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Wysardry

Member Since 13 Dec 2003
Offline Last Active Mar 18 2014 06:32 PM

Posts I've Made

In Topic: Game engine with realistic water?

09 March 2014 - 11:15 AM

I've discovered that Heroengine has a spline-based, "ribbon water" river tool that allows you to create rivers and streams at different heights and widths, which might be an option for anyone wanting to create a massively multiplayer online game (I'm not).

 

There's a 3 minute Youtube video at http://www.youtube.com/watch?v=l5G1Ys0Bazc showing how to use it.


In Topic: Game engine with realistic water?

03 March 2014 - 12:40 AM

Cryengine also seems to have good water simulation. It includes a river placement tool, but doesn't currently allow them to slope.


In Topic: Game engine with realistic water?

26 February 2014 - 07:22 PM

Project Anarchy seems to be aimed at mobile devices.

 

I asked at the C4 forums, and it seems that there are plans to add river creation features (including downhill ones), but the engine doesn't currently support them.


In Topic: Terrain Generating and Editing Software?

06 February 2014 - 07:10 PM

Creation of roads and rivers isn't mentioned in the list of features for Terragen 3 and searching for those terms in their forums brings up posts about using third party software to add them to Terragen 2 terrains.


In Topic: Handling Time in Multiplayer RPGs

02 February 2011 - 05:05 PM

Is it possible to synch the players so that, no matter what, they need rest at approximately the same time?

I think most players would accept their level of fatigue being affected by a lack of sleep/rest and there being a point where that would incapacitate their character. However, they would also expect that to vary depending on their character's stats, and how active they had been.

I suppose each character could be defined as more/less alert at night during the creation process and/or by their actions, with appropriate bonuses and penalties when doing tasks.

How many of them will be online when you login? If they live in different timezones and each play for 2 hours a day then statisticly you can meet only 1 fellow player... I don't see it working for an RPG. For turn based strategy, no problem, but realtime RPG with its social interaction...

The idea is to allow people who want to, to play with a few others without hundreds of strangers being there too (as there are in MMORPGs). Most of them will probably already know each other to some extent.

It shouldn't be too difficult to provide a method of finding other players who are online at similar times so they can meet in the same game.

It worked for Diablo and Neverwinter Nights.

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