Player Housing
My current game: MMORPGRTSFPSRLG. Read: Some sort of mmorpg with a special something that will make everyone want to play but I wont tell you what it is.
Status: Pre-Production, Game Design
Team Openings: None
For serious though, my goal is to create a MMO. What kind? Not sure yet. MMO games are my passion and it's a goal of mine to change the industry for the better. Do I know it's an unrealistic goal? Yes. Do I care? Heck no.
If you ever need someone to bounce ideas off of, feel free to contact me.
--------------------------Hail New^Internet
Freeform housing is the only one that's fun to make, in my opinion. The other kinds are only interesting for the functions they provide, improving their aesthetics can't be used as a goldsink and customizing them doesn't function as gameplay.
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.
But there is big problem with rendering complexity.
Just think of BIG player made city, looked from high mountain,
how to LOD effectivily that view?
One option witch might work would be to use some sort of fullscreen
imposter rendering. (layered cube maps rendered around player.)
One game witch has free form buldings is:
http://www.wurmonline.com/
/Tyrian
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.
Quote:
Original post by TyrianFin
Freeform buildings with blocks is nice, and gives lot`s of fun.
But there is big problem with rendering complexity.
Just think of BIG player made city, looked from high mountain,
how to LOD effectivily that view?
One option witch might work would be to use some sort of fullscreen
imposter rendering. (layered cube maps rendered around player.)
One game witch has free form buldings is:
http://www.wurmonline.com/
/Tyrian
Polygon soup culling and lod has been efficient and effective for the last 7 or 8 years really. Most brute force methods once impractical are pretty reasonable now. For a current gen engine I don't know that this is a true technological hurdle anymore.
Quote:
Original post by sunandshadow
Portable housing and only-visible-when-player-is-online/nearby are two other housing options.
Freeform housing is the only one that's fun to make, in my opinion. The other kinds are only interesting for the functions they provide, improving their aesthetics can't be used as a goldsink and customizing them doesn't function as gameplay.
I'm not sure if you ever played Everquest 2 but some of the houses(interiors) built from mundane items were just awesome. One of my old guildmates used to charge people to "decorate" their homes because he had a great sense of style and imagination.
If you recall the old Ultima template homes, great liberties were taken with the "accoutrement" there as well. The same was true of Star Wars Galaxies.
All were templates but allowed a great diversity of appointment, while maintaining some level of quality control and cohension. To me that's the peril of a freeform.
Quote:
Original post by Dreddnafious Maelstrom Quote:
Original post by TyrianFin
...
Polygon soup culling and lod has been efficient and effective for the last 7 or 8 years really. Most brute force methods once impractical are pretty reasonable now. For a current gen engine I don't know that this is a true technological hurdle anymore.
Fast rendering of some old building blocks. (not finished)

30+ different blocks are used in this image, but to make it work
in real time (30fps+) dynamic polygon soup creation would be neaded.
And to make things more complex, finnished models would nead unique texturing
30+ textures neaded (Atlas map can help). But wait there is more, becouse
there would be 3 LOD levels for each model, the total count of models & images
would be 30 x 3 = 90 models + 30 x 3 = 90 textures, now there is huge texture
Atlas and some LODed polygon soup isles generated on fly.
One thing witch can help is to make interiors of buildings own sectors, witch can`t be seen from outside.
But all in all it`s not so simple as it might look on first glace.
/Tyrian
[Edited by - TyrianFin on February 20, 2010 7:23:05 PM]
Quote:
Original post by TyrianFin Quote:
Original post by Dreddnafious Maelstrom Quote:
Original post by TyrianFin
...
Polygon soup culling and lod has been efficient and effective for the last 7 or 8 years really. Most brute force methods once impractical are pretty reasonable now. For a current gen engine I don't know that this is a true technological hurdle anymore.
Fast rendering of some old building blocks. (not finished)
30+ different blocks are used in this image, but to make it work
in real time (30fps+) dynamic polygon soup creation would be neaded.
And to make things more complex, finnished models would nead unique texturing
30+ textures neaded (Atlas map can help). But wait there is more, becouse
there would be 3 LOD levels for each model, the total count of models & images
would be 30 x 3 = 90 models + 30 x 3 = 90 textures, now there is huge texture
Atlas and some LODed polygon soup isles generated on fly.
One thing witch can help is to make interiors of buildings own sectors, witch can`t be seen from outside.
But all in all it`s not so simple as it might look on first glace.
/Tyrian
I'm not making light of the algorithms required to implement poly soup lod or culling I'm simply saying that with today's firepower it's no longer a technical advance to implement one. You can implement known solutions that are quite functional.
If by current gen you allow me DX11 and geometry shaders(which is likely still properly considered next gen) that should put the matter to bed fully.
If the challenge is to create a poly soup "in the wild" without any post processing then I can see the difficulty, but if you can take the new creation and push it into an adaptive binary or kd tree and procedural generate lod as a post-effect you'll net a render that is more efficient than what we used to get with old bsp formats and cards that couldn't grind out anywhere near the triangles.
I mean, it's easy for me to have an opinion on the subject because people smarter than I have already provided a variety of solutions. [smile]
Its often not the rendering (though that might tax below median level game systems -- and MMORPGS do target lower that Single player games) so much as
having to send all the required update info thru the Internet pipe.
Depending on how far you go with details/complexity that can add up to alot of traffic (which usually stalls the game everytime you run withing high LOD range of these structures). Im not impressed with any game Ive seen with 'loading before the player gets close' mechanism (since it calls for pre-loading alot of data from the Server that may never be used -- even more load for the server network pipe...)
With the block system they had in the old UO (2D) people could do very imaginative things with their houses and it was actually interesting to go look at them. Unfortunately newer games like LOTRO have reverted to fixed house templates with way too few object lockdowns (and very limited ones at that). They are little more than trophy displays and a little extra shared inventory storage.