Quenty
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| Joined: 03 Sep 2009 |
| Total Posts: 9316 |
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| 20 Mar 2013 05:19 PM |
What are your strategies to creating those epic sized worlds. My experience has been worlds around 10,000 by 10,000 studs, big enough to seem massive, but small enough to build and manipulate.
Several of my strategies to create these worlds, and keep a level of detail are...
- Houses are buildings are about 3-10 bricks, max. - This leaves me with whole cities that are about 500 bricks or so, something seen in my game known as Trade Enterprise, and also my game known as Fading Embers - Use materials - I like materials, and the compositing effect on them makes the world seem much more detailed - Make pseudo compositing effects - This leaves me with beautiful skies and beautiful seas, which look realistish, but still have a low graphics cost. - Only run scripts/animations when someone's near
Several things I would LIKE to do.... - Procedural Generation of the inside of buildings. - I've never done this, but I want too, and I think it'll work fine. - Get some sort of chunk manager/detail manager working. - Use billboard GUIs from afar to create pseudo effects versus real bricks - Use more textures/decals versus native materials
But what I want to know what yours are, what do you do to create big games, or do you even bother? I know a lot of scripters aren't builders or even game designers, but I want to know what you do.
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| 20 Mar 2013 05:21 PM |
| Proc gen might even be overkill [though awesome], simply loading the models from text would improve performance. |
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itunes89
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| Joined: 19 Jan 2011 |
| Total Posts: 1957 |
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| 20 Mar 2013 05:25 PM |
| I like your ideas. I suck at build, though. What do you mean pseudo skys? Do you mean just a big brick with a sky image? |
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Quenty
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| Joined: 03 Sep 2009 |
| Total Posts: 9316 |
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| 20 Mar 2013 05:35 PM |
For the procedural, I would have "template blocks" for each piece of furniture, door, etc, and possibly some sort of "theme" coloring system, and then it would pick a random furniture, etc. using a pseudo-random number generator for that building.
So I don't have to build the inside of each building, in my games.
As for the pseudo sky, well...
http://www.roblox.com/Cloudscape-Realistic-Animated-Zelda-Style-clouds-item?id=76870835 |
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HaxHelper
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| Joined: 19 Dec 2009 |
| Total Posts: 1208 |
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| 20 Mar 2013 05:41 PM |
| One thing you can do is pre-build a few different variations and then encode the info with strings; then you can generate interiors on the fly with consistency as well as variety. |
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dekkonot
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| Joined: 22 Dec 2010 |
| Total Posts: 6685 |
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| 20 Mar 2013 05:41 PM |
:o Zelda sky? WHAT IS THIS GURARNESS?
Reported for spam. |
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| 20 Mar 2013 05:55 PM |
| Next project (after all the 1000 ones that I still need to complete): create a cloud system that generates smooth realistic clouds using 3D perlin noise. |
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| 20 Mar 2013 07:22 PM |
"- Use more textures/decals versus native materials" I'm working on another build tool, and I do want to encourage this so I'm gonna make it pretty easy. I want to learn how to do this well, too.
However, I'm still gonna stick to small worlds. I like worlds which I can fully explore. Not 10k x 10k maps. |
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| 20 Mar 2013 07:29 PM |
| I find terrain can be useful for boxing in the map to some extent like I've done here: http://www.roblox.com/Combining-maps-Test-place?id=7619916 combined with fog it can make things look pretty distant and large. |
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HaxHelper
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| Joined: 19 Dec 2009 |
| Total Posts: 1208 |
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| 20 Mar 2013 07:34 PM |
@MrgamesNwatch
That sphere around the map is a clever idea. I've always used gigantic boxes. |
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MrNicNac
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| Joined: 29 Aug 2008 |
| Total Posts: 26567 |
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| 20 Mar 2013 07:54 PM |
I like to cheat and use atmosphere-effects to make worlds appear more massive than their actual size. Doing things so straightforward, as in, literally creating large-scaled worlds, is just boring and simple (in terms of concept, not go-abouts).
For instance, I'll use custom Skyboxes (like at this place http://www.roblox.com/Tendou-Kyu-place?id=66109518) to get a better feel of vastness.
Building wise, I'll use enormous (tall, not wide) terrain off in the distance to make it seems like there are faraway mountains.
However, to reduce parts on cities and such, I'll either extend parts instead of using multiple smaller ones, or (as shown here: http://www.roblox.com/Europe-1864-place?id=10251498) I'll literally build structures with the terrain feature. |
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As8D
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| Joined: 24 Dec 2009 |
| Total Posts: 2907 |
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| 21 Mar 2013 07:51 AM |
Working on infinite maps. Not so impressive at the moment.
- As, double muffin time |
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woot3
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| Joined: 10 Nov 2008 |
| Total Posts: 3599 |
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| 21 Mar 2013 10:38 AM |
What I do is something I know many other people have heard of but never really use it. I split my map into a grid, and then take all the smaller less important bricks in that section and turn it into a string, then with the bigger bricks I do the same.
I calculate the section of the map somebody is in and load all the bigger bricks for that section and the sections 1 space away on the grid. As for the smaller bricks I only load the section the player is in
Each section I try to keep the big bricks within 500 parts and the smaller bricks within 300 parts.
Meaning at any one time, only 6,300 parts maximum. |
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