Welcome to the biannual Lips of Suna lack of progress update! Not a whole lot has happened since the last update, apart from some rather fruitless coding and even more fruitless modeling attempts. The lack of progress mainly stems from the need to redo large parts of the game because parts of the design simply didn’t work in practice. Unsure of how to fix the issues, I lost my motivation and ended up working on my other projects instead.
However, since I’m now bored of the other projects instead, and since I think I have some pretty good ideas that should solve the problems I had before, I’m back working on this again. As some warm up, I’m going to outline some of the problems and solutions here, despite there probably not being any audience due to the FGD planet having the RAIDS.
Terrain
When I decided to go for destructible terrain, I kind of knew that there would be some obstacles on the way, but I never guessed that it would get this bad. All those problems that have arisen and all those compromises needed are the main reason for the inactivity. I’m still not entirely sure if I’m heading to the right direction, but surely something will come out of this.
The primary problems with the old terrain system and all the prototypes I have written since were that they either used tons of memory and processing power, were too hard to edit even for me, or were just too limited to be interesting. Basically, there’s no way to eliminate all three issues when you have a huge map that players can alter at will so a lot of compromising is necessary.
The best plan I have come up with so far is to implement the terrain with simple 3D tiles that are rendered as static 3D models. The biggest problem with this approach is that even with rather large tile edge lengths, the number of visible non-empty tiles increases to tens of thousands if you set the draw distance to what people expect from modern games. While various optimizations could eliminate some of the tiles, it might be necessary to reduce the draw distance to keep the frame rate acceptable.
The reason why I’ll probably end up choosing this system is that, even though it’s expensive and limited in many ways, it’s the most map editor friendly system out of the available options. Tiles can be modeled in Blender like all the other models, and selecting them in the level editor and placing them to the map should be rather easy to learn. Manually modeled tiles also offer some interesting gameplay possibilities over plain procedurally generated surfaces, and they’ll probably look better too.
Equipment
I initially wanted to do all the equipment graphics with separate models glued on top of the naked player mesh. While attempting to create content for the miserably delayed next release, I concluded that, even though it works pretty well for small items, doing clothes and armor this way is hopeless. If the equipped item is large enough to be influenced by multiple bones, preventing the base player mesh from penetrating the item mesh is such a huge pain that it’s easier to just create a new character with the equipment in question permanently modeled into it.
I was originally hoping to give the player a lot of freedom in mixing and matching different armor pieces, but I’m going to give up with this idea now. There will only be one equipment slot for a whole armor set, meaning that you won’t be able to choose individual armor pieces. Even though there will be many other equipment slots for items such as shoes and gloves, only changing the armor set and weapons will alter the graphics of the avatar. Items in other slots will just affect the abilities of the character.
Indeed, this decision is unfortunate, but I just can’t see the original plan happening. Anyway, I don’t think the gameplay would have benefited that much from the individual armor pieces so the loss is mostly cosmetic. Avatars could probably be made more customizable again later with some texturing hacks, but it’s not that important at this point, I think.
Others
I have found the third person camera to be quite annoying in small corridors, and I think the game will have so many of those that I might have to switch to a first person perspective. I’m also considering deferred lighting as the main lighting algorithm because the polygon and light counts of the scene might get quite high. That would mean that you’ll need an OpenGL 2.0 capable card to play the game at all. When it’s playable, that is, which will probably be about the same year when the majority of gamers are running Hurd.




