Stuff I've been doing pt.2
Written by Chris   
Thursday, 22 July 2010 14:00

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?

 

 
COMMENTS (3)
nice
1 Thursday, 22 July 2010 14:44
giallanon
>>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?

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
Can't Wait
Monday, 26 July 2010 14:43
Suta
>>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?
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.)
Cool
2 Thursday, 22 July 2010 16:33
Cyberruler
When you say interior, did you mean the furniture as in the shelves, barrels, and chairs, or did you mean items likes swords, hammers, teddy bears, etc? Whichever way you meant, I agree with giallanon, but change 5 minutes to 10 minutes, because that is fast unless 5 minutes in the game world is 5 hours, then you can keep it. It depends on how you cose to set up time in the game world, because if you totally wreck a store, you shouldn't have it be completely fixed up in only five hours. But anyway, the buildings look awesome from what they orginally did, so good job.
A late suggestion
3 Wednesday, 18 August 2010 00:17
Zephyr8965
I know I'm a month late on commenting on this, but what if you set it so that, if a building is messed up, its owner comes in, kicks the player out (perhaps requests they leave, if they don't, authorities come and escort trespassing characters out, unless they decide to attack or something) then, they close the place up, cover windows, and items begin slowly teleporting back to where they belong without the player being able to see?

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