Alas, poor Upiwhio

Travelling

So it’s finally happening; subscribers can now actually travel between MMO regions. Pictured here is the very first subscriber to decide to travel from one region to another, immediately before passing from one region into the other. Not pictured is the game universe abruptly exploding a few seconds later, because the system couldn’t cope with…

After

Smoother terrain

Just a little eye candy today. I’ve adjusted the terrain rendering such that most of the terrain information is now carried in textures, instead of in vertex data. This means that when I draw low-resolution terrain meshes (which have fewer vertices covering a larger area), those low-resolution meshes can still be use high-detail ground textures…

Screen Shot 2014-11-15 at 5.37.58 pm

Making paths between regions

I’ve been ill for a lot of the last week (and am still suffering from the dregs of that), but I wanted to show a couple screenshots. Amongst other things, I’ve been working on making paths between regions. Originally, my plan had been to simply make simple tunnels — when creating a path from region…

Screen Shot 2014-11-09 at 6.18.12 pm

Skies

As much as I think there should be more blue skies in video games, MMORPG Tycoon 2’s default appearance possibly was a little over the top, and it made everywhere in the world look a little bit the same. As of now, each MMO game region now gets different environmental settings, in addition to the…

Zoning regions

As I’m working on the current “progression” milestone, I’ve finally re-implemented “zoning”; setting the level range for regions. In the end, I decided that a simple, color-coded informational view was the best way to show that, and so I’ve mostly mimicked the view I used in MMORPG Tycoon 1, overlaid on top of the full…