christopherloh's Forum Posts

  • 5 posts
  • Thanks for the responses so far. There are so many MMO worlds that I thought perhaps there was a better engine that supported it out of the box.

    I have read so far about procedural world building. That's definitely possible in this, just as has been said. Procedural between towns, hand-edited within town.

    I have also read here about overlapping chunks to make the transition feel seamless.

    Ok, if no-one knows of an engine out of the box that can handle very large worlds, then I might as well use C3.

    Anyone interested in writing a scope to build phase 1 of the land for me?

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  • Hi there,

    Can I ask for some honest advise about Construct 3? I see a lot of people using Unity so it makes me wonder if Construct 3 is right for building a sprite-based massive isometric world.

    I want to lay out a game world that takes 9 real-world hours to walk across from top to bottom. The story of the in-game world has a significant relationship to walking and being on foot. It talks about walking up ( in to mountains ) and walking down as a means for primitive navigation. So to make a map that follows the story, the player needs to walk, a lot.

    This means that the map layout needs to be sized so that walking for one day-cycle in game takes an hour in real life. Imagine pressing the up-arrow on your keyboard for 9 real hours to walk the full extend of the map.

    Is that reasonable to do in Construct 3? I've read posts here about only loading things within view of the player. In general it seems possible. But when I hire someone to make this, will they have to make so many layouts in Construct that it will just be impossible to work with? Is the Construct editor not the right platform for laying out very large maps?

    Or does anyone have an example of a construct-based game of a size like this? Is this a reasonable use for this game engine?

  • Hi Constructors,

    Is there a way to import a grayscale heightmap as terrain? Forum searching and googling hasn't helped me find the answer yet...

  • Yep, ok, that's unfortunate, but I figured it would be a workaround/trick instead of a feature. Ok thanks very much for the ideas.

  • Can anyone tell me how to add a tiled background shape that isn't a rectangle? Not the image that is being tiled, but the tiled background container itself. I'm looking to create a winding river in top-down view that is all a big b-spline. I need to tile the water, shore, grass, and forest. Am I going to have to figure out some z-order trickery to hide the edges of tiled backgrounds underneath curved static sprites?

    Or instead of a tiled background, can I somehow draw boundaries on a map and then fill within those boundaries with a tile?

    I am always eager to read and learn so if someone can point me to a doc and tell me what to go read about, that would be ideal. I've been searching forums, searching docs, searching google, and haven't found an answer to this one.

  • 5 posts