| Stuff I've been doing pt.2 |
| Written by Chris |
| Thursday, 22 July 2010 14:00 |
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Buildings! Thats what I've been doing. They now have proper interiors with stuff in, and the walls turn invisible when you go inside:
So I now have the advantage of a massive seamless terrain, with seamlessly integrated building interiors. There are a few limitations that result from all this seamlessness however. Firstly the when the walls vanish the interior looks kind of like a thin paper shell rather than thick walls. Secondly I cannot make the building's walls vanish independently, meaning that if one building goes invisible-walls mode, then all the other buildings do as well. In other words, it doesn't look great but its a fair trade-off for an entirely seamless world with a high frame-rate. Meaning its better for gameplay as fights can spill into buildings and archers can shoot from windows. I hope to have as much of the interior furniture dynamic too, meaning stuff can get knocked over in a fight and bodies go flying out of windows as you are walking past. The problem I face with this though, is if an interior gets messed up, when and how do I tidy it all up again without the player noticing?
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mark them as "messed up" and store a list of messed up stuff, order it by zone (i guess you have zones in your landscape).
Every 5 minutes (or so) check and restore all messed up stuff in zones where the players is not in at the moment of the check.
Or better, instead of marking every single pieces of furniture, just store a geneale "zone is messed up" and then tidy the whole zone
I thought of something, why not instead of just respawn fixing have the object remember where it was and if it is moved away from that spot gets considered "messed" as he said. But then, have the man that that property and those items belong to want to fix it (because cleanliness is next to godliness) and have a simple animation (the one you already have) of him picking up the item and bringing it to where he wants it to be. The item would be added to his inventory and removed when he puts it down. (This being able to pick up items in a house could also be used for pillaging and looting.)