Questions about building

Discussion in 'Ideas and Suggestions' started by mxe363, Oct 6, 2016.

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  1. mxe363

    mxe363 New Member

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    From watching the devlogs i have noticed that there has been a pretty steady theme of collecting resources (wood, stone/ore), crafting (wood crafting, smelting) and weapon creation.

    • What i am wondering about is what you will be able to do with what you have gathered
      • The first thing that comes to mind is building houses and such but unlike most game that have you hit trees for wood
      • This game does not have any signs of Voxel based buildings or structures.
      • So if we won't be building block huts, will we be able to build mesh presets like houses, fences and tables?

    What is the goal for building structures if that is even going to be a thing?
     
    Last edited by a moderator: Oct 10, 2016
  2. Ingeneering

    Ingeneering New Member

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    Maybe they can do something similar to Subnautica or even Fallout 4 where there are building blocks that can snap together to create something of your choosing. It won't be Minecraft levels of customization but that doesn't really seem to be the central theme to the game either, so it might get ok.
     
  3. Ryan

    Ryan Moderator Staff Member

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    Hey hey! Great questions! Well like most systems in YVR we are going to start simple and iterate from there based on community feedback. So our end goal would be to create a building system similar to what you see in Reign of Kings or Rust, however the technical challenge with this is that you end up with a lot of individual mesh pieces and a lot of draw calls(until you build a mesh batching tool which UE4 doesn't natively support). What this means is that if we had a nice modular building system like those games, the bigger the house you have the more pieces it's made out of and the more and more it's going to bog down the GPU to render. In a normal PC game this isn't as big of a concern because a.) players are fine playing at 40-60 fps and b.) you only need to render things one, but not in VR.

    So to start we will likely move forward with pre-assembled and batched buildings, where you choose a blueprint which spawns a semi transparent outline of the building into which you drop in the resources for each section and then go to work hammering and strapping things together. We would provide a ton of options so it wouldn't just be house, pub, etc etc, but a bunch of variations of houses, big, small, multi-stories, basements, etc etc

    The next step from there would be that instead of the house plans being pre-selected you would have all of the modular pieces at your disposal and ideally we would create a system similar to what you see in Fortnite with perhaps a bit more custom options for style and colors but again the only way we can do that is to create a custom batching tool that happens on the fly so that you're framerate doesn't go down(and your lunch doesn't come up) as you build a bigger and bigger house.

    In terms of the goal, well in the beginning it will be to explore and enjoy the first building experience in VR but the mid-term goal would be to provide safe haven from danger and the elements. Right now we are providing you with a nice starting village and all the toys you can play with, but as soon as we have a fully crafting system it's going to be up to the player to build the buildings and items he/she needs or wants to play with.
     
  4. mxe363

    mxe363 New Member

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    i see, sounds like technical limitations will define what happens for the future. cant wait to see/ here more!
     
  5. Ryan

    Ryan Moderator Staff Member

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    Well tech limitations will define what happens in the short term and how iteratively we approach large systems
     
  6. Ryan

    Ryan Moderator Staff Member

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    After our discussions last night we have decided to implemented a very very rudimentary building system for the early access launch. Not so much of a building system actually as it is the ability to purchase and eventually upgrade pre-made buildings with resources. So some buildings will be purchasable with gold, such as the smelter. Others like the pub will require you to collect 2000 wood and then it spawns the building. VERY SIMPLE for now and nothing near what the final system is, but we thought it would be something to give more meaning to chopping down those trees and a sense of accomplishment of building up your town instead of having it all given to you from the get go
     
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  7. Ingeneering

    Ingeneering New Member

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    This is absolutely perfect. I don't think people would be turned off by this at all, in fact, I think it will have the opposite effect. People play these build/survive type games because they love the feeling of accomplishment they get from starting with a humble hatchet and working their way up to a log fortress!

    My general rule for video game value is this: if a movie is $12 for a 2 hour movie, that's essentially $6/hour of entertainment. My threshold for video games is $1/hour. Battlefield 4 $0.20/hour. No Man's Sky, $1.33/hour. So if the progression from the Early Access has about 15 hours worth of gameplay in it (without restarting from scratch), I think that's enough. Some people will find a way to extend that to 100 hours building a forest full of pubs, some might stop at 2 hours after they got a taste of everything. But I think what's most important is that there is enough compelling content to get people to play about 10 hours and get into it, get a sense of your direction and vision, and not an hour's worth of mini games and then they quit saying "medieval funhouse in an open world." So if the tagline of the game is to Explore, Gather, Build, and Fight, I think it makes sense that there's at least 1-3 hours of each in the Early Access.
     

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