"WITCH GATE" mmorpg project

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"WITCH GATE" mmorpg project // Game Development

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Post by kittygirl1300 // Oct 24, 2008, 1:48pm

kittygirl1300
Total Posts: 5
Hey, you are like, totally awsome!!!!!!!!!!!!!! I suck really bad....... I wish I could design something.....

Post by Eagle // Oct 24, 2008, 2:04pm

Eagle
Total Posts: 221
pic
Hey, you are like, totally awsome!!!!!!!!!!!!!! I suck really bad....... I wish I could design something.....

Thanks Kittygirl,

and don't worry, if you keep at it you will get better. I really sucked bad

when I first started but I didn't give up. ;) if you ever have any questions

just ask, I'm always around~


My new Rouge toon;

Edit: (moved images to end of post)


Always~

Vickie ;)

Post by Eagle // Oct 24, 2008, 2:22pm

Eagle
Total Posts: 221
pic
Here is the Rouge kicking some Undead ass! ..And Loving it :D

Edit: (moved images to end of post)

more to come~


Always~

Vickie ;)

Post by mrbones // Oct 24, 2008, 2:50pm

mrbones
Total Posts: 1280
pic
Hi Vickie,


Does the engine in your screen shots support normal mapping?

Post by Eagle // Oct 24, 2008, 3:33pm

Eagle
Total Posts: 221
pic
not till Nov 1, then RC will have normal mapping~


ALways~

Vickie ;)

Post by Eagle // Oct 25, 2008, 7:35pm

Eagle
Total Posts: 221
pic
out for a morning ride on my pet dragon~

Edit: (moved images to end of post)

more to come~


Always~

Vickie ;)

Post by Eagle // Oct 25, 2008, 8:47pm

Eagle
Total Posts: 221
pic
I have added a sky and some plants and trees to give it more life,

I have also created a desert using mega-terrains. I have an idea

to span the look of the city Zetto but I haven’t finished yet. I

will post it when I am done. Here is what I have so far;

Edit: (moved images to end of post)

more to come~


Always~

Vickie ;)

Post by Eagle // Oct 25, 2008, 9:52pm

Eagle
Total Posts: 221
pic
The floating city of Finn~

Edit: (moved images to end of post)

more to come~


Always~

Vickie ;)

Post by Eagle // Oct 26, 2008, 11:07am

Eagle
Total Posts: 221
pic
I've updated Finn city and expanded the islands,

Edit: (moved images to end of post)


Always~

Vickie ;)

Post by Mr. 3d // Oct 29, 2008, 10:18am

Mr. 3d
Total Posts: 747
pic
16012
:cool:

Post by Eagle // Oct 29, 2008, 4:39pm

Eagle
Total Posts: 221
pic
Hi Mr.3d,

no I haven't went anywhere, I pulled my avatar because I made a new one.


Thanks for the knid words~ ;)


Always~

Vickie :p

Post by mrbones // Oct 29, 2008, 7:14pm

mrbones
Total Posts: 1280
pic
Nice Vickie,


Always good to keep those avatar images updated from time to time.


Cheers



Hi Mr.3d,

no I haven't went anywhere, I pulled my avatar because I made a new one.


Thanks for the knid words~ ;)


Always~

Vickie :p

Post by Johny // Oct 29, 2008, 10:26pm

Johny
Total Posts: 672
pic
Hi Mr.3d,
no I haven't went anywhere, I pulled my avatar because I made a new one.

Thanks for the knid words~ ;)

Always~
Vickie :p

Nice Vickie,

Always good to keep those avatar images updated from time to time.

Cheers

Not bad idea, I just pulled my avatar. :D

Post by mrbones // Oct 31, 2008, 6:04pm

mrbones
Total Posts: 1280
pic
I can still see a pixel of it.


Not bad idea, I just pulled my avatar. :D

Post by Johny // Oct 31, 2008, 7:31pm

Johny
Total Posts: 672
pic
I can still see a pixel of it.
Sharp eyes MrBones :)
That's my new Avatar Image. :D

Post by mrbones // Oct 31, 2008, 7:35pm

mrbones
Total Posts: 1280
pic
Thats unique,


If you look at it under a microscope it says,


"if you can read this your too close"




Sharp eyes MrBones :)

That's my new Avatar Image. :D

Post by Johny // Nov 1, 2008, 3:01am

Johny
Total Posts: 672
pic
Thats unique,

If you look at it under a microscope it says,

"if you can read this your too close"
And if you look it under ultraviolet light, you'll see more than one pixel. :D

The idea is make someone try to remove a dust from his monitor or to make someone think his/her display have a dead pixel. :D

Post by Eagle // Nov 1, 2008, 5:51pm

Eagle
Total Posts: 221
pic
I have the Tomb of Darmack ready to go all thats left is adding the boss monster.

http://www.eaglesoftworxstudio.com/Witch_Gate/sonya1.jpg

more to come~


Always~

Vickie ;)

Post by jayr // Nov 2, 2008, 4:10am

jayr
Total Posts: 1074
pic
That lloks really good Vickie. Are those pillars on the wall part of the texture or are they models (i can't tell from this view)? i like the highlights on them.

Post by Eagle // Nov 2, 2008, 7:05am

Eagle
Total Posts: 221
pic
Hi Jayr,

The texture is flat, but it was made from a screen shot of a 3d model so it gives the illusion of depth.

I have found that most stuff in video games is all smoke and mirrors, the real trick is learning how

to implement them.


Always~

Vickie ;)

Post by Eagle // Nov 2, 2008, 8:30am

Eagle
Total Posts: 221
pic
Darmack's Tomb~

Edit: (moved images to end of post)

more to come~


Always~

Vickie ;)

Post by jayr // Nov 2, 2008, 9:54am

jayr
Total Posts: 1074
pic
The texture is flat, but it was made from a screen shot of a 3d model so it gives the illusion of depth.
I have found that most stuff in video games is all smoke and mirrors, the real trick is learning how
to implement them.

the first 3d picture i did in truespace was like that, very basic models and decent textures over it. The arches in the walls of your latest pic look really good too,, helps to add so much more detail.

Post by Eagle // Nov 2, 2008, 1:44pm

Eagle
Total Posts: 221
pic
I like them too Jayr, but I think I may need to round the edges a little so

they don't have such a square look to them. I hate to waste pollys so I use

them as sparingly as I can so I can get more items into a level. But this is

needed I think after looking at it.

See how square they look?

Edit: (moved images to end of post)

more to come~


Always~

Vickie ;)

Post by jayr // Nov 2, 2008, 1:59pm

jayr
Total Posts: 1074
pic
Yeah the pillars are very square, maybe just a bit of a bevel on the edges to catch the light a a few well placed bumps and distorsions to break it up a bit.


You could always swarm the player with monsters so they don't notice :o


But then fantasy games should have a feeling of wonder and the setting go a long way to giving that feeling. You seem to be getting it across quite well, i'd love to see some moving footage too.

Post by Eagle // Nov 5, 2008, 3:38pm

Eagle
Total Posts: 221
pic
Edit: (moved images to end of post)

I think I have the particles the way I want them to be now.


More to come~


Always~

Vickie ;)

Post by Eagle // Nov 6, 2008, 5:46pm

Eagle
Total Posts: 221
pic
Time to work on the spell casters~

Edit: (moved images to end of post)

more to come~


Always~

Vickie ;)

Post by nigec // Nov 7, 2008, 4:32am

nigec
Total Posts: 314
pic
Fantastic work :)


Just out of interest what sort of bandwidth does this monster eat? I've done single player Flash games and even a 4 meg game can munch away at it fairly quickly :rolleyes:

Post by TomG // Nov 7, 2008, 5:51am

TomG
Total Posts: 3397
Band width is normally fairly low in a MMORPG, as all that is sent is basic information like the new position for a character or monster, or a numerical index as to what activity its performing. The actual geometry for the meshes, textures, animations etc are all stored on the client machines, preloaded in the installs, meaning only minimal data needs to move around from server to client.


HTH!

Tom

Post by nigec // Nov 7, 2008, 6:27am

nigec
Total Posts: 314
pic
Thanks Tom


I see what mean, I've never had anything to do with MMORPG's, I'm struggling enough with a single player 3D game lol.. Flash and the Awakening stuff I've done downloads to temp files so in the past BW was always an issue for me

Post by TomG // Nov 7, 2008, 6:51am

TomG
Total Posts: 3397
Yes, an FPS is more tricky, as it's much more "twitch" - the exact position of someone is critical in an FPS, as is the exact second of pulling the trigger, as things like "Is it a head shot, or not?" require great accuracy in calculations.


For a MMORPG, being a 6 inches (in game) in one direction or another doesn't make much of a difference, and the instant of pressing an action is also less critical and not split second. The emphasis goes onto supporting more people at once, with less accuracy, than something like an FPS or racing game or beat-em up where its more accuracy, less people. It's more important to have 30 or 40 people per side duking it out over a keep, and in the thick of all that, precision in position and timing is barely noticed by the participants, so simply keeping it all running with that number of participants is what counts :)


As such the data is kept fairly light for the MMORPG, making it less bandwidth of a bandwidth hog (at least until you hit densely packed towns and cities!).


HTH!

Tom
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