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Author Topic: WURM Online  (Read 26862 times)

Yanlin

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Re: WURM Online
« Reply #105 on: January 31, 2009, 10:07:20 am »

A bit hard to describe really.

DF explanation: DF is birds eye view. You control how high up you are on the Z axis to view.

On 2D games, you look at the X axis. Always. The Y axis can exist. There was a little fighting game that had you move around on all 3 axis. That is, you could move left, right, forward and back. Jump too. That's a 3D game with 2D graphics. A distinction has to be made. Dwarf fortress is a 3D game with... 2D graphics.
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Micro102

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Re: WURM Online
« Reply #106 on: January 31, 2009, 10:59:08 pm »

i did a search on 3D without a z-axis and found nothing. plz direct me to the source you got that info from

i did not mention monsters and people walking up slopes or campfires because both games can do that. and the foraging/mining isnt the same. take away the landscape and the plants and ore remain. they are seperate. and i cant think of anything city limits does except open up a new chat.

going from 2D to 3D will crash the game. you would have to add physics, jumping, make everything have z-axis as well, and then there is going to be colliding problems because Wurm uses item models where as in WoW the only thing you see of an item is a picture.

... I'm completely stumped.  You're just doing this on purpose, are you?
WoW has 3D models all over the place, like houses and rocks, you can collide with.  That's no different at all from rendering items dropped on the floor. Wow just doesn't do that because it's a lot easier for the player to loot the monster itself, and it saves on 3D models which would make the game client (the bit you download or buy) too big.

You didn't mention slopes and compfires because both games can do that?  Bravo, because that's exactly what I wanted to point out.  Both games already do it, and the code they used to do it is the same kind of code needed for almost everything Wurm does, thereby proving that a Wurm with WoW graphics and an extra axis would work!

Wurm does not have jumping simply because players wouldn't be able to bypass player-built fences easily, which is important in Wurm.
City limits may not do much more than open up chat, but that's completely besides the point.  It's still code that checkes the player's location versus an area on the terrain.  Same code, same strain, different application.

Ores and plants?  Sure, WoW has them in separate models, but the code behind them isn't any different than in Wurm, Wurm just has it tied to the tile itself.  The fact that there's thousands more tiles in Wurm than plants and ore veins in WoW doesn't make any difference in code or strain at all.

Seriously, go do those game-development courses again, and learn that there is a huge difference between what you can see and the code behind it.

the collision your talking about is the same as the landscape. non moving cant be munipulated. unchanging...im talking about item collision.

your basing that WURM has the ability to become 3D because both games can make a fire and you can walk up slopes? one is 3D one is 2D....different codes, different way to make camp fires and make guys walk up slopes. since fires are so unused in WoW noone even knows if making masses of them will cause lag. WoW fireplaces also are just a click to activate. clicking it changes the item youve got. the campfires in WURM open up, you can put several things inside them, they increase the heat of items inside and change them based on the ingredients....everything in WURM is more complexed then in WoW...blizzard spends millions on those servers which are probably the best one the world considering WoW has the most players and is the top MMORPG and its already at lags edge. now how is WURM suppose to become like WoW while having so much extra content?

you expect me to think you have anymore experience in me then this? what makes you think your so right? because to me you keep making things up. ive only made a 2D sonic type game (a hedgehog was the main charater) and didnt even want to touch 3D when i found how complex it is.
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Mephisto

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Re: WURM Online
« Reply #107 on: January 31, 2009, 11:08:41 pm »

[stuff]
I've got to ask - are you intentionally twisting around things others have said just to further your argument?

To use your own words, "you expect me to think you have anymore experience in me then this? what makes you think your so right? because to me you keep making things up."
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Morlark

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Re: WURM Online
« Reply #108 on: January 31, 2009, 11:54:40 pm »

So, uh, yeah, pointless bickering aside... Lets play Wurm!

Those that have started playing, how are you guys doing? I've just finished building a house (after I got horribly lost in the woods, and killed by a troll).
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Yanlin

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Re: WURM Online
« Reply #109 on: February 01, 2009, 01:49:52 am »

I made an entire village almost single handedly. With the goal of making a self sufficient non deeded village. It succeeded. The village members had nothing more to strive for. It was abandoned over time. On the way to small bears from Newtown, there's a little sign on the road by a guard tower pointing to a terraformed piece of land. New Horom. That's my village. I terraformed the whole thing myself over the course of a week. If you go further in, you'll find an almost flat land of 5x6 (I think) farmland. I'd like to know what has become of my village and farm. Anyone mind giving me a few screenshots and details? I don't wanna play Wurm anymore. I even can't...
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Micro102

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Re: WURM Online
« Reply #110 on: February 01, 2009, 02:02:48 am »

after getting kicked by a guy named usafpararescue who killed me with spirit guards i joined Pheonix enterprises (which apparently kicked usaf out)...surprised at how masterfully they have shifted the terrain to make these super villages.

for some reason usaf wanted to build a huge 13 square building, 280 planks, then upgrade it to a stone building. we started collecting the materials for stone, we had the skill level, and already had wooden buildings for storage, plus stone buildings divide decay rate by 5x...absolutly no reason to build a wooden one yet he changed his mind halfway through resource collecting and when i said im not gonna help he kills me. if you see him stay away
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EchoP

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Re: WURM Online
« Reply #111 on: February 01, 2009, 02:45:00 am »

WoW fireplaces also are just a click to activate. clicking it changes the item youve got. the campfires in WURM open up, you can put several things inside them, they increase the heat of items inside and change them based on the ingredients....everything in WURM is more complexed then in WoW
You do realize that they could very easily do something like that in Wow. Something like that is not going to be very resource intensive at all, and nothing to do with moving to 3D.
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Sowelu

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Re: WURM Online
« Reply #112 on: February 01, 2009, 03:18:40 am »

...
In openGL, the Z axis points out of the screen, not the Y axis.
It does in DF, too(in a sense).


Roughly half the engines, sample programs, and even games with level editors out there consider "Z axis" to be "parallel to gravity" ie "up", and half of them consider "Z axis" to be "perpendicular to gravity" ie "not up".  It's all over the place.
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Yanlin

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Re: WURM Online
« Reply #113 on: February 01, 2009, 04:01:17 am »

Those that consider it to not be up are school grads that didn't bother to learn anything about 3D. You see that XY table from a birds eye view so you can easily use it. Adding a Z axis to it would be impossible as the paper is 2D itself. Unless you can accurately draw it from the side... You only get 2D on paper. Now in computers, you can have full 3D.

Micro: Stop pretending to know stuff. You don't.
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sneakey pete

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Re: WURM Online
« Reply #114 on: February 01, 2009, 04:33:55 am »

GG guys, you've managed to turn a thread about a game into a very pointless debate about the technicalities of 3D and 2D.

So anyway, i've played wurm for a long time, and i could help. if you ever got your act together.
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andrea

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Re: WURM Online
« Reply #115 on: February 01, 2009, 04:49:22 am »

i think a thread about 3d vs 2d could be made somewhere else. but lets go back to wurm.

i think it is an interesting game. but you need premium to play on main sevrers and it is legal to bash your fences if you are far from a deed. if you join, i would suggest staying in a safe place till you get some skills or buying a deed.

i will probably be bale to help too, if any of you join. my name on the game is andreea

Rhodan

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Re: WURM Online
« Reply #116 on: February 01, 2009, 04:51:06 am »

you expect me to think you have anymore experience in me then this? what makes you think your so right? because to me you keep making things up. ive only made a 2D sonic type game (a hedgehog was the main charater) and didnt even want to touch 3D when i found how complex it is.

So first you claim to know more about 3D and coding than me, totally missing every point I try to make and completely ignoring any programming logic thrown at you, and then you go on to admit you didn't even want to touch 3D because it was too complex? ...I wonder what your first job application is going to look like.
I'll shut up now, we're cluttering this thread with my posts and your word-stuffs.

I played Wurm a while back, it was fun at first but quickly got tedious having to walk for miles just to find an unfenced tree, then losing my axe and being too lost to find a new one.  The big roads were amazing, the bigger projects are all quite awesome.
Still, I think 'realism' is a bit too slow-paced to really enjoy.  I think if you really want a nice game with building stuff and the buildings actually being useful and occupied, you'd have to speed things up.  Magic or low-tech or sci-fi could help with this.  Think of 1st person co-op RTS.  Players should be able to build a fort from blocks in about an hour and set up production lines inside to make stuff to defend themselves from the outside world.  Stuff like farming should take longer, of course, but building big structures would be more fun if it was easier than in real life.
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sneakey pete

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Re: WURM Online
« Reply #117 on: February 01, 2009, 05:11:28 am »

Ah, now, if you all started at once as one big group it would be a lot more fun. things get done faster, you could go off together so you'd be safe but also far enough to find trees etc. that's what we did with infinity, and it worked (well for a few months).
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Morlark

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Re: WURM Online
« Reply #118 on: February 01, 2009, 07:26:27 am »

Heheh, you don't have to walk for miles to find trees if you live in a forest.  :P
When I first started out (over a year ago), I was living near NT, and I had awful trouble finding trees too. I ended up swimming across the lake more often than not. This time I've decided to go (ever so slightly) further afield. Unfortunately, in doing so I got horribly lost, as I said. I ended up travelling in completely the opposite direction to where I thought I was going, so when I tried to head back to civilisation, I ended up getting even more lost. I made it almost all the way to BBM before I encountered that troll, and that put an end to my crazy lost exploring.
I think this game is like DF, in that you have to set yourself some crazy megaproject. I'm going to tunnel right the way through the mountain. At least I tell myself that I'm going to, except somehow I get the feeling that I'm inevitably going to end up spawning all sorts of scorpions and cave bugs on top of myself, and get horribly eaten.
If we do end up getting enough people together to start a village, that valley north of the Bay of Swedes looks like a neat spot. It's got a teeny tiny lake, and it's pretty near to a clay pit. Alternatively, there's that desert northeast of Awesome Bay. It also has lots of clay. Of course, no DF project would ever be complete without magma! The other desert northwest of Awesome Bay has a nice lava pool nearby, so we can all get horribly killed by lava spiders. Losing is fun, right? This is all just going off a map, so I have no idea how good these sites actually are.
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Micro102

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Re: WURM Online
« Reply #119 on: February 01, 2009, 09:49:16 am »

would be nice to just get a group of people together and start building but it takes a lot of money to get a village large enough to hold like, 15 people. i think its somewhere about 250000 iron coins, 25 silver
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