Nearly everything in the world, from grass to goblins, has a purpose, and not just as cannon fodder either. The 'virtual ecology' affects nearly every aspect of the game world, from the very small to the very large. If the rabbit population suddenly drops (because some gung-ho adventurer was trying out his new mace) then wolves may have to find different food sources - say, deer. When the deer population drops as a result, the local dragon, unable to find the food he’s accustomed to, may head into a local village and attack. Since all of this happens automatically, it generates numerous adventure possibilities.
So I'd really like to start our project here, with the information from Vii's post.
The idea of reincarnating UO's originally intended AI really seems like an endeavor worth-while.
A more detailed description can be found at this blog: http://www.aschulze.net/ultima/blog/blog_20090126.htm
A random dungeon generator would be fun to build.
The first cut of it could be a rogue like dungeon generator (think Diablo 1/2 style randomly generated dungeon maps) on a flat dungeon surface. These algorithms are well known and could be ported directly. Walls could all be dynamic statics. Shard owners could specify the bounds of the dungeon, and then use a gump system to adjust dungeon settings like respawn rate, difficulty etc.
Dungeons would be wiped periodically and regenerated.
Spawns could be randomly generated with random bosses and treasure tables. Bounds on random loot attributes such as props maximums for items, gold drop amounts, could be altered via gumps as well.
This type of system could be dropped into an existing server to supply players with fresh content.
1. A shard configuration gump system
However, I don't see it working without UltimaLive due to the lag of unfrozen statics. Our goal should be to have no prerequisites.
However, I don't see it working without UltimaLive due to the lag of unfrozen statics. Our goal should be to have no prerequisites.
Has anyone tried to pre-cache house data to the client? If it worked you could potentially just "load" a dungeon to the client house cache up front when the player changes maps. Then they would experience a loading gump, but not necessarily a lot of lag when they run around.
I could have sworn I read somewhere that it's possible to freeze statics with UltimaLive
I'm not sure what you mean by " pre-cache house data to the client "
1. A shard configuration gump system.. *Something like what Ryan of RunUO announced he was going to do a year or more ago, and was left empty..
Can you elaborate?
Has anyone tried to pre-cache house data to the client? If it worked you could potentially just "load" a dungeon to the client house cache up front when the player changes maps. Then they would experience a loading gump, but not necessarily a lot of lag when they run around.
Another idea for a community built system is to add support for instancing that is configurable and user friendly . I know the instancing part has been done before, this new effort would focus on usability:
- In-game gumps to manage the system
- Allow instance regions to be defined in game using gumps similar to custom-region-in-a-box
- Have variable ways to enter an instanced region - clickable items, teleporters, etc
- Lockout timers that only allow players to enter a region on a certain time interval - such as once per hour, day, week, month. This should be configurable by gump by instance region.
- Optional lockout timers on dungeon failure - when a player dies they are kicked and locked out. This should be configurable by gump by instance region.
- Regions should conservatively use map instances by using a pool of map instances that can be shared among instance regions that do not overlap.
Pre-configured instance regions could be sold separately or added to the package at the discretion of the team doing the project. An example would be an instanced Doom Gauntlet that could be loaded from the in-game region management gump.
- Stretch Goal: Add gumps informing the player they are entering an instanced region
- Stretch Goal: Add support for player-groups to enter the same instance
- Stretch Goal: Add some kind of raid support for multiple player-groups to enter the same instance
- Stretch Goal: Add difficulty settings to instance regions
- Stretch Goal: Add spawners that are configurable by difficulty setting
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