Author Topic: creating a massive world (issues)  (Read 2208 times)

for the common rpg player content is at an up-most importance.

Im sure plenty of players can agree with me that they dont want to be trapped in a confined area of say 1 single 64x64 plate, accomplishing all of the mischief that the player can get into.

since the v21 shadow and shaders update has removed terrain and interiors, the basic setup for creating one of those genres has changed dramatically

before v21 players could simply load up their favorite map, place down a couple of buildings, spawns, bots, and whatnot and call it an rpg (although that doesn't automatically certify it as fantastic, it establishes the basic theme

nowadays 99% of the content derives from player-built landscape, not to mention constructing all the other factors that actually distinguish the genre from being anything but that.

the problem with this remains in that there is a limit to the amount of bricks that we can place, as well as performance issues (lag) when attempting to create a truely unique and diverse world (massive biomes)

from the look of things players have been trying to revert this by taking various ideas into account.

one instance I took was to have the entire server a massive flat scape (no slopes, ramps, plates, or anything) simple flat.

ive realized that the player would likely be driven insane from the indefinite no elevation perspective, or from the lack of content which came with it. (since things were flat, caves, bodies of water, mountains, and many other environmental features were excluded from the project)

so in short my idea plummeted, but it was a start.

what would you as the player suggest for creating a vast, yet conservative world?

would you stick with utilizing GCF modular terrain?

the endless flat scape I have been already attempted?

or come up with your own solution?

my apologies if this seems a bit sketchy


modter.
im already doing this with spo for a new project...

modter gets the job done but loses polish while bricks are resource hogging, lengthy, but a lot prettier

what if you made all the buildings and terrain specific bricks with modterr like properties
cant say that's valid but iunno

Something strikes me the wrong way about this topic.

Terrains existed and were ugly. People were fine with that for some reason.
Terrains got removed, and people now have to build their own. They decide to make it not ugly and use way too many small bricks.

I don't get it one bit.

honestly
Floating islands.
Floating islands.
Floating islands.

seriously, it would be REALLY fun to traverse them, you could have a lot of detail, things like airship fights and control of seperate islands

man im gettin excited just thinking about it!

seriously, it would be REALLY fun to traverse them, you could have a lot of detail, things like airship fights and control of seperate islands
So like, a Bioshock: Infinite Control Point game?

So like, a Bioshock: Infinite Control Point game?
Actually that isn't a bad idea. It would certainly help with the amount of bricks you use.

honestly
seriously, it would be REALLY fun to traverse them, you could have a lot of detail, things like airship fights and control of seperate islands
man im gettin excited just thinking about it!
it's too bad a floating islands rpg would then be "stealing" my idea :cookieMonster:
(been working on one for a bit shh)

use dynamic unloading or "world areas" separated by like 4000 studs

honestly
seriously, it would be REALLY fun to traverse them, you could have a lot of detail, things like airship fights and control of seperate islands

man im gettin excited just thinking about it!
I already planned on using floating islands if I ever made an RPG.

use dynamic unloading or "world areas" separated by like 4000 studs
Or, if your mod is going to have a client sided component, use multiple servers for when you pass a certain area of the map.

Or, if your mod is going to have a client sided component, use multiple servers for when you pass a certain area of the map.
But then you have to download datablocks and stuff again all the time

But then you have to download datablocks and stuff again all the time
Datablocks don't take that long to load.

Unless you're running a bunch of gunpacks you don't need for your RPG.