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Life is feudal. Sandbox MMORPG (2nd video)

by Vladimir aka Bobik · 07/21/2011 (4:34 am) · 8 comments


Well, video says it's all by itself. Now we can build modular buildings or place them as a whole in a one piece. As you might notice - it's fully networked environment, all changes are being sent to all clients, all new clients will get a change set of terrain deformations and new buildings being placed, while they were offline. It is not currently optimized at all, so don't even try to ask about that 8).

PLayer can flatten terrain, lower and raise ground levels (with a sloughing effects that appear, when reaching a certain height limits), flatten with a slope (for sloped objects, like walls, fences etc.

Feel free to ask additional questions.

#1
07/21/2011 (5:19 am)
Looking cool. I like the idea, but i think to make a MMO will be a long way to get all working. Also you have to need a data base server, master server, zone servers, security problems etc. How to handle server boarders, if a player change the zone... a lot to do! Hopefully you have a team behind you, or you will get work 24h per day :) Good luck with your project.
#2
07/21/2011 (5:48 am)
We do have a DB server that already stores buildings data (MySQL), master server to be done, zone servers and border integration will be done later - we have a friendly MMORPG team (Heya Bank ;) that might help us with that. And ye, i am not alone and we're a team of enthusiasts.
#3
07/21/2011 (6:29 am)
this sounds cool:) a good team behind is gold worthy.
#4
07/21/2011 (9:48 am)
@Vladimir Piskunov: I really enjoy what you've guys done so far with the Torque engine. With that being said I was wondering how you guys are handling new worlds? Are they going to be static or randomly generated? Also how far can you dig in game?
#5
07/21/2011 (10:14 am)
Thank you for your kind words. We gonna create a one big world (21,5*21,5 km) with all substances (rock, soil, sand, snow, iron ore, gold ore etc.) painted on the surface and below it (that's where our .ter2 structure goes in). Don't ask us what kind of tools we should make, to be able to edit depths of our terrain - we have some ideas, but had no time to realize them yet.

After that, we gonna let players to actually play our game and shape the world in whatever way they like.

About digging limitations, they're quite simple: you can't dig below sea level (you will see a water plane, will start floating in it and won't be able to do any actions). And since our game world is planned to be a huge island - that means you can't dig outside of island shore line.
That's it.
#6
07/21/2011 (6:39 pm)
Excellent job. Once again, I don't have a clue how you guys achieved the stuff and jealous :)
#7
07/25/2011 (2:50 am)
Good progress I see here, well done Vladimir!
Nice to see you moving forward with your project.
#8
08/22/2013 (4:22 pm)
How did you guys pop a hole in the terrain like that, like what did you modify to allow geometry changes on the terrain surface?