Author Topic: Crowfall  (Read 7721 times)

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Offline Golem

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Re: Crowfall
« Reply #75 on: February 15, 2015, 06:53:36 pm »
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It's game of throne-ish MMORPG crafting exquisite. Hunger is coming, eat yourselves..
« Last Edit: February 15, 2015, 06:59:13 pm by Golem »
This is about being straight out retarded. Children see in slow motion like owls.

Offline Gatsby

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Re: Crowfall
« Reply #76 on: February 17, 2015, 06:30:01 pm »
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FREQUENTLY ASKED QUESTIONS | VOXEL FARM

1. What are Voxels?

Imagine a world made of bricks – like Minecraft – only with bricks that are much, much smaller… So small, in fact, that you can’t see them. Small enough that you can carve a sphere out of a surface and leave it perfectly smooth. You can take a chunk out of a wall or a hill without it looking angular and blocky.

Voxel Farm is a technology library that does two things:

1. It allows you to create things out of voxels, which means that things can be easily broken apart and put back together in real time.

2. It includes a library set for generating Worlds procedurally. More than worlds, actually – castle walls, towers, buildings, rocks… you name it!


This technology, when mixed with a real time physics simulation, opens up a whole new world of potential gameplay.


2. What does a voxelized world allow players to do?

Blast holes in walls. Collapse towers on your opponent. Dig a tunnel beneath a castle wall, so that you can dig your way up into the courtyard and siege from within.

Voxel technology gives the players the ability to (literally) move mountains.

To see what’s possible, check out the Voxel Farm destruction demo, here: http://youtu.be/on-0Ou48tak


3. Is this only on Campaign Worlds? Or on the Eternal Kingdoms are well?

We are using this technology for every Crowfall world.

On the Campaign worlds, the implications are obvious – if these Worlds are going to be destroyed eventually, anyway, why not make them fully destructible?

On the Eternal Kingdoms, the technology gives you the ability to customize your Kingdom or province in unique and interesting ways: construct a blacksmith shop, design a marketplace, build walls and towers and design a Castle.

All of this is possible -- provided, of course, that you win enough materials in the Campaign Worlds, first.


4. What does “procedural world” generation mean?

Most online games use 3D environments created by hand. This process is incredibly expensive and time consuming, as it requires the coordination of numerous artists and designers working for months to create every single area in the game.

Generating a game algorithmically means that this process is automated. Instead of having each World be created by a team of artists and designers, these individuals create assets (like trees and rocks and buildings) independently, as part of a “World creation toolset.” Engineers then “teach” an algorithm to create a multitude of Worlds using (and re-using) those parts.

Algorithmic terrain creation isn’t great for theme park games where the areas are created to match particular, pre-written storylines. However, it works GREAT for simulation and strategy games (like Minecraft, or Civilization) where your decisions – and the decisions of the other players – form the foundation of the experience.


5. What kind of things can be created algorithmically?

Terrain generation can be done algorithmically, resulting in realistic looking Worlds: oceans, continents, mountains, lakes, hills, valleys, rivers.

Subterranean areas can be included, as well… veins of iron or copper, twisting caverns and underground lakes and rivers. It can even be used to generate an endless landscape filled with ruins.

Structures can be created algorithmically, as well. You can use “grammars” (sets of rules) to create walls and towers out of bricks, and castles out of walls and towers. See what kind of buildings can be “grown” algorithmically by checking out this video. http://youtu.be/scacfkd_Tao

…and to see the real-time architectural tools in action, click here. http://youtu.be/zU95rUpyexA

The two systems can even be used in conjunction, allowing you to build a continent and then “grow” villages, castles and towns in places where they would be most likely occur.


6. Why is this important for Crowfall?

Crowfall is a mix of an MMORPG and a strategy game.

You know that feeling you get, the first time you log in to a new game – that rush of exploration and mystery? The sense of excitement that comes during first turn of a game like Civilization – the urgency to explore, to expand, to conquer? that’s the emotion that we want, every time you enter a new Campaign World.

One of the things that can make a strategy game grow stale is knowledge of the game board. If players learn that the key to winning is to always “take control of point A” and “avoid the choke point at B,” it makes subsequent games less interesting.

By using an algorithmic approach to create new game Worlds at the “push of a button,” Crowfall can keep the players constantly guessing and keep the game feeling new.

Offline Golem

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Re: Crowfall
« Reply #77 on: February 20, 2015, 12:38:16 pm »
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FREQUENTLY ASKED QUESTIONS | PHYSICS
1. What do you mean by a "physics" system?
Physics system means that objects in our game world move and react according to real-world physics rules. Objects have mass and that mass imparts inertia/momentum.


2. Don't most MMOs use physics to move things around?
Most games have a simple physics system to represent players falling and things like that. Our system uses a physics engine for this purpose and as such can account for a much more dynamic scene, for example, falling objects colliding with one another. Movement of debris from an explosion, or scene dressing does not require a physics simulation. We apply physics to objects that can be meaningfully involved in gameplay, like the player's avatar, chunks of terrain and so on.


3. Does that mean players can't stand inside of other players?
It does! We think this will lead to some fun behaviors in combat.


4. What kind of forces are applied? (Momentum, inertia, Gravity, etc?)
We use a real-world gravity system where objects have mass and that mass corresponds to what you would expect from every day experience; Big barrels full of sand would be heavy, small objects like weapons weigh a lot less. Our player powers can also create forces to do things like push or pull, and knock up or knockdown.

When you apply player powers to in world objects there is potential for crazy destruction. It could also get out of hand and make a giant mess, so we are watching this area carefully.


5. Does this system affect... characters, monsters, objects, buildings, terrain?
Yes, the system affects everything in the world.


6. Can players block other players from moving?
Yes they can, which should allow for some interesting battlefield formations. However, not all characters will have the same mass, so a larger character like a Centaur will have no trouble pushing a much smaller Assassin out of the way. Also, some characters may have special powers that enable them to teleport past other players, while others may have powers that prevent players from passing them. Controlling the battlefield will be a key strategy to master!


7. Has this technology been used before?
Yes. The Voxel Farm technology library has been used by Daybreak Game Company on their titles Landmark and up-coming MMO, EverQuest Next.


8. Will any of my ranged powers use physics?
Yes, some powers use physics forces/impulses to push objects around. Some powers create projectiles which can apply forces to whatever the projectile hits and explodes on. A fireball could hit a player, explode and knock them back a few feet. Or maybe a meteor could hit the ground next to a player, knock them into the air and destroy the terrain under them, so when they fall it is a fair distance.


9. Will any of my melee attacks use physics?
We want everyone to enjoy the physics in Crowfall, so yes!


10. Can I use physics to push another player off a cliff? Or down a mountain?
Absolutely, assuming the force applied to them is enough to move their mass. Some of the characters have much more mass than others like the Centaur or the Champion.


11. What physical properties do items have?
All objects in the world will have mass, and a corresponding weight based on the world's gravity. Items in your inventory will not contribute to your avatar's overall mass however.


12. What tactical considerations will I need to take in account during combat?
In most other combat systems the environment is very static and the physics pretty limited. With the introduction of physics and a destructible environment Crowfall is shaking things up, quite literally.

This technology allows all kinds of emergent behaviors that no one has seen before. Imagine blasting a hole in the ground, using a force to knock an enemy into it and summoning a giant rock over the hole.


13. How can players take advantage of this system (shield walls, or tactical formations)?
We anticipate the tank types to have positional control on the battlefields, they will create formations or walls to protect whom or whatever is behind them. In classic MMO’s the tanks have protected the more lightly armored members of the group, in Crowfall they may also be protecting a siege weapon or entrance to a tower. Of course the enemy may have specialists who dig through the terrain under those tanks to get to the targets.


14. Do projectiles use physics?
Yes they do.


15. Does that mean that I can be hit by friendly fire?
Wherever possible, yes -- but we have to make sure that this is balanced. Some rules sets (like the infected worlds, which are Faction based) divide players automatically into teams. We have to make sure that players can't join teams specifically to take advantage of friendly fire to grief their own "teammates."

Our plan is to try and apply debuffs to players for doing damage to or killing their teammates (the gods curse you for your incompetence). If this proves not to be a good enough deterrent, however, we may have to turn friendly fire off for particular Campaign worlds.


16. How does this system work with the destructible environment system?
If walls crash down on you, you will take damage. If the ground opens up below you will fall. The environment can be just as lethal as an enemy player.
This is about being straight out retarded. Children see in slow motion like owls.

Offline Gatsby

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Re: Crowfall
« Reply #78 on: February 20, 2015, 03:35:56 pm »
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Honestly, if this game is not gonna be a lag fest i would be surprised.


Offline Grytviken

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Re: Crowfall
« Reply #79 on: February 23, 2015, 06:44:01 am »
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Honestly, if this game is not gonna be a lag fest i would be surprised.

The new Shadowbane server has sustained sieges up to 500 players without much lag. A ton of players from SB are going to be moving to this, and the only thing they care about is massive sieges and pvp so I think they will be prepared.

Offline Vibe

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Re: Crowfall
« Reply #80 on: February 24, 2015, 02:50:25 pm »
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Offline Xant

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Re: Crowfall
« Reply #81 on: February 24, 2015, 02:56:01 pm »
+2
Wow, it looks like Generic: the Game.
Meaning lies as much
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Offline Christo

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Re: Crowfall
« Reply #82 on: February 24, 2015, 03:00:58 pm »
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.-.
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Offline Gatsby

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Re: Crowfall
« Reply #83 on: February 24, 2015, 03:53:45 pm »
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Well at least there's a game at the end :D
I won't spend money on this untill beta is out (actually i'm in beta grp already but probably will be on in late 2016), anyway i like the ideas and the different rulset, hope this is gonna turn out good.

800k goal it's a  lot, but also 150k raised in 1h isn't bad at all.

Offline Xant

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Re: Crowfall
« Reply #84 on: February 24, 2015, 04:37:59 pm »
+1
Looks like they are definitely getting it. It was at 60k at the time of my previous post, now 185k.
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Offline Christo

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Re: Crowfall
« Reply #85 on: February 24, 2015, 05:46:01 pm »
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Looks like they are definitely getting it. It was at 60k at the time of my previous post, now 185k.

already at 250k now

They'll have it easily in two days at this rate
« Last Edit: February 24, 2015, 05:50:44 pm by Christo »
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Offline Polobow

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Re: Crowfall
« Reply #86 on: February 24, 2015, 06:52:12 pm »
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Well, this is kinda what Epic is aiming for.

Offline Xant

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Re: Crowfall
« Reply #87 on: February 24, 2015, 11:13:12 pm »
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already at 250k now

They'll have it easily in two days at this rate
385k
Meaning lies as much
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Offline Golem

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Re: Crowfall
« Reply #88 on: February 25, 2015, 01:19:53 am »
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Watched the kickstarter video and instantly realised that it's a scam. They talk about being independant, yet they probably depend on some big company, which hired them to raise money(so the company doesn't have to pay for development) and then make the game.
Source: it's evident in all their faces, voices, the way they move etc.
« Last Edit: February 25, 2015, 01:32:24 am by Golem »
This is about being straight out retarded. Children see in slow motion like owls.

Offline cmp

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Re: Crowfall
« Reply #89 on: February 25, 2015, 02:08:34 am »
+5
Source: it's evident in all their faces, voices, the way they move etc.

Also at 2:40 you can see greenish scales on his right forearm.