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Messages - PN-Dwight

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Lastly: don't use spaces in the material name.

Even better: never use spaces.

I am not sure if thats the problem.

The tower was made fairly simple.

I started with a box, and then just extruded upwards. Still, som eparts look good, and others dont.
I will check out that site you pointed me at.

It's the extruding that did it, apply a texture to a cube and then extrude the cube... Besides, just applying a material without doing anything else (website I mentioned) is not the way of "texturing". It is NOT that simple.

You are fairly new to modelling. Basically because you stretched out the wall, it stretched out the texture there as well. A texture can be applied, but that doesn't mean that it fits automatically!!!

Can easily be fixed by unwrapping. What program are you using? in 3DS MAX it's:
( Easy way to do it )

Developer Job Board / Re: [MMO] Pirates' Nest - Recruitment
« on: Nov 20, 11, 06:02:20 AM »
--Reserved for updates--

~22 - 11 - 2011
- First 6 applications received on the position of web-developer (why no other positions?). Currently interviewing Davide and Ben for the position(s) of web-developer.

- 2 out of the 6 applications made it through the selection round, and have been interviewed. Their background and experience strengthen the team greatly. Without people like these 2, you cannot create a game with an engine this complex. Their skills are Web, Level and Quest design, and Computer System Security together with a vast knowledge of HSL and HeroEngine.
- Still waiting for Davide and Dion to be interviewed. (Date has to be set)

edit: Davide has joined the team

- Interview with Dion is soon due.
Team size: 4

Developer Hero Projects / Re: MMO - Pirates' Nest
« on: Nov 12, 11, 06:33:52 AM »

 - Removed content (broken links -> Please have a look at our new website: http://www.sc-entertainment.com)


About the Project:
To not make this topic too long, I have already posted some information on these forums about Pirates' Nest: http://community.heroengine.com/forums/index.php/topic,1109.0.html

Who are you asking to help you now?
I will update this thread at least once a month with a new post describing the positions. Please have a look at the latest post in this topic.

There are two options available with regards to payments:
1. Revenue share plan
This is for the people who have the trust in themselves that they can finalize an MORPG Project in Hero Engine. We are people with an endless drive and willpower; we hope you are too.
2. Payment
Hourly wages, negotiable.

Contact Details
Skype: d.gijzen

Interviews are held in English, German or Dutch by means of a conference call through Skype

Off Topic / Re: Space Navigator / 3Dmouse
« on: Oct 25, 11, 08:51:15 AM »
Certainly a glowing recommendation :D  I may have to bite the bullet and give one a try.

Also:  Ooooooooooh, Cintiq.    :D

Get the Cintiq 24 HD, it's a god's gift!! I'm still working on the 21ux (which is quite awesome as well); I tried it in HeroEngine, and it works like a charm :)

General Discussion / Re: Question about Saving
« on: Oct 18, 11, 03:06:30 PM »
Are you sure that you are always in the EDIT mode and not in the PLAY (instance) mode while editing your worlds/areas?

Developer Hero Projects / Re: MMO - Pirates' Nest
« on: Oct 17, 11, 02:04:40 AM »
aye and because disney didnt wanna devote a lot of resources they simplified combat to a simple arc... longer the distance more arc you needed with an evantual and inevitable falloff.  However and especially since you are utilizing weather it too should effect the shots.  Merely establishing a script linked to the ships helm you could easily say when item in use camera goes to here allowing for ship view or keep it realistic and have them command the ship from the helm with the ability to turn thier camera as a person on the helm would turn thier head... with a spotter saying where to turn say in the crows nest they can gain extra ability to sail.  Cannon fire too could call upon stored area variables utilizing the x y z coordinate system... if the cannon is moving along only the x axis then it is moving east or west depending on if the shot is rising or falling on the x then ya know which direction compare this to direction of wind across the axises

I now stored my Game Design Folder on my external harddrive. How did you breach my security measures? :D

I don't want weather to be of any effect to the heavier cannonballs, as it would cost too much performance shooting 100's of them. The effect of the weather on the sea are more view-related (mist, lightning, ..).

I see that your ideas resemble mine greatly, which I didn't expect.. :o You're ideas sound very promising indeed :)

All in all, I like the camera placements in POTCO with regard to their cannonneering. But I'm extending the battles with more flexible movements, and of course the ability-usage.

Edit: On your sidenote, Im still working on my project and want the GDD/GDF to be representable to other people as well, since the folder hierarchy is quite complex. Working on it, and it does sound very interesting :)

Developer Hero Projects / Re: MMO - Pirates' Nest
« on: Oct 17, 11, 01:44:22 AM »
in naruto i have :)

Ah, Ye :D But that's not a plank, it's more like uhhh a piece of a tree (Can't remember the English word).
Still, my rock-transformation is still awesome for hiding. And especially effective without the name tags.

Yeah ive seen POTCO battle and used em... though thier systems are very very elementary your's should be much more advanced as you are not making a game for little kids... just youtube some battles or even better POTCO is free... though limited when free so just make an account and frap it for research.

I just liked the steering and shooting of cannonballs in that way. But you are absolutely right that it is too elementary for a REAL pirate. PN's game mechanics include a more real feel (as you can also fall of your ship and use an ability to fight). Though I have not thought about how to repair the ship. (Though I have the next 4 expansion-packs already ready :s

I already made an account and played it to the full limits of a free account :)

P.S.: The game mechanics are great to have, and one could make it as complex as possible, but performance should not be forgotten, as well as learning curves of individuals.

Developer Hero Projects / Re: MMO - Pirates' Nest
« on: Oct 16, 11, 11:24:00 PM »
There are indeed "small" references in there to One Piece such as the abilities, though 85% of the abilities I haven't come across yet in the Anime :P
For example: did you ever see a person transform into a wooden plank or a rock? :D

As well are there elements of POTC: "Pirates' Nest", which is like the main capital/island, is somewhat like that big fortress in the third movie I believe where they fight and choose their new pirate king->queen.

Furthermore, if one could find a video about sea-battles in their online game (POTCO), I wanted to use that as a basis for sea-battles, where one can take the helm, the other crew members can take the cannons as well use their abilities (to transform into water beings) to fight other ships / SEA-KINGS *cough*.

The more "strange animals" are simply called "Creatures" in Pirates' Nest, and are all based on mythological legendary creatures.

Thanks for your replies :D

Developer Hero Projects / Pirates' Nest
« on: Oct 16, 11, 11:18:25 AM »

The name "Pirates' Nest"
The name of the game is also the headquarters of all of the pirates. See it as the "capital of pirates".

About Pirates' Nest:
Pirates’ Nest is a MMORPG in real development as of August 2010, whereas some scrap papers with ideas on it, as well as the name, date back to 2003/2004 (My little secret project back then).

The game builds around Good and Evil: Marines versus Pirates. The words good and evil are relative: The Government is seen as good, whereas the Pirates see them as evil, simply because the Government limits the freedom of the normal citizens too much so say the Pirates. The game revolves around you, the player, who is born in this world as a Pirate or a Marine. Your goal is to fight for freedom how you see fit. In order to achieve this freedom, one can/must continue through the storyline of the pirate / marine who obtained the first Gift. In this story, you will travel around the world and see things that are not known to men as of yet and is for you to discover: underwater tribes, secret passageways, underground mazes and many other dark secrets this world carries, as well as mythological beings.

The game is very community driven. This community’s building blocks are in fact “Pirate Crews” or “Marine Crews”. On top of a Pirate Crew or Marine Crew is a Captain, who can appoint Commanders to lead other ships in the Captain’s fleet.

There are thus 2 ultimate goals in this game:

Pirate’s goal
To beat the marines and to create a free world in which all people can live free and where all do their upmost best. It is believed by pirates that this is the way the world can become a better place. There should not be a higher power to control all people! The government is scared to lose its power, and that is why they want to get rid of the Pirates!
Marine’s goal / Government goal
Pirates believe that all men should be free without too much intervention of a higher power: the Government. The Government is there to sometimes even protect the people from themselves and deal with criminals and derivatives hereof. You know and understand this, and the best choice for people is to have a strong Government that can lead them all. Every freedom is a bounded freedom. Catching and killing these pirates to get rid of them all is your task as a Marine! Duty calls!

Pirates’ Nest (PN) differs from a traditional quest-and-level up-MMO in a number of ways. This section will give a short overview of some of the differences.

Firstly, this MMO is not the traditional quest-and-level up-MMO. The quests in PN have as purpose to guide the player through the world, and partially through the storyline. The real reason for those quests in that in some cases, you get to places where the player did not think of going to in the first place (for example a marine prison if you play as a pirate). When visiting these places, a watchful eye can give you hints to abilities (God’s Gifts and Devil’s Gifts) that the average player would have a hard time with locating.

Secondly, this MMO is not based on a fantasy world, but on the duality in men: good and evil. There is a real government and there are wars just like in this world, only in PN between Marines and Pirates. The players are all human and also fight like in a human way: gunfights, swordfights, sea-battles, ... You will not find fantasy characters as mages, rogues or derivatives hereof in the entire game. Exception to this are the creatures, which are based purely on mythology, and the abilities that can let you do great things.

Thirdly, the player can have a ship that he or she can freely use as transportation over the vast oceans to other islands and or main lands. When joining a crew, a member will receive the ability to teleport on the ship, and when the ship isn’t active/at sea, around the captain. The interaction with the crew is very important, and together you stand stronger. As in Knight Online™, when having a guild and play together, the Party/Guild will receive higher bonuses in experience and in gold.

Fourthly, there are two types of abilities that a player can get: God’s Gifts and Devil’s Gifts. God’s Gifts are transformation abilities, whereas Devil’s Gifts are the more combat related abilities. These abilities can be “received” (as they are gifts) by solving puzzles, manuscript or mazes. The more difficult is the puzzle, manuscript, maze or derivatives hereof, the most likely the stronger the ability is. Some abilities will be received by doing the quests, or just by pure chance that you found a Manuscript.

A small number of Game Mechanics:
  • Realistic Weather-conditions based on the real life northern hemisphere of this earth
  • Weather influences over abilities
  • No name-tags above the player (You can find out a player's name by right clicking, opening the menu)
  • Player Achievements and Bonusses
  • Infinite Gameplay possibility
  • Honour Points
  • Quests
  • Duels and Tournaments
  • Crew voice chat (optionally available)
  • Illnesses
  • Classless system

Design & World Building / Re: Dynamic loading of area's
« on: Aug 16, 11, 05:48:41 PM »
Yeah, let's just make sure we have our terminology straight, as it's different across many online games.

Server- this normally refers to a physical piece of hardware with inherent limitations on the amount of processes and memory it can run. It is also frequently used to describe the playspace that a fixed number of users have characters on, and characters on one server aren't able to interact with characters on another server. Developers would normally refer to the latter definition as a shard. Also, the term server for physical piece of hardware doesn't apply to the herocloud since our hardware scales beyond physical boxes to grow to whatever size a game requires.

Shard - a world or universe with a fixed amount of characters on it. WoW has dozens of shards. Eve Online is shardless and all characters play in the same space.

Area - in the heroengine this is a unit of server simulation, it roughly maps to an area of terrain and gameplay. Attempting to overwhelm a single area with too many assets or terrain or units of simulation (ai, players, etc) creates negative effects on the server or the users clients. Area can be stitched together with seamless technology to create the appearance of a game world that is expansive and epic without having to load assets when the player crosses an area.

So areas and shards and therefore world or universe are independent concepts. The discussions you've obsevered are about how to limit memory usage on the server, while attempting to explain to developers new to online world building that attempting to simulate miles of real world ocean is a common mistake and a waste of resources, but that in no way prohibits you from doing so.

Posted from my iPhone. Ignore all typos.

"I can do whatever I want and get away with it, because HeroEngine can adapt" is the bottomline? :)

After you have explained the views on terminology, I can now ask my questions better, and also give some more explanations:

Basically, the endgoal is to have a game in which all players play in the same world. As the player-base extends, new servers can be created, but there is not and must not be interaction between the servers.

I meant with "area" a part of the whole world, as explained here: http://hewiki.heroengine.com/wiki/Area . It's not our idea to have "miles of sea" all the time, but there are a few, I can think of 2 now, cases in which it is needed.

In the end, there is nothing that stops us from stiching together a lot of areas. Re-reading the updated wiki pages has increased my understanding.

Thank you for your replies!

Design & World Building / Re: Dynamic loading of area's
« on: Aug 16, 11, 05:15:16 PM »
Dwight, I think either you need to be more specific, or the simple answer is a resounding yes. It's the core of what the heroengine does.

Short version: can we build the whole gameworld into just 1 world, so we don't need teleportations in any way? Im talking about at least 2000 areas (max size) in 1 gameworld with thousands of assets.

I think I got confused with "properly sizing your worlds" and the "teleportation to other worlds" on the wiki. I thought all the area's were pre-loaded when you enter a world..

My apologies for the trouble!

Design & World Building / [Resolved] Dynamic loading of area's
« on: Aug 16, 11, 05:02:08 PM »
Lectori salutem!

After some research done with Hero Engine, there are a few questions that keep bugging me for quite a while and are disturbing me as well...

We are building a world that is quite like this world, and contains a lot of ocean and a lot of islands (of which some are far apart). Is it possible in HeroEngine to build all these area's in 1 world and that the area's are dynamically loaded with its assets (including other online characters) when a player comes closer to them?

I have read the ways of teleportation and how you can make it "look" like its seamless with parts you cannot see (like the maze-thing). Though that is quite hard to accomplish in a world where there is a vast ocean and you are not 100% sure where the player is at with his crew and boat to make the teleportation... And Im also worried that the player in area X cannot see the player in area Y above him before he used the "teleport" a couple of yards before him..

Is the dynamic loading of area's and its assets and characters possible?

Your help if very much appreciated and thank you for reading in advance!

Awaiting your response(s), I remain,

Dwight Gijzen

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