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Vantage
Vantage
Game and Engine Designed and Implemented By
Chris Allar, Crystal Dragon
Contents:
The Game:
Details of game play, game mechanics and implementation and general engine
information.
The Engine - VantEdit:
More in-depth explanation of VantEdit, the graphics engine, and world creation
systems.
The Editors and Tools:
The high level tools used to maintain, implement, and create new engine and game
play data
The Game:
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Pre-historic simulation
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Your main objective, to survive!
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Build fires, make spears, hunt animals and just try to stay alive
in the harsh new world
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Forage for food, hunt bears, and go spear fishing
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Create a shelter protect yourself from the harsh weather
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First-person view in a fully 3D world
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Full “seamless”, “zoneless” world with no load screens
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Beautiful full day/night cycle
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Randomly generated worlds of nearly infinite size
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See “The Engine” section for more detailed information
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Educational yet fun game play system
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All crafts, items and skills are implemented as realistically as
possible to give the most accurate representation of prehistoric times
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In-depth and very detailed crafting and skill system
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Collect specific items for crafting. Item properties like quality
and durability matter
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Realistic crafting models
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For example, the items and skills needed to create a fire in game
are the same in the real world
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Excerpts on the origins, methods, and other information about
items and crafts involved in the game.
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Learn real world facts as you craft!
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Tool tips and item details give history, uses, and other valuable
real world information.
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Over 100 items, 40 crafts, and 20 skills to improve, and
constantly growing!
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Editor tools allow for open modifications and additions to
infinitely expand these (See the Tools section)
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Beautiful and well organized in-game HUD
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Windows with well placed information, customizable item lists, and
much more
The Engine - VantEdit:
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Database-driven architecture
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The game is set up to be database driven so as to be converted to
client/server architecture as easily as possible
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Seamless, and world wrapping terrain engine
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Walk in the same direction forever and never hit an invisible wall
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In-depth terrain and object loading algorithms make for smooth
loading and display of graphics without stopping the game to load large amounts
of data
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Full day/night cycle, and sky dome
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With ranging color cycles from dawn to dusk, blended into a
nighttime sky
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Accurate sunlight colors throughout the day and night
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Real-time streaming of terrain and objects
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No “zones” no game-stopping loading, no in-game loading screens
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Massive World Generation Tool:
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Capable of generating infinitely sized worlds in extremely small
amounts of time. Complete with terraforming, erosion and world objects
(trees/shrubs/buildings), all automated.
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World created using fault line and plate collision algorithms
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Simulate over hundreds of thousands of years of plate movement and
collisions to create mountain ranges, hills, islands, and plains.
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Terrain created by using USGS geological height data
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Objects placed using generation algorithms based on temperature,
altitude, and rainfall values of the world.
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Specific USGS data is then rotated, scaled, eroded, then placed in
the world based on the data collected from the plate collisions
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See the Tools section for more specific information
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Terrain Rendering
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Defined by “Page Size” (a square grid of size X points of
terrain). Pages are stored as X by X size of terrain data when created and
rendered.
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Dynamically textured terrain
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Can support infinite number of terrain textures on each page of
terrain using a unique shader algorithm
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Using temperature and rainfall data, textures are applied in
real-time on creation of the specific terrain page.
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Normals calculated in real-time
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Terrain pages are generated and displayed using an LoD algorithm
based on distance from character
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Dynamic terrain LoD system: Define LoD distances of terrain that
best suit the engine and performance
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Object placement
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All objects and animations currently use the DirextX .x mesh
configuration
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Meshes and animations are registered into the game as items (See
Tools: Mesh Editor for more information)
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Specific objects can be given specific spawn and generation
parameters which allow it to be instantly created all over the world (See Tools:
Mesh Generation for more information)
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In-Game Mesh/Item Editor: Add or place any meshes or items in
run-time to add specific objects to specific areas
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All objects have optional normal map and specular map properties
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Animation System
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Fully implemented animation system
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All animation objects operate exactly like mesh objects in terms
of usage (See ‘Object Placement’ above )
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HUD System
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Custom created 2D HUD system, includes all basic interface
functionality of a window type interface.
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Supports text, buttons, edit boxes, progress bars, tool tips, user
interaction, movement of windows, and more
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Extensive tree-list style graphical system for inventory, skill
lists, etc..
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AI System
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State-based AI system used to give realistic AI to animals and
other objects. Animals will move, graze, idle, and run death animations based
off of the AI it is given
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Database storage system
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Aside from terrain point data stored in binary files, all game
data is currently stored in SQL databases
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Extremely easy access to all data during run time with no constant
file loading and access
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The game is set up to be database driven so as to be converted to
client/server architecture as easily as possible
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Other engine details
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Full lighting support
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HLSL shader support
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SQL Database support
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FMOD Sound System
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An extensive amount of editor tools for game creation
The Editors and Tools:
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Game Engine Editor tools
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World Map Window
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Overhead view of the world, color shaded to represent the land
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Move to any part of the world my navigating and clicking on the
map
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Additional values tell the page and position of the player in-game
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LoD Editor
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Display and change LoDs displayed, LoD sizes, and memory usage
statistics at run time to fine tune terrain performance
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Game Play Editor tools
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Mesh/Item Manager
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Tool allows for editing, adding, or removing all in-game game play
elements, both offline or at runtime with an in-game editor:
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Meshes and Animations
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Physical in-game items
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Item properties
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Mesh and object world generation parameters
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Sub-mesh world generation properties
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Mesh/object collision system
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Crafting Manager
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Tool which allows for editing and adding of new in-game crafts
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Craft definitions
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Item requirements, bonuses and quantities needed
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Craft stages needed
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Specific craft stage definitions
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Item wear, bonuses for items in each stage
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Skill lists and bonuses
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Skills Manager
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Allows for management of players stats and skills
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Skills and stats editor
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Leveling scale and properties
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Skill and crafting unlocking based on previous skill requirements
for player
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World Generation Tools
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World Formation Window
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This window allows for the initial definition of the in-game world
size, and other parameters such as:
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World size in pages
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World database page size
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Number of terrain LoDs to be generated
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A simulated world size definition area to define the 2D simulated
world to perform plate collisions.
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Faults and continents tabs define algorithmic values to change how
fault lines, and plate creation and movement are applies when simulating plate
collisions
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Simulation displayed a general graphical view of the plate
collisions in progress. Several values for displaying certain data are
available.
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Final values are saved out into a .wff file.
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Generate New World Window
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Uses information for a .wff (World frame File) from the World
Formation Window generation
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Displays a list of “nodes” created from the plate collisions from
the world plate collision parameters.
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Terraform tab displays modifiable values which determine how the
terrain itself will be terraformed.
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World view window is a graphical display of selected nodes from
the node list which can be moved, changed, added, and values like rotation and
erosion can be modified.
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