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MMORPG Contest - Week 6
MMORPG Contest - Week 6
| Name: | Tony Richards | ![]() |
|---|---|---|
| Date Posted: | Dec 13, 2006 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Tony Richards |
Blog post
Yay, nearly halfway through this... remind me never to commit to something like this without having my head examined first, though. Although it's been a ton of fun and I'm learning a lot of things, it's a tad bit on the stressful side of things.
Team Building
I'm actually a little *less* than halfway done with everything. I had expected to get a little bit more help from the other 8 people that joined the team during the first few days, but no biggie. I've got some plans on how to speed things up in the near future.
As it stands, the musician / sound guy is pulling through, and three people are actively working on the game design, but without any of those three being coders, I'm sure I'm coming across as a jerk when I tone down the designs to something that can be done in 90 days.
To play catchup, I did a bit of recruiting this past week. I've added a new concept artist and a new modeler to the team and I've all but kicked 4 - 5 other people off the team due to their not participating. If I end up kicking the others off then that'll make a total of 6 - 7 people (half of which are designers... too many in my opinion, but hindsight is 20/20).
One of the new guys is modeling and scripting interactive props.
You'll be seeing some screenshots (or a movie or two?) of his stuff next week (hopefully), and in addition to that, when he finishes the items he's expecting to release them as a content pack. Should be pretty sweet because they all include scripts to make them interactive, such as a torch that lights as you approach, etc... more details next week.
Help Wanted
Once the coding is done and the artwork is well on the way to being done and the first world is finished then I can speed things up with a little help from a few other people.
When it gets to that point I'll post this in a few more places, but what I'd like is one person that's fairly good at level building. All of the artwork will be finished and all that would be required would be for someone to take the artwork and create a zone or two.... or as many zones as can be created in a month. I'll be creating the training zone and two other zones, but I'd like some help making more. For the contest I only need two zones, but to make the game more complete I'd like a few more.
The other thing I need is story tellers... the main back story is mostly just an idea, but no real story exists. I'll need a primary story teller to create a few pages for the main back-story, and one or more GM/DM type people to help in the creation of quests.
If you're interested in either of these positions, e-mail me. We'll discuss details...
Coding
Over the past few weeks, although I'd purchased the MMO Kit, I'd mostly just ignored it. I knew some of the things Dreamer and his crew had done that I didn't want in my game, or wanted it implemented differently, so I tackled those issues first.
The database access, for instance, I didn't want running in the main thread and I wanted to use MySQL for the server side and not ODBC (for speed reasons). Also, I didn't want the Zone servers to double as authentication servers nor chat servers, so I wrote those as separate servers using a separate TCP/IP connection. My implementation of both of these servers actually run inside TGE and I added some startup command-line parameters to indicate if the server should start.
My command line is something like this:
This will start up a game server running the primary instance of zone 0 (the training zone), start up the loginServer listening on port 5241, and also start the chatServer running on port 5421.
The zone server gets information about zone 0 instance 0 from the database. I'm using a text-based log file for the chat server. I'm thinking that the training zone will be under utilized, so it's not a big deal if it also doubles as the chat server and login server.
The zone manager is responsible for starting and stopping the zone servers. When a zone server is over-populated, the zone manager will do a zone split, creating two instances of the same zone. The zone manager will also handle load balancing between instanced zones as well as spawning off new instanced zones for instanced missions / quests.
The chat server is finished now too... I didn't get the chance to put all of the features in it that I'd have liked, but it supports global chatting, zone chatting, player to player, and team channels. For now the players cannot create their own channels, but I plan to add that in after the contest if I don't get a chance to do it sooner.
This past week I pretty much finished everything that I knew wasn't in the MMO Kit, so I started browsing the MMO Kit source and pulling stuff over to my version and integrating it. I figured I'd have a lot of editing to do to integrate it into my game.
One of the things I needed to do was to create the client side of the login GUI. As I figured, it took a decent amount of coding, since my login method was completely different from the MMO Kit, but Dreamer's crew did a great job of laying everything out... it took me just a few minutes to hook everything up.
I have to say, I'm actually very impressed with a lot of the stuff I'm seeing in the kit... things like standard Ok, Ok/Cancel, and Yes/No message boxes, the impressive GUI textures, and the overall quality of the scripting and C++ coding. Even if you're not making an MMO, this kit makes a great resource. It'd be nice if some of these features would make it into TGE.
Cool GUI stuff:


I can't take credit for these GUI's... they're all part of the MMO Kit.... very nice, eh?
Artwork
Originally I had anticipated only doing coding this week, but I hate not showing at least a few screenshots, so I also did a little bit of modeling today just for that purpose. :P
I've been working on a process of taking a MakeHuman model, exporting to .OBJ, then use some scripts to help me reduce the poly-count, attach some pre-made bones, import some motion capture data, then export to Torque.
That's all pretty easy and with a little bit more experimenting I'll be able to get it down to about an hour per model, plus another hour or so per piece of clothing. I'm trying to keep all of the proportions mostly the same so I can re-use all of the clothing for most of the models.
The biggest unknown up until today was clothing, so I started working with methods for quickly creating some clothes.
Here's my quick little work in progress... this was created from scratch in just a couple of hours. I wrote down the process so redoing it I'd estimate will take about an hour.


That's only 2800 triangles, plus another 800 reserved for clothing and as much as another 300 for weapons at the highest detail level.
The skin is still a little off... I'm still experimenting with the SSS script in Blender. I create the vertex colors using SSS, then bake it into a texture. Once I figure out the correct colors, it'll only takes 10 minutes to generate the skin.
It'll take a few more minutes to clean it up because of the seams not lining up perfectly, but that's easy enough.

And just to prove that things are going faster, I whipped this one up (including the ugly texture) in about 20 minutes.


Future Stuff
Next week I hope to have some more artwork from the new guy in addition to some actual in-game screenshots. I'll be purchasing the Arcane-FX and hopefully have some of that integrated as well.
Back to the grind... thanks for reading.
Team Building
I'm actually a little *less* than halfway done with everything. I had expected to get a little bit more help from the other 8 people that joined the team during the first few days, but no biggie. I've got some plans on how to speed things up in the near future.
As it stands, the musician / sound guy is pulling through, and three people are actively working on the game design, but without any of those three being coders, I'm sure I'm coming across as a jerk when I tone down the designs to something that can be done in 90 days.
To play catchup, I did a bit of recruiting this past week. I've added a new concept artist and a new modeler to the team and I've all but kicked 4 - 5 other people off the team due to their not participating. If I end up kicking the others off then that'll make a total of 6 - 7 people (half of which are designers... too many in my opinion, but hindsight is 20/20).
One of the new guys is modeling and scripting interactive props.
You'll be seeing some screenshots (or a movie or two?) of his stuff next week (hopefully), and in addition to that, when he finishes the items he's expecting to release them as a content pack. Should be pretty sweet because they all include scripts to make them interactive, such as a torch that lights as you approach, etc... more details next week.
Help Wanted
Once the coding is done and the artwork is well on the way to being done and the first world is finished then I can speed things up with a little help from a few other people.
When it gets to that point I'll post this in a few more places, but what I'd like is one person that's fairly good at level building. All of the artwork will be finished and all that would be required would be for someone to take the artwork and create a zone or two.... or as many zones as can be created in a month. I'll be creating the training zone and two other zones, but I'd like some help making more. For the contest I only need two zones, but to make the game more complete I'd like a few more.
The other thing I need is story tellers... the main back story is mostly just an idea, but no real story exists. I'll need a primary story teller to create a few pages for the main back-story, and one or more GM/DM type people to help in the creation of quests.
If you're interested in either of these positions, e-mail me. We'll discuss details...
Coding
Over the past few weeks, although I'd purchased the MMO Kit, I'd mostly just ignored it. I knew some of the things Dreamer and his crew had done that I didn't want in my game, or wanted it implemented differently, so I tackled those issues first.
The database access, for instance, I didn't want running in the main thread and I wanted to use MySQL for the server side and not ODBC (for speed reasons). Also, I didn't want the Zone servers to double as authentication servers nor chat servers, so I wrote those as separate servers using a separate TCP/IP connection. My implementation of both of these servers actually run inside TGE and I added some startup command-line parameters to indicate if the server should start.
My command line is something like this:
FracturedUniverse -dedicated zoneServer 0 instance 0 loginServer 5241 chatServer 5421
This will start up a game server running the primary instance of zone 0 (the training zone), start up the loginServer listening on port 5241, and also start the chatServer running on port 5421.
The zone server gets information about zone 0 instance 0 from the database. I'm using a text-based log file for the chat server. I'm thinking that the training zone will be under utilized, so it's not a big deal if it also doubles as the chat server and login server.
The zone manager is responsible for starting and stopping the zone servers. When a zone server is over-populated, the zone manager will do a zone split, creating two instances of the same zone. The zone manager will also handle load balancing between instanced zones as well as spawning off new instanced zones for instanced missions / quests.
The chat server is finished now too... I didn't get the chance to put all of the features in it that I'd have liked, but it supports global chatting, zone chatting, player to player, and team channels. For now the players cannot create their own channels, but I plan to add that in after the contest if I don't get a chance to do it sooner.
This past week I pretty much finished everything that I knew wasn't in the MMO Kit, so I started browsing the MMO Kit source and pulling stuff over to my version and integrating it. I figured I'd have a lot of editing to do to integrate it into my game.
One of the things I needed to do was to create the client side of the login GUI. As I figured, it took a decent amount of coding, since my login method was completely different from the MMO Kit, but Dreamer's crew did a great job of laying everything out... it took me just a few minutes to hook everything up.
I have to say, I'm actually very impressed with a lot of the stuff I'm seeing in the kit... things like standard Ok, Ok/Cancel, and Yes/No message boxes, the impressive GUI textures, and the overall quality of the scripting and C++ coding. Even if you're not making an MMO, this kit makes a great resource. It'd be nice if some of these features would make it into TGE.
Cool GUI stuff:


I can't take credit for these GUI's... they're all part of the MMO Kit.... very nice, eh?
Artwork
Originally I had anticipated only doing coding this week, but I hate not showing at least a few screenshots, so I also did a little bit of modeling today just for that purpose. :P
I've been working on a process of taking a MakeHuman model, exporting to .OBJ, then use some scripts to help me reduce the poly-count, attach some pre-made bones, import some motion capture data, then export to Torque.
That's all pretty easy and with a little bit more experimenting I'll be able to get it down to about an hour per model, plus another hour or so per piece of clothing. I'm trying to keep all of the proportions mostly the same so I can re-use all of the clothing for most of the models.
The biggest unknown up until today was clothing, so I started working with methods for quickly creating some clothes.
Here's my quick little work in progress... this was created from scratch in just a couple of hours. I wrote down the process so redoing it I'd estimate will take about an hour.


That's only 2800 triangles, plus another 800 reserved for clothing and as much as another 300 for weapons at the highest detail level.
The skin is still a little off... I'm still experimenting with the SSS script in Blender. I create the vertex colors using SSS, then bake it into a texture. Once I figure out the correct colors, it'll only takes 10 minutes to generate the skin.
It'll take a few more minutes to clean it up because of the seams not lining up perfectly, but that's easy enough.

And just to prove that things are going faster, I whipped this one up (including the ugly texture) in about 20 minutes.


Future Stuff
Next week I hope to have some more artwork from the new guy in addition to some actual in-game screenshots. I'll be purchasing the Arcane-FX and hopefully have some of that integrated as well.
Back to the grind... thanks for reading.
Recent Blog Posts
| List: | 11/29/08 - Fractured Universe resumes 11/13/08 - Take Two... 11/13/08 - Zen and the Art of Indie Game Development 04/10/08 - Indie 2.0 - Content Packs 03/14/08 - Indie 2.0 - Part 1 01/04/08 - IndieZen Dev Blog, Dec 2007 12/13/07 - Happy Birthday IndieZen! 11/25/07 - IndieZen Dev Blog, Nov 2007 |
|---|
Submit your own resources!| David Montgomery-Blake (Dec 13, 2006 at 03:31 GMT) |
| Jeremiah Fulbright (Dec 13, 2006 at 04:52 GMT) |
| Dreamer (Dec 13, 2006 at 09:00 GMT) |
I agree forking out those processes onto their own servers is a great idea.
Now when it comes time to stick clothes on your model remember we have a few different ways of doing it.
Mesh Hiding is the default system, we also have target area reskinning, and finally decals.
Try not to get bogged down in the details though. 90% of modeling can be done in a couple hours but that last 10% required for getting it "just right" will usually take a few weeks.
Finally as to team building. We've had the same problem over at the MMOKit with people coming on, saying they'll give us the sun, moon and stars and then just disappearing. Because of this we have adopted a system called 5 day death. This means if you're given/assigned something to do and no noticable progress is made in 5 days, then we have to assume you've died, and like you as we may, someone else needs to pick up the slack. Once a person has died, they are stripped of any titles they may have (2D/3D Graphics Lead etc), are demoted to peon (should they return) and are essentially given the cold shoulder or some minor housekeeping tasks, until they have proven that they "really" want to be here.
The system sounds cruel, but it's very effective at seperating the wheat from the chaff.
Another thing we utilize heavily, or at least we try to use heavily is OverLord, this is a neat little system and lets us keep tabs on what folks are doing and/or assigned to do. Also make keeping track of re-assignments a breeze.
Anyways excellent work!
Regards,
Dreamer
| Dave Young (Dec 13, 2006 at 12:45 GMT) |
| Tom \"epicglottis\" MacGregor (Dec 13, 2006 at 22:23 GMT) |
| Tony Richards (Dec 14, 2006 at 00:13 GMT) |
@Byte - Thanks! Wanna come help? :P I know, I know... you're working on Ascension. Maybe we'll get to work together again sometime.
@Dreamer - Thanks for the support. Great idea on the 5 day death... I think I'll use that. I'm pretty organized and for such a short project I don't think I need Overlord. For project management of a single project, I like Trac because it has the SVN, bug reporting and Wiki all integrated into one package. Add phpBB and you're set. I know what you mean about 90% of the work taking 1% of the time... and the final 10% of the work can take a significant amount of time, but I'm not polishing stuff yet. Hopefully sometime 2007 after the end of the competition I'll have time to go back and polish some of the artwork.
Maybe I'll get extra points for having a decent amount of original art. :P
@Dave - Yes, the new zones are both lanched and controlled from a separate application.
@Tom - Nope, I'm using Blender... I think MilkBones only works with MilkShape.
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