RPG in a Box - Ol' Smaug
Hello again! I hope everyone had a Merry Christmas and a Happy New Year! I spent some time with family over the holidays so this update will be a bit smaller than usual, but I've continued to make good progress on the upgrade to Godot 3.0. Continue reading below for more information!



Progress on v0.5
Before the holidays, I finished up some work on the initial implementation of the new Voxel Editor. This included adding a cursor and various tweaks and bug fixes for existing features. I still have a lot of ideas for additional features to include, but those will be added later on once I get further along with the other editors.



The "Game Configuration" dialog was added into the new version in preparation of game exporting. I've added a new "Gameplay" section that will be a place where you can go to customize various aspects of your game's style (camera, controls, mechanics, etc.). The existing "Camera Type" setting will be moved into this section.



I've also made some great progress on the new Script Editor over the past week. A lot of the base functionality is now working, so most of what remains is implementing the visual nodes for each individual function.



To help accommodate smaller display resolutions, and for better usability in general, I modified the "Model Properties" panel to be scrollable. This will be particularly useful for character properties due to the larger number of fields that can be edited.



I'll be taking somewhat of a break from social media over the next few months so I can focus more on development and getting through the upgrade to Godot 3.0. I still plan to post some small updates here and there, though.

If you'd like to find out more about RPG in a Box or try out the free demo version, check out my Itch.io page here. Thank you for reading and for your support! :)
RPG in a Box - Ol' Smaug
Hello again! I hope everyone had a Merry Christmas and a Happy New Year! I spent some time with family over the holidays so this update will be a bit smaller than usual, but I've continued to make good progress on the upgrade to Godot 3.0. Continue reading below for more information!



Progress on v0.5
Before the holidays, I finished up some work on the initial implementation of the new Voxel Editor. This included adding a cursor and various tweaks and bug fixes for existing features. I still have a lot of ideas for additional features to include, but those will be added later on once I get further along with the other editors.



The "Game Configuration" dialog was added into the new version in preparation of game exporting. I've added a new "Gameplay" section that will be a place where you can go to customize various aspects of your game's style (camera, controls, mechanics, etc.). The existing "Camera Type" setting will be moved into this section.



I've also made some great progress on the new Script Editor over the past week. A lot of the base functionality is now working, so most of what remains is implementing the visual nodes for each individual function.



To help accommodate smaller display resolutions, and for better usability in general, I modified the "Model Properties" panel to be scrollable. This will be particularly useful for character properties due to the larger number of fields that can be edited.



I'll be taking somewhat of a break from social media over the next few months so I can focus more on development and getting through the upgrade to Godot 3.0. I still plan to post some small updates here and there, though.

If you'd like to find out more about RPG in a Box or try out the free demo version, check out my Itch.io page here. Thank you for reading and for your support! :)
RPG in a Box - Ol' Smaug
Hello again, everyone! I've been making great progress on the upgrade to Godot 3.0 and seem to be gaining more momentum as I get some of the general groundwork out of the way. Continue reading below for some details on my progress and a couple of other updates!

Progress on Godot 3.0 Upgrade
Recently, I've been mostly focusing on polishing, tweaking, and testing the existing functionality of the "new and improved" RPG in a Box, along with the addition of a few minor usability improvements here and there. I also finally got around to implementing a cursor into the new Voxel Editor as shown below. This one behaves similarly to MagicaVoxel's and should make it easy to see where changes will be made.



A brand new feature that will be in v0.5 is the ability to drag-and-drop MagicaVoxel .vox files into the application to import them. The original method will be available as well, but this should make the process quicker and easier since you don't have to create a new model first or browse to the folder from within the application. The dialog will let you decide which resource type to import the files as (i.e. tile, object, or character).



I also revisited and finished up the "palette matching" tool that I started implementing a while back. This tool allows you to apply a palette (either a built-in one or your own) to a model, which will be especially useful if you'd like to retrofit your existing models to a color palette or even switch from one to another. The popup dialog lets you override any of the automatic color matches since there will usually be cases where a different color may be more suitable. In the example below, I am applying the Commodore 64 palette to one of the Tiny Dungeon models.



I reworked the resource filtering functionality to be a bit more flexible than the current version. You can now type one or more tags directly into the filter box. The resource grid will be filtered to only show the resources having a tag that starts with one of those that are entered. Resources that are marked as favorites now also show a star icon in the top left corner of their box and are highlighted in green text in the Game Explorer.



It's exciting that I'm getting very close to having the first official build of the v0.5 release available! This build will only include the Voxel Editor and the general interface for creating a game project and managing models. I'll be releasing these early/incomplete builds of v0.5 to Alpha Access owners, then once it becomes more complete I'll replace the current demo version of RPG in a Box with this updated version that is based on Godot 3.0.

Other Updates
Another demo game idea recently popped into my head. I've always been a fan of ASCII, ANSI, and PETSCII art, so I thought it would be cool to create some PETSCII-style assets using RPG in a Box. So far, I've tried sticking with 8x8 tiles (and objects made of one or more 8x8 shapes) from the character set, as well as Commodore 64 colors. I think it's turning out pretty neat so far! I'm planning to eventually set up an Itch.io bundle page to make these sorts of tiny example games available for the community to play and experience.



I don't recall if I had mentioned this previously, but the new documentation wiki is now up-to-date and should be fairly comprehensive in regards to both editor and in-game functionality, so that is a relief. Of course, I'll need to be diligent going forward and keep it that way!

While on the subject of the wiki, a (somewhat) new tutorial is available that walks through adding an item container to your map. This was originally created for the tutorials section on IndieDB, but has been polished and updated and now resides on the official wiki with the other tutorials here: Adding an Item Container to a Map.



If you'd like to find out more about RPG in a Box or try out the free demo version, check out my Itch.io page here.

My next update will be in 2018, so I hope everyone has a Merry Christmas and a Happy New Year! :)
RPG in a Box - Ol' Smaug
Hello again, everyone! I've been making great progress on the upgrade to Godot 3.0 and seem to be gaining more momentum as I get some of the general groundwork out of the way. Continue reading below for some details on my progress and a couple of other updates!

Progress on Godot 3.0 Upgrade
Recently, I've been mostly focusing on polishing, tweaking, and testing the existing functionality of the "new and improved" RPG in a Box, along with the addition of a few minor usability improvements here and there. I also finally got around to implementing a cursor into the new Voxel Editor as shown below. This one behaves similarly to MagicaVoxel's and should make it easy to see where changes will be made.



A brand new feature that will be in v0.5 is the ability to drag-and-drop MagicaVoxel .vox files into the application to import them. The original method will be available as well, but this should make the process quicker and easier since you don't have to create a new model first or browse to the folder from within the application. The dialog will let you decide which resource type to import the files as (i.e. tile, object, or character).



I also revisited and finished up the "palette matching" tool that I started implementing a while back. This tool allows you to apply a palette (either a built-in one or your own) to a model, which will be especially useful if you'd like to retrofit your existing models to a color palette or even switch from one to another. The popup dialog lets you override any of the automatic color matches since there will usually be cases where a different color may be more suitable. In the example below, I am applying the Commodore 64 palette to one of the Tiny Dungeon models.



I reworked the resource filtering functionality to be a bit more flexible than the current version. You can now type one or more tags directly into the filter box. The resource grid will be filtered to only show the resources having a tag that starts with one of those that are entered. Resources that are marked as favorites now also show a star icon in the top left corner of their box and are highlighted in green text in the Game Explorer.



It's exciting that I'm getting very close to having the first official build of the v0.5 release available! This build will only include the Voxel Editor and the general interface for creating a game project and managing models. I'll be releasing these early/incomplete builds of v0.5 to Alpha Access owners, then once it becomes more complete I'll replace the current demo version of RPG in a Box with this updated version that is based on Godot 3.0.

Other Updates
Another demo game idea recently popped into my head. I've always been a fan of ASCII, ANSI, and PETSCII art, so I thought it would be cool to create some PETSCII-style assets using RPG in a Box. So far, I've tried sticking with 8x8 tiles (and objects made of one or more 8x8 shapes) from the character set, as well as Commodore 64 colors. I think it's turning out pretty neat so far! I'm planning to eventually set up an Itch.io bundle page to make these sorts of tiny example games available for the community to play and experience.



I don't recall if I had mentioned this previously, but the new documentation wiki is now up-to-date and should be fairly comprehensive in regards to both editor and in-game functionality, so that is a relief. Of course, I'll need to be diligent going forward and keep it that way!

While on the subject of the wiki, a (somewhat) new tutorial is available that walks through adding an item container to your map. This was originally created for the tutorials section on IndieDB, but has been polished and updated and now resides on the official wiki with the other tutorials here: Adding an Item Container to a Map.



If you'd like to find out more about RPG in a Box or try out the free demo version, check out my Itch.io page here.

My next update will be in 2018, so I hope everyone has a Merry Christmas and a Happy New Year! :)
RPG in a Box - Ol' Smaug
Hello again! I hope everyone is having a great week. This bi-weekly development update contains a bit of information about the upgrade to Godot 3.0 and a few other new features that were recently added. Continue below for details and screenshots!

Progress on Upgrade to Godot 3.0
The upgrade to Godot 3.0 continues to progress steadily. Most of the effort over these past couple of weeks has been around back-end code and less interesting UI work (aspects like the Model Properties panel and the dialog for adding new animations), so there aren't as many cool, visual things to show this time. It is great, though, to see a lot of the Voxel Editor and related functionality finally coming together in the new version. I am loving the new UI theme of Godot 3.0 so far, I think it's much cleaner and more modern than the current one.



One feature that will be brand new to the Voxel Editor, and the animation system in general, is the support for reverse order animations. This allows you to specify a starting frame that is later in order than the ending frame. It will eliminate the need for redundant frames for certain types of models, like doors and gates that have multiple opening/closing frames in their animations. You can simply reverse the values for the starting frame and ending frame to achieve the opposite effect, like closing the gate as shown in the GIF below.



Asset Library
The Music Library is now part of the new Asset Library feature that I've implemented. In addition to the chiptune music by Josh Penn-Pierson, there is now also a "Models" tab so you can easily import example content into your game project. I still have some improvements to make, but it includes a 3D preview that can be rotated to get a better view of the model.



The currently release only includes assets from the official RPG in Box example content. However, Manoel Garcia (Voxel Minis) graciously offered to provide a set of sci-fi themed assets for inclusion in the Asset Library! I think including various sets like these will be a great way to help the community get started and provide inspiration/ideas for games, or even just as guides for modelling and animating their own assets. The sci-fi themed assets will become available in a release later this week.





NPC Behavior
When setting up NPCs in a map, you are now able to configure a set of rules that will determine how the NPC behaves and interacts with the map. The original "Movement Area" property was moved to be included in this behavior ruleset. Currently, this feature supports several options for adjusting the NPCs movement area, movement direction, movement interval, and reaction to obstacles. The slime shown in the GIF below is set up to constantly move forward, but turn right when an obstacle is in its way.



Other Updates
The small example game included with RPG in a Box was long overdue for an update, so I took some time to make various improvements and also bring it up to date to include some of the newer functionality.



I have a lot of ideas for games/demos in the back of my mind, one of them being to remake the first area from Ultima V. I finally took some time to convert enough of the original sprites into voxel models so I could put together an initial version of the map. I even added a bit of interaction. I'm not sure yet how far I'll expand it beyond the first map, but I do plan to release a playable version on Itch.io in the somewhat near future! (You can check out a better version of this GIF on my Cartrdge page here.)



One final note, for anything interested: over the past couple of weeks I've started keeping track of my daily tasks at a more granular level, both for better transparency to the community and my own benefit. I thought it would be cool to share this information to make my work more visible to everyone, especially since sometimes there's not much to show visually.

Below are links to the first two of these weekly devlogs:

Weekly Devlog #1

Weekly Devlog #2

If you'd like to find out more about RPG in a Box or give the demo version a try, check it out on my Itch.io page here: https://zeromatrix.itch.io/rpginabox

Thank you for reading and for your support! :)
RPG in a Box - Ol' Smaug
Hello again! I hope everyone is having a great week. This bi-weekly development update contains a bit of information about the upgrade to Godot 3.0 and a few other new features that were recently added. Continue below for details and screenshots!

Progress on Upgrade to Godot 3.0
The upgrade to Godot 3.0 continues to progress steadily. Most of the effort over these past couple of weeks has been around back-end code and less interesting UI work (aspects like the Model Properties panel and the dialog for adding new animations), so there aren't as many cool, visual things to show this time. It is great, though, to see a lot of the Voxel Editor and related functionality finally coming together in the new version. I am loving the new UI theme of Godot 3.0 so far, I think it's much cleaner and more modern than the current one.



One feature that will be brand new to the Voxel Editor, and the animation system in general, is the support for reverse order animations. This allows you to specify a starting frame that is later in order than the ending frame. It will eliminate the need for redundant frames for certain types of models, like doors and gates that have multiple opening/closing frames in their animations. You can simply reverse the values for the starting frame and ending frame to achieve the opposite effect, like closing the gate as shown in the GIF below.



Asset Library
The Music Library is now part of the new Asset Library feature that I've implemented. In addition to the chiptune music by Josh Penn-Pierson, there is now also a "Models" tab so you can easily import example content into your game project. I still have some improvements to make, but it includes a 3D preview that can be rotated to get a better view of the model.



The currently release only includes assets from the official RPG in Box example content. However, Manoel Garcia (Voxel Minis) graciously offered to provide a set of sci-fi themed assets for inclusion in the Asset Library! I think including various sets like these will be a great way to help the community get started and provide inspiration/ideas for games, or even just as guides for modelling and animating their own assets. The sci-fi themed assets will become available in a release later this week.





NPC Behavior
When setting up NPCs in a map, you are now able to configure a set of rules that will determine how the NPC behaves and interacts with the map. The original "Movement Area" property was moved to be included in this behavior ruleset. Currently, this feature supports several options for adjusting the NPCs movement area, movement direction, movement interval, and reaction to obstacles. The slime shown in the GIF below is set up to constantly move forward, but turn right when an obstacle is in its way.



Other Updates
The small example game included with RPG in a Box was long overdue for an update, so I took some time to make various improvements and also bring it up to date to include some of the newer functionality.



I have a lot of ideas for games/demos in the back of my mind, one of them being to remake the first area from Ultima V. I finally took some time to convert enough of the original sprites into voxel models so I could put together an initial version of the map. I even added a bit of interaction. I'm not sure yet how far I'll expand it beyond the first map, but I do plan to release a playable version on Itch.io in the somewhat near future! (You can check out a better version of this GIF on my Cartrdge page here.)



One final note, for anything interested: over the past couple of weeks I've started keeping track of my daily tasks at a more granular level, both for better transparency to the community and my own benefit. I thought it would be cool to share this information to make my work more visible to everyone, especially since sometimes there's not much to show visually.

Below are links to the first two of these weekly devlogs:

Weekly Devlog #1

Weekly Devlog #2

If you'd like to find out more about RPG in a Box or give the demo version a try, check it out on my Itch.io page here: https://zeromatrix.itch.io/rpginabox

Thank you for reading and for your support! :)
RPG in a Box - Ol' Smaug
Hello again everyone, it's time for another bi-weekly development update! In this update, I have some progress to share on both the upgrade to Godot 3.0 (primarily around the new Voxel Editor) and some small, new features that were added to the current version.

Progress on New Voxel Editor
To start out, I've made some great progress on the implementation of the core drawing tools in the upgraded Voxel Editor! It's pretty exciting since there will be several new features available rather than just being a straight port of the existing editor.

One of the new features is the "box mode" option for the Attach, Paint, and Erase tools, as shown in the GIF below. This mode will make it a lot easier and quicker to add or remove a large area of voxels at once. These tools also support the "voxel mode" method used by the currently released version of the Voxel Editor for placing or removing one voxel at a time.



Two other handy features that complement each other are the Move and Selection tools. The current editor includes the ability to move the entire model at once, but with the brand new Selection tool you'll be able to move only the desired voxels as shown below.



In addition to the implementation of these drawing tools, I've also taken care of their corresponding logic for the Undo/Redo system as well the "frame management" tools for things like inserting a new frame, duplicating a frame, and shifting frames left or right. The first iteration of the new Voxel Editor is getting relatively close now!

Music Library
I'm happy to say that RPG in a Box now comes bundled with a sample music library containing 40+ chiptune songs by Josh Penn-Pierson! There's a good variety of songs, so if you need some music for your game you can easily import them from the new "Music Library" feature. The music is licensed under the CC BY 4.0 license, so please be sure to give credit to Josh if you use any of the songs in your game. :)

https://www.youtube.com/watch?v=46BnKJAj9ec

Other Updates
Before I cover some of the other development-related updates, I wanted to briefly mention that I finished up another tutorial! This one walks through the basics of creating a walk animation and idle animation for your characters. You can find the tutorial on the documentation wiki here: http://www.rpginabox.com/docs/doku.php?id=anim_char_tutorial

I spent a little bit of time working on a "fog of war" feature that can be enabled in your game's configuration. At this time it's considered experimental until I can polish it some and allow it to be customized in various ways. To accompany this feature, there is also a new "Blocks Line of Sight" property for objects and characters that will affect which areas can be seen when fog of war is enabled (for example, a closed door should block the player's line of sight, but not a small chair).



I updated the "Dungeon in my Pocket" game (which can be can be downloaded for free here) to include fog of war if you are interested in trying it out. I think this feature could be useful for certain styles of games and can add a fun element of discovery/exploration to them.



One last feature, which I just added earlier today, is the ability to configure a delay for item tooltips and entity tooltips. Previously, the tooltips would instantly show when the mouse cursor was hovered over an item or an entity with a tooltip. In the example below, the entity tooltips are set to 0.5 seconds and the item tooltips are set to 0.75 seconds.



I also recently updated my collage displaying some of the games/demos/tests made with RPG in a Box, which you can see below. You can view the original image on my Cartrdge page here. I've also included details on the page about each game shown.

If you're interested in finding out more about RPG in a Box or would like to give the demo version a try, check out my Itch.io page here: https://zeromatrix.itch.io/rpginabox

Thanks again for reading and for all of the support and encouragement! :)

RPG in a Box - Ol' Smaug
Hello again everyone, it's time for another bi-weekly development update! In this update, I have some progress to share on both the upgrade to Godot 3.0 (primarily around the new Voxel Editor) and some small, new features that were added to the current version.

Progress on New Voxel Editor
To start out, I've made some great progress on the implementation of the core drawing tools in the upgraded Voxel Editor! It's pretty exciting since there will be several new features available rather than just being a straight port of the existing editor.

One of the new features is the "box mode" option for the Attach, Paint, and Erase tools, as shown in the GIF below. This mode will make it a lot easier and quicker to add or remove a large area of voxels at once. These tools also support the "voxel mode" method used by the currently released version of the Voxel Editor for placing or removing one voxel at a time.



Two other handy features that complement each other are the Move and Selection tools. The current editor includes the ability to move the entire model at once, but with the brand new Selection tool you'll be able to move only the desired voxels as shown below.



In addition to the implementation of these drawing tools, I've also taken care of their corresponding logic for the Undo/Redo system as well the "frame management" tools for things like inserting a new frame, duplicating a frame, and shifting frames left or right. The first iteration of the new Voxel Editor is getting relatively close now!

Music Library
I'm happy to say that RPG in a Box now comes bundled with a sample music library containing 40+ chiptune songs by Josh Penn-Pierson! There's a good variety of songs, so if you need some music for your game you can easily import them from the new "Music Library" feature. The music is licensed under the CC BY 4.0 license, so please be sure to give credit to Josh if you use any of the songs in your game. :)

https://www.youtube.com/watch?v=46BnKJAj9ec

Other Updates
Before I cover some of the other development-related updates, I wanted to briefly mention that I finished up another tutorial! This one walks through the basics of creating a walk animation and idle animation for your characters. You can find the tutorial on the documentation wiki here: http://www.rpginabox.com/docs/doku.php?id=anim_char_tutorial

I spent a little bit of time working on a "fog of war" feature that can be enabled in your game's configuration. At this time it's considered experimental until I can polish it some and allow it to be customized in various ways. To accompany this feature, there is also a new "Blocks Line of Sight" property for objects and characters that will affect which areas can be seen when fog of war is enabled (for example, a closed door should block the player's line of sight, but not a small chair).



I updated the "Dungeon in my Pocket" game (which can be can be downloaded for free here) to include fog of war if you are interested in trying it out. I think this feature could be useful for certain styles of games and can add a fun element of discovery/exploration to them.



One last feature, which I just added earlier today, is the ability to configure a delay for item tooltips and entity tooltips. Previously, the tooltips would instantly show when the mouse cursor was hovered over an item or an entity with a tooltip. In the example below, the entity tooltips are set to 0.5 seconds and the item tooltips are set to 0.75 seconds.



I also recently updated my collage displaying some of the games/demos/tests made with RPG in a Box, which you can see below. You can view the original image on my Cartrdge page here. I've also included details on the page about each game shown.

If you're interested in finding out more about RPG in a Box or would like to give the demo version a try, check out my Itch.io page here: https://zeromatrix.itch.io/rpginabox

Thanks again for reading and for all of the support and encouragement! :)

RPG in a Box - Ol' Smaug
Hello everyone! This latest development update for RPG in a Box covers some of the progress that I've made on the new Voxel Editor (as part of the Godot 3.0 upgrade) and information about a new tutorial that I recently completed and made available.

Door Scripting Tutorial
Before I cover the progress I've made on the upgrade to Godot 3.0, I wanted to mention a brand new tutorial that I recently posted on my wiki. It walks through the process of creating doors for your game and designing scripts that will allow the player to interact with the doors. You can find the tutorial here: http://www.rpginabox.com/docs/doku.php?id=door_scripting_tutorial. I covered a couple of different approaches and tried to include a lot of detail since I think it's a great way to learn about the scripting language in RPG in a Box. The concepts in general will be useful in other scenarios as well!



Now that I am caught up on all of the reference documentation, I am planning to start working on more tutorials and hopefully get a new one out every couple of weeks. That time-frame should allow me to pace myself and chip away at one a little bit each day. :)

Voxel Selection Tool
I made a lot of progress recently on the new selection tool, in particular nailing down the logic for calculating exactly which voxel is under the mouse cursor, and even which face (front, back, etc.). This will be (and has been) quite helpful for not just the selection tool, but also for the additional drawing and erasing tools/modes that I am planning on adding to the new & improved Voxel Editor.



Currently, the selection tool can be used to select blocks of voxels by clicking and dragging, similar to MagicaVoxel's box select. Holding the Shift key will add to the selection, and holding Shift + Alt will subtract from the selection.



I also started re-implementing my undo/redo system. At this time, I've got it working for the selection tool so you can undo or redo selection actions using either the Voxel Editor's toolbar buttons or the Ctrl+Z and Ctrl+Y shortcut keys.



Voxel Placement
In the currently released version of RPG in a Box, the only method of placing voxels is to draw one voxel at a time by clicking and dragging. This is what I initially implemented into the new editor as shown below, which was fairly straightforward using some logic I had already written for the selection tool mentioned above.



I want the new Voxel Editor to provide a larger set of tools for more easily/quickly building models, so I've been working on a drawing mode for placing large blocks of voxels at once, also similar to MagicaVoxel's box mode for attaching voxels. As it's probably become apparent by now, I am taking inspirations from MagicaVoxel since I think it's a great tool. :) While the new version will continue to have support for importing from MagicaVoxel .VOX files when desired, I am hoping I can improve the editor enough that it will be a lot more fun (and less tedious) to use!



It's exciting getting to see this begin coming together for the Godot 3.0 version, especially with the new tools and features that will be available! It will still be at least a few months before this version is to the point where it can be released, but I am looking forward to getting it out there and then moving on to other aspects. As eager as I am to start focusing on features like combat, I think this effort will be worth it and will be better to get completed first so I can have a more polished and clean base to build upon.

Thanks so much for taking the time to read this update and for the interest! I can't say enough how much I appreciate the support as I pursue this passion of mine. If you're interested in trying out the current version of RPG in a Box, check out the demo version available for free on my Itch page here: https://zeromatrix.itch.io/rpginabox - game projects are limited to a single small map and will display a splash screen, but other than that it includes all of the features normally available!

Thanks again, and I hope everyone has a great week! :)
RPG in a Box - Ol' Smaug
Hello everyone! This latest development update for RPG in a Box covers some of the progress that I've made on the new Voxel Editor (as part of the Godot 3.0 upgrade) and information about a new tutorial that I recently completed and made available.

Door Scripting Tutorial
Before I cover the progress I've made on the upgrade to Godot 3.0, I wanted to mention a brand new tutorial that I recently posted on my wiki. It walks through the process of creating doors for your game and designing scripts that will allow the player to interact with the doors. You can find the tutorial here: http://www.rpginabox.com/docs/doku.php?id=door_scripting_tutorial. I covered a couple of different approaches and tried to include a lot of detail since I think it's a great way to learn about the scripting language in RPG in a Box. The concepts in general will be useful in other scenarios as well!



Now that I am caught up on all of the reference documentation, I am planning to start working on more tutorials and hopefully get a new one out every couple of weeks. That time-frame should allow me to pace myself and chip away at one a little bit each day. :)

Voxel Selection Tool
I made a lot of progress recently on the new selection tool, in particular nailing down the logic for calculating exactly which voxel is under the mouse cursor, and even which face (front, back, etc.). This will be (and has been) quite helpful for not just the selection tool, but also for the additional drawing and erasing tools/modes that I am planning on adding to the new & improved Voxel Editor.



Currently, the selection tool can be used to select blocks of voxels by clicking and dragging, similar to MagicaVoxel's box select. Holding the Shift key will add to the selection, and holding Shift + Alt will subtract from the selection.



I also started re-implementing my undo/redo system. At this time, I've got it working for the selection tool so you can undo or redo selection actions using either the Voxel Editor's toolbar buttons or the Ctrl+Z and Ctrl+Y shortcut keys.



Voxel Placement
In the currently released version of RPG in a Box, the only method of placing voxels is to draw one voxel at a time by clicking and dragging. This is what I initially implemented into the new editor as shown below, which was fairly straightforward using some logic I had already written for the selection tool mentioned above.



I want the new Voxel Editor to provide a larger set of tools for more easily/quickly building models, so I've been working on a drawing mode for placing large blocks of voxels at once, also similar to MagicaVoxel's box mode for attaching voxels. As it's probably become apparent by now, I am taking inspirations from MagicaVoxel since I think it's a great tool. :) While the new version will continue to have support for importing from MagicaVoxel .VOX files when desired, I am hoping I can improve the editor enough that it will be a lot more fun (and less tedious) to use!



It's exciting getting to see this begin coming together for the Godot 3.0 version, especially with the new tools and features that will be available! It will still be at least a few months before this version is to the point where it can be released, but I am looking forward to getting it out there and then moving on to other aspects. As eager as I am to start focusing on features like combat, I think this effort will be worth it and will be better to get completed first so I can have a more polished and clean base to build upon.

Thanks so much for taking the time to read this update and for the interest! I can't say enough how much I appreciate the support as I pursue this passion of mine. If you're interested in trying out the current version of RPG in a Box, check out the demo version available for free on my Itch page here: https://zeromatrix.itch.io/rpginabox - game projects are limited to a single small map and will display a splash screen, but other than that it includes all of the features normally available!

Thanks again, and I hope everyone has a great week! :)
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