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James Proctor

Member Since 14 Apr 2011
Offline Last Active Feb 08 2014 05:03 PM

Posts I've Made

In Topic: Greed Monger - Housing Prototype

10 August 2013 - 07:15 PM

1) The Parcels of Land that a player can build on are fixed North to south. 

2) Buildings can be placed pretty close together but not so they are touching.

3) In the Prototype you can build as many buildings on the Parcels as you want. We have had people create entire villages before. In the actual Game we will have to test it out and see what we can allow with out having the Client slow to a crawl. The Modular Building Assets were Custom designed to use as little Draw Calls and resources as possible so combined with our custom Area of Interest System which allows objects to be created and destroyed as the player moves with in range and out of range we should be able to allow the players pretty much complete freedom to build whatever they want on their parcels.

4) This is still a work in progress. Most likely we will flatten the hill to the height of the lowest point.

5) Because Players can only build on their Parcels of Land and we place where the parcels are located we will be able to control and ensure that no one builds around a Dungeon.

6) For Basements we are currently being held back by Unity's Terrain Engine which doesn't have the ability to cut holes in the terrain. We have talked about switching to a Custom Voxel based Terrain Engine post launch at which time we would be able to introduce Basements.

7) We currently support 2 floors. This will most likely be increased some what post launch as we introduce new Building Modules.

8) Each module will take different amounts of Resources. So you will need to collect wood, stone, iron, sand, ect. and then craft the Iron into nails which will be needed for the modules, Craft Sand into Glass, ect.


In Topic: Need help with C# and networking

30 September 2012 - 05:26 AM

Why not just use a prebuilt Network Library like Lidgren which is programmed in C# instead of trying to reinvent the wheel so to speak?

In Topic: MMO Inventory Discussion

20 March 2012 - 07:09 PM

Star Wars: The Old Republic has a seperate tab for quest items, many of which are usuable, both from the inventory and and toolbars. It's also HeroEngine based.

Is there like a free or cheap version of HE or something?


HeroEngine has a Free Version for Indie Developers (Well Free for Development, Once you go live if you get to that point then they take 30% of profits. They use a percentage of that 30% to pay for the Server Hosting and if it takes more then that percentage to run your game then you have to pay for the rest of the server hosting)...

In Topic: Rise of Heroes: Online NEEDS you!

15 March 2012 - 10:43 PM

Yes right now the character models, and in fact most models in the game are the generic HeroEngine models. I have all of the model packs from Arteria3D including their new Fantasy base character model pack and I will be slowly changing over to those models as I build the Prototype world. The Particle effect on the trees however is my own creation minus the Fire Texture which can easily be replaced with another fire texture at some point.

The point of the video was mainly to show off the Quest System and Dialog System I am programming. The GUIs for both systems will be replaced post prototype once I have added some others to the team who can do a better job at designing GUIs then I can.

In Topic: MMO with Google App Engine ?

19 June 2011 - 10:54 AM

Based on what I know most of that expense is the Bandwidth required not sure but that's my understanding. We are still a long ways from needing to pay for our hosting so we will find out more closer to when we need it.

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