Also interesting (historically) is 'Rescue on Fractalus'. Not just for its cheesy name, but also due to its reliance on fractals to draw 3D mountain sceneries:
Rescue on Fractalus had one of the most genuinely terrifying game moments of my 'career'. I won't spoil it here, but you can probably guess what it was from the wikipedia page.
I love NovaLogic's games and their voxel engine, don't they own several patents on voxel engine based games? I think I remember that coming up in a discussion a few years back on why we haven't seen more voxel games prior to this recent slew(besides hardware liking polygons more).
(To add to the confusion, this particular game, Ace of Spades, actually is voxel-rendered.)
It is however thought that John Carmack's next engine after the Rage engine may include honest-to-goodness voxel rendering: http://en.wikipedia.org/wiki/Id_Tech_6
Historically, Carmack has had quite a lot of influence on both the hardware and API vendors, so it will be interesting to see if he can spearhead more mainstream movement towards sparse voxel octree rendering: http://youtu.be/THaam5mwIR8
Infiniminer may have been Notch's inspiration, but Minecraft is what created the genre. People making minecraft-like games right now aren't copying Infiniminer, they're copying minecraft.
The iPhone wasn't the first smart-phone, it wasn't even the first touch-screen smart phone, but most people (correctly) give it credit for popularizing the style, and creating a new "genre" for smartphones.
Why not? If it’s the one that made it popular then it’s the one that created the genre.
Edit: Well, ok, I don't want to put it in such absolute terms. But I do think that Minecraft deserves quite a large chunk of attribution for the genre.
Calling Minecraft "voxel" is sure to introduce confusion. The representation of the map is simply a regular 3D grid of block IDs. When we use the exact same type of regular grid to represent 2D maps, we do not call the grid cells "pixels", so I don't think it's very informative to call these "voxels".
Minecraft is also not a voxel renderer. Voxel renderers typically work by casting rays against the grid. Minecraft draws the blocks with rasterized triangles, using a hardware-accelerated 3D API (LWJGL), just like almost every other 3D game.
In other words, there is practically no interesting overlap between what NovaLogic was doing, and what Minecraft does.
Then you should go and check TA Spring. It has all the good stuff from TA + modern graphics engine + terrain changing mechanics.
I remember this epic duel I played vs 2 other guys (yes my teammate quit) in a castle type map. Since I turtled too heavily for them to break through, eventually they just drowned me by blasting me with arty long enough for map's floor to erode beyond water level.
There are a few, some quite novel, and they're getting better. For example, one of the new ones exploits the computer's ability to individually micro dozens of scouts to repeatedly pwn your mexes at the beginning of the game.
Not based on the Minecraft engine. The Minecraft engine is proprietary and closed-source. Also, it is (according to the developers) a bit of a runny mess, so licensing doesn't make sense either.
Leveraging "a bit of a runny mess" doesn't sound like it would make progress quicker. And, once the voxel rendering is implemented, is there that much more for this game to borrow from Minecraft?
I hope they borrow ambient occlusion. It makes it possible to see the edge of a voxel that's in front of an identically colored voxel, and makes the whole game much easier on the eyes.
According to the readme, it's based on an open source engine called Voxlap, created by Ken Silverman (the guy that wrote the Duke3d engine). Here's a link:
You're right in that this is a new engine, but the fact that minecraft's engine isn't open source doesn't necessarily come into play here. There's closed-source engine licensing happening everywhere.
I haven't heard any mention of this game being free or open source. The software it uses (Voxlap & GenLand) both have permissive non-commercial licenses w/ attribution but are not viral like the GPL.
I actually play AoS on Snow Leopard using a Wineskin wrapper + ie7 (gross, I know.. but all AoS games are launched from the browser and FF didn't work right for me..)
If you're familiar with wineskin, the process was something like:
1. create new wrapper
2. in advanced settings, launch winetricks and install ie7 (ie8 is always weird/crippled for me)
3. set homepage to http://ace-spades.com
4. in OSX, download the AoS installer MSI
5. Install the MSI from your Wineskin wrapper
6. Set the ie7 bin to be the "start program" for your wrapper
7. Launch the wrapper
8. Click game
9. Profit!