoyd be finished?
How can I follow Avoyd's progress?
How do I support your work?
Why should I buy Avoyd now?
What are the System Requirements for Avoyd?
Will Avoyd Be Single, Multiplayer...?
Will It Be Possible to play offline / over a LAN?
Will I be able to host my own server?
Is Avoyd DRM free?
What inspired you to make Avoyd?
What Engine and Technologies do you use for Avoyd?
Why does the Avoyd Licence Agreement exclude NFTs?
Can I publish screenshots, videos etc. of Avoyd?
Avoyd has two main functions: Voxel Editor and Game.
The voxel editing tool and viewer has the ability to load large worlds and display them in their entirety, explore, edit, render, export them to .obj, and use them to make custom worlds to play Avoyd.
Avoyd is a voxel game engine with six degrees of freedom movement. The entire terrain is editable.
We prototype and release various styles of gameplay as we develop the main game:
Wander, a peaceful exploration of an abstract procedural world. This mode is the simplest and concentrates on movement: inertia-less zero gravity flight and 'clamped' hovering on any surface. There is no world editing and no AI in this mode.
Skirmish, a fast-paced first person shooter with the same movement system as in Wander. It's a single or LAN coop multiplayer against an AI controlled opposition attacking in successive waves. Each game lasts under 30 min and consists in destroying the opposite team's mega spawner (where the drones spawn from). Building is possible in this mode but the game is a little too fast-paced to take advantage of it.
We plan to carry on crafting Avoyd over time, evolving and updating it continuously.
We started working on Avoyd in 1999, selling the game as shareware. It was, to our knowledge, the first game with an entirely editable environment (destruction and building). After a 10 year break we restarted development in 2012, rewriting the game engine from scratch and evolving the concept to take advantage of technological advances.
Whilst the game is unfinished, the voxel editor is already very usable. To reflect this we sell Avoyd at a reduced price. You can download the full feature demo of Avoyd on our website, with the Voxel Editor component and the game prototypes Wander and Skirmish available to use.
There are several ways to follow our work:
There are several ways to support our work on Avoyd and our open source projects. You can:
Currently Avoyd's price is low since the game is still a work in progress. The voxel editor is already usable and quite capable but we still have many features we'd like to add to it such as networked building etc.
We do not plan to port Avoyd to Mac OS, Linux nor consoles for the foreseeable future.
Mouse and Keyboard
To be determined
The Voxel Editor will support networked editing: in future you will be able to build voxel worlds with friends.
The game will support both single-player and cooperative multiplayer (pve). We're pondering whether to include pvp team multiplayer or not; currently we think we won't in the early versions of the game.
Yes, you'll be able to play on your own without an internet connection, or once networking support is enabled with friends over a LAN or the Internet.
At some point we will release a stand alone server, so you'll be able to run it and invite people to connect to the game you are playing.
Yes, some functionality may require a valid user account, but we plan to ensure the game can work even if services are unavailable.
The original Avoyd we now call Avoyd 1999 (you can download it free from our site), Quite's haunting zeo-x-s demo, Rez (Area 4 in particular), FPSs we've liked to play like Unreal Tournament, Descent, and much more.
Avoyd runs on our in-house voxel game engine written in C++ using OpenGL, developed by Doug Binks and Juliette Foucaut.
We open source parts of our engine:
Runtime Compiled C++ for rapid iteration
enkiMI, our Minecraft Importer library
imgui_markdown, markdown for Dear ImGui
We use third-party open-sourced software listed below. Many thanks to the authors and maintainers of these libraries.
OpenGL for Graphics
GLFW for platform independent OpenGL Window & Input handling
GLEW OpenGL Extension Wrangler Library
OpenAL Soft for Audio
RakNet for Networking (using just the low level network code)
NanoVG for HUD elements
Dear ImGui for the GUI
ImGuizmo for 3D manipulation in the Voxel Editor
LZ4 for compression
A modified version of SJSON for settings files
A modified version of the Ray Slope Intersection source from the article on Fast Ray/AABB Overlap Tests.
jo_gif GIF writer
MurmurHash3 hash functions
xxHash hash functions
uint C# xxHash, we derived our C++ uint32_t xxHash implementation from this C# example
dbgtools platform independent debug functions
stb single-file libraries for C/C++
For ethical reasons - NFTs are environmentally unsound, the technology offers no benefit over a simple contract or license and they are frequently scams.
There is a lot of information available on this, but the following article gives a succinct overview.
Yes, you can freely use and publish any images, videos etc based on Avoyd. We would just appreciate a mention, and if you want to send us a link, we'd love to see what you've made!
Specifically for Youtube:
Direct link to the statement: https://www.enkisoftware.com/faq#youtubemonetisation. For further info about the monetisation issue on Youtube, see the "Let's Play"-friendly developers' website.