Players will have a happiness level, they will unsubscribe from your game if they get too angry. Dying in almost all circumstances will make them unhappy, as well as waiting (queuing in shops, waiting for monsters to spawn, spotting a bot etc). You as the designer should be able to prevent all deaths if you're playing the game well.Some deaths will be excluded, PVP, possibly Bosses/Raids. The Priest class will be able to resurrect players, so a possibly strategy could be to spend your money on improving the priest class than your shops.

aaronjbaptiste







Level 0 Re: MYMMO - Design your own MMO city builder sim « Reply #22 on: November 28, 2015, 04:23:37 AM » Update 10:



It's a big one.



It's been an absolute blast developing this next part. An important idea around MYMMO is creativity, the ability to create your own world as you want it. Terraforming in old Sim City's was one of the most exciting parts of creating your city and everyone knows how fun it can be in games like Minecraft. I was scared about developing this, I didn't wan't want to fall into a time sink hole and never return. Today I'm happy to say i'm out of it, the worst is surely over.



Voxels lend themselves to terraforming perfectly, simple to use and in the right hands you can create beautiful things. On the face of it, you'd think it would be easy to develop a voxel engine but performance plays a major role in MYMMO and unlike Minecraft it's top down, you can see the whole map, I can't rely on culling alone for optimisations. MYMMO's terrain engine is super optimised, I've generated huge maps containing hundreds of thousands of voxels and it handles it easily at 60fps with vsync on. In the time since the last update i've developed:



Procedural generation of islands using multiple noise functions

Basic Biome support

Greedy mesh optimised voxels - meshing is not done per voxel but per textured area (a large expand of grass voxels is 1 quad)

Tiled textured voxels via a custom shader- a difficult problem to solve as I don't have each voxels vertices, so no UV mapping

Support for semi transparent voxels

Teaser of voxel editing:





Small island, can generate much larger:





Next on the todo list:

Current textures are temporary + need to design more block types.

More interesting biomes, fit for an MMO - Blood (red leaf, white trunk) trees, Volcanos, Elvern style mystical forests.

Terraforming UI - Square select, circle select

Water physics and shader

It's a big one.It's been an absolute blast developing this next part. An important idea around MYMMO is creativity, the ability to create your own world as you want it. Terraforming in old Sim City's was one of the most exciting parts of creating your city and everyone knows how fun it can be in games like Minecraft. I was scared about developing this, I didn't wan't want to fall into a time sink hole and never return. Today I'm happy to say i'm out of it, the worst is surely over.Voxels lend themselves to terraforming perfectly, simple to use and in the right hands you can create beautiful things. On the face of it, you'd think it would be easy to develop a voxel engine but performance plays a major role in MYMMO and unlike Minecraft it's top down, you can see the whole map, I can't rely on culling alone for optimisations. MYMMO's terrain engine is super optimised, I've generated huge maps containingof voxels and it handles it easily at 60fps with vsync on. In the time since the last update i've developed:Teaser of voxel editing:Small island, can generate much larger:Next on the todo list: Logged DevLog: MYMMO - Design your own MMO city builder



@aaronjbaptiste