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Author Topic: [Resolved] Area phasing - can it be done in HC?  (Read 1644 times)

Absolver

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[Resolved] Area phasing - can it be done in HC?
« on: Jul 10, 12, 06:07:58 PM »

So, as planning for our foray into the world of MMOs continues, it is becoming more and more evident that if we want to reach our goal, we are going to have to rely fairly heavily upon being able to present areas differently to players depending on their progress.

This is something World of Warcraft has managed using phasing; basically areas where players transition to and from different 'copies' of the world, where the scenery might be completely different from one phase to another. So, the question becomes - can HeroEngine do this, with the currently existing seamless area system? Or does some other trick have to be applied? Or is it altogether impossible without switching instances (and thus having separate playfields for each different phase?)
« Last Edit: Sep 26, 12, 08:59:56 AM by HE-Cooper »
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Kenneth Aalberg
Periscope Games

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Re: Area phasing - can it be done in HC?
« Reply #1 on: Jul 10, 12, 06:40:11 PM »

Look at the awareness used In the social ref. everyone is just standing in the same place, but their awareness determines what they see.
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Absolver

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Re: Area phasing - can it be done in HC?
« Reply #2 on: Jul 11, 12, 07:25:46 PM »

Thanks, Cooper. I should stop asking "Can it be done in HE/HC at all" - Just about everything is, apparently. ;)

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Kenneth Aalberg
Periscope Games

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Re: Area phasing - can it be done in HC?
« Reply #3 on: Jul 11, 12, 07:40:12 PM »

And you could use instancing as well for a heavier handed approach, but my limited understanding is that transitions into those different areas for different players would need to be teleports or seamless 1.0 links, as opposed to a seamless 2.0 transition.
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AdvenCast

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Re: Area phasing - can it be done in HC?
« Reply #4 on: Jul 12, 12, 08:58:19 PM »

Whats awareness?
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