What is your all opinions on setting a 3d voxel game apart from Minecraft or Cubeworld? There are so many voxel ripoffs of Minecraft that I don’t want to use much of its style, but once you start using more voxels it looks like Cubeworld. Any ideas of aesthetics that would make a game different? Obviously game-play would also matter, but most would just look at the screenshots and sigh, if it looks like MC or CW. What I want to do is eventually make an open world RPG with Blender and UE4. Thanks!
Check out Stonehearth. I also have a 30ep training series making a game with a similar visual style coming out in a few months. It is in for editing atm. There are also already engines out there for modeling voxel and making voxel games. Can’t remember the names of by heart but I know there are tons of links in the Stonehearth forums.
Main thing: Ditch the classic Minecraft/Terraria clone aesthetic and go for something very different. Different. Make it based on some alien world, not a standard Earth-like terrain or something. Basically don’t copy that art style.
Any voxel-based game will be called a Minecraft clone. They defined that graphical style. Stay away from it as much as possible – keep it your own
Keep the voxels, just do different things with them. I’ve never really seen a voxel game with buildings/cities (other than those which had been built in minecraft). Make art assets which are original and not seen in other games.
I know I want it to be on diffrent planets, and use bright colors.
A good idea for a 3D voxel game is to go for something other than firstperson. That’s the trap they all fall into, and they all end up being Minecraft clones.
My recommendation is either a topdown game, or a 2.5D game. Maybe do a Fez kinda game? (just don’t do /everything/ Fez’s creator did c; )