The voxel editor in Avoyd is a general voxel art tool designed to work with large voxel models/worlds. As well as being the tool we use to build everything in the game, it can render very large scenes.
Minecraft maps, MagicalVoxel files, Slab .vox files and heightmaps can be inported and edited in Avoyd. Exports to Wavefront .obj vertex data (for use as general 3D data in tools like Blender 3D).
A scene opened for editing in the voxel editor showing a sphere copy. It was generated by importing a Mandelbrot fractal image as a heightmap. Procedural boxes were added using the Edit Tool's procedural generation tool.
The user interface shows the windows: Edit Tool, Light and Atmosphere, Replace Material, World Properties, Pick and Inspect Material, Cameras and Materials tool.
Imported Minecraft map Greenfield city being edited using the tool cut and paste sphere.
Avoyd is in development. Screenshots may not be representative of its current state.
Turret drones deployed by players are static. They scan space to detect nearby opposition drones and shoot at them. Because the game is taking place in zero gravity (6 degrees of freedom), it can be a good idea to place turrets so they triangulate a wide volume but with their back to a surface for protection. Currently players can deploy up to four turrets.
Skirmish multiplayer game in progress in a large procedural environment. The opposition drone spawner and its drones are attacking a player and their turrets. Damage can be seen in the top-right corner: drones shooting at the player and missing their target have hit the destructible terrain in the background, creating holes. The entire environment is destructible and editable.
In-game building: adding ceramic walls and arches to the procedurally generated environment. The building cursor is the green wireframe in the centre of the screen. The player (metal and green spherical avatar) deployed turrets (blue).
Skirmish game just started: the two team's drones haven't found each other yet. The static red and blue teams' Mega Spawners (large hollow cubes) are placed on opposite sides of the world. They spawn waves of flying spawners and drones during the course of the game.
The custom designed Skirmish game arena is based on a concept by Rebecca Michalak.
Avoyd movement prototype and Voxel Editor