Spoxel has been built in such a way to allow modding. Right now the mod API for items, mobs, blocks, and spells is probably the most well defined. The mod API will most likely ship around the time Spoxel is in Beta.
Spoxel has been built in such a way to allow modding. Right now the mod API for items, mobs, blocks, and spells is probably the most well defined. The mod API will most likely ship around the time Spoxel is in Beta.
There will certainly be some areas that Spoxel will feel very similar considering they are both side scrolling block building games. One of the big areas where Spoxel is unique is the crafting and item system. Spoxel's crafting system is much more in depth and lets you customize and change your weapons, items, and spells to suit your play style. You can craft spells to create jump pads, throw your enemies into the air so they plummet to their deaths, or even launch exploding chickens at them. Maybe you craft your sword using Corrupted Ingots which gives it a life steal ability.
It already feels different than Terraria but that will only increase as I flesh out the item system more. You will get a better idea of that once I start posting videos of the game in the coming months and hopefully it will feel unique enough for you to give it a shot. Thanks for the interest!
You can either use a pickaxe or you can create a magic spell to mine with. Since you create the spells from scratch you can control the efficiency of the mana usage to blocks dug. In the gif in this post I used a projectile targeting shape and a dig spell component. You could instead build a spell using Projectile Targeting Rune -> AoE Targeting Rune -> Dig spell element and it would cost a little bit more mana but dig a lot more blocks at once. You can also increase the level of what you can mine at the cost of additional mana. It is also possible to reduce the mana cost using negative mutators. It is basically a trade off in how you want to create the spell.
The spells you create function as items for the most part but there are a number of ways that you can access them. You can bind them into a spellbook for instance and set a spell for both mouse buttons and up to 3 other hotkeys. So you could set say a fireball spell for your primary mouse click and an Aoe Knockback spell for your secondary mouse click for whenever you select that spellbook. There are also a couple of character slots that you can put either spells or gadgets into. Gadgets include things like grappling hooks for example.
I don't have a final count on the number of biomes yet. Right now I have 7 surface biomes and one underworld biome. I have a few more normal world biomes planned as well as separate planes which you can travel to. Each plane has a unique biome assigned to it.
No download link yet, but I'm hoping release will be sometime this year. I'm hoping to get it in player's hands sooner rather than later.
I should have a post up later tonight that will hopefully give you a feel for where the game is right now as well as a bunch of information about the spell system!
Jedic
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