Forum > Showoff - what you are working on
[SHOWOFF] Thief: Tales from the City - NOW WITH VIDEOS
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Uthil:
Nicely made, looking forwards to see more content and curious how you gonna handle the rest of Thief ideas. Was fun of it since first release.
Scytheria23:
Thanks for nice comments!
Here's as good a place as any for random thoughts. When I'm not at the computer, I'm jotting plans for the City itself. In the Thief series, the City is vast - spanning a huge river and sprawling over hills. It's physical limits are never seen, and all of the action takes place within it (or underneath it). Creating that effect in WoW is going to be tricky. Stormwind, for example, is the largest human city in the game, but a character can still run from one edge to the other in a few minutes. The City, however, needs to be something that requires a day of travel to traverse (unless, of course, I go for the same level of belief-suspension that WoW uses).
The only solution (other than building a map that measures 100x100 adts or something ridiculous) is to section the city into walled areas, with 'portals' between them. I don't mean actual magical swirly portals, but things that send you from one part of the map to another. This is actually in keeping with Thief 3, which did a similar thing to link certain areas. The 'rest of the city' will simply be evident as scenery surrounding the maps players can get to. It's not optimal - I dream of a huge totally open city - but that's probably not realistic. Thus, I'm thinking of having about ten or so areas the size of Stormwind, connected only by these 'portals'. It limits the immersion and open-endedness, but ultimately makes the project doable, and doable in discrete chunks too.
-- Scy
Steff:
I would try to do this woth custom wmos and on one map. We had maps with 10 000 plus models on one adt and it worked. Just try it.
Scytheria23:
--- Quote from: "Steff" ---I would try to do this woth custom wmos and on one map. We had maps with 10 000 plus models on one adt and it worked. Just try it. --- End quote ---
That's interesting - I'd always suspected the client could handle a lot more (and we have evidence from WoD maps ported into WotLK). The problem, however, isn't solely the number of polys the client can push out, it's the amount of time required to realistically populate a city of the size desired. Also, although a labyrinth of narrow streets with dead ends sounds nice, in gameplay terms it would eventually get pretty annoying, especially if most of those streets are only there as decoration.
Steff:
Just start with a small area and use your idea of building a wall around. Could also be some houses with no entrys and blocked streets where you cant get out.
Then you cna expand your city around step by step.
Also use some big decoration buildings outside the area so people think it is much bigger.
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