IDEAS FOR RYZOM


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#1 [en] 

due premise
I did a search but, as I'm new of the game and this forum, maybe I searched in a wrong way: in this case, please, delete this thread and/or join this post to the "main" one.

Well, after all, I feel very strange that we can seat on the ground but we can't on seats (and boxes, and some other kind of things which can be reasonable one can sit on ;)).
I also think that is very strange this proposal wasn't did in the past but, if it was, look at my premise. ;)

P.S.
should add, here, that I wish to even "lie down" (ground, beds (which is much more similar to "sit, with a different animation", every place which is reasonable to) but, as I'm new, I've to better investigate if this is yet possible. :D

#2 [en] 

Yes, sitting on objects like chairs is sadly not possible at all (at the moment) and has been suggested a lot in the past.

I think the devs had just too many other things to worry about in the past (and now as well) but this will be a great reminder for them to enhance the "in a room" experience as well.

Well actually there's a way to lie down - but that one's avoided most of the time (dieing and lying around) so it should be at least technically possible to allow lying on the floor in general even if not on special objects like beds or hammocks.

Hope this'll find its way inside the game - have you considered asking on http://dev.ryzom.com if it's technically possible and what kind of effort it'd take to realize?

A funny side note regarding lying down in other games:
Most of the time it will just be NPCs that are lying down (visibly) or you are lowering yourself on a bed and will get a black screen. (That's my experience from the Gothic/Risen and Elder Scrolls series')
So maybe there's a bigger hurdle of some kind to make lying down work well.

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#3 [en] 

Maybe a new Occupation. Like campfire making, but Floor Pillow Maker. make different colors of pillows to sit on, biodegradable over time , just like campfires.

#4 [en] 

my belief graphics modify is costly so not likely :(

#5 [en] 

@Xatokar: this can be the start of a very good new thread :)

@Jarnys: didn't ask in dev forums as I thought ideas for Ryzom lies here.

Generally speaking: sitting on an object shouldn't be more "difficult" than sitting on a stopped mount: you've to sit, and to unsit. Animations 're yet available. No combative actions possible, nor harvesting, BUT if crafting will be possible it will be the cherry over the cake. ;)
At least, we can have much more social occasions, even in cities, in houses, GHs, taverns (which 're deserted now) and so on.

Lie down: no problem at all with the 3.rd point of view. Maybe 1.st POV you can see like 45° some sky and part of the bed, but this is useless to say.
Even here, animations 're still present (just use the death one ;)), no actions at all (apart of snoring :D) and mount/unmount-on-a-stuck-mount-like behaviour.
Even on beds, hammock or whatsoever, and on ground too (this much easy to implement as YET present while dead ;)).

#6 [en] 

Elwiet --

You do realize that since there is no third dimension in the Ryzom game engine that in order to have a homin sit on something, a number of NEW graphic entries have to be made which are homin_on_(object), where the homin can be skinned with any or all of the various armor? That's an amazing amount of effort for a very small benefit, since users are going to not want to settle for just cushions, chairs, boxes, etc. but want to sit on lots of things.


Lying down on the ground (floor) would be much easier to implement, since it's only two new animations per race. (The toons are already set up to be skinnable.)

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Remembering Tyneetryk
Phaedreas Tears - 15 years old and first(*) of true neutral guilds in Atys.
(*) This statement is contested, but we are certainly the longest lasting.
<clowns | me & you | jokers>

#7 [en] 

@Bittymacod: as in games like Ryzom is not the case to create new "bitmaps" as in old ones (like UO) but to "make things near" (e.g. the homin "object" and the sitting-on one), I thought Devs can just use, for the homins, the already present animations they use when an homin sits on a mount.

I obviously don't know the details, otherwise I don't say "I think ...", but it seems to me that the skinning part is, in a true 3D environment, accomplished via putting clothes on the homin object (if I understood what are you talking of).

It definitely seems to me (even if I sure can be wrong) a matter to define an object as "seatable" with a couple of parameters: offset and orientation. At the moment of the "seat" action, the client have to apply an animation (sit anim, from the one used in mounts), the same orientation got from the seating object, and calculate the difference in offset from the standard one of the object itself and the dimensions of the homin (which 're not all equal).

#8 [en] 

What you have described would be workable, Elweit, exactly as you have described it, if Ryzom were a 3-D game.

It's not. That's the reason we can't jump.

There is no z-axis in Ryzom. There is only a folded 2-D plane. It's a good engine but it has its limitations.

The fact that the mounted toon is up in the air above its normal altitude when sitting on a Mek means that the Mek+toon is actually a separate set of animations of a combined object, not one object animated to "sit" on another.

I don't know the details either, but given the restrictions of the engine, that's pretty much what it has to be. Not all that hard a combination to make, but a combination just the same, and once combined, it is a separate object in the database. For something like riding, with its utility as well as aesthetic properties, it's worth doing the effort. Doing it for each "sittable object" would involve a separate "sitting" animation and posture for each object since there is no way to do z-axis collision.

Is it possible that one of the programming people could comment authoritatively on this matter?

Last edited by Bitttymacod (1 decade ago)

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Remembering Tyneetryk
Phaedreas Tears - 15 years old and first(*) of true neutral guilds in Atys.
(*) This statement is contested, but we are certainly the longest lasting.
<clowns | me & you | jokers>

#9 [en] 

Understood, thanks of the highlight. Looking at the game I thought it was real 3D. My apologies for having extended this thread so much.

#10 [en] 

Bitttymacod
The fact that the mounted toon is up in the air above its normal altitude when sitting on a Mek means that the Mek+toon is actually a separate set of animations of a combined object, not one object animated to "sit" on another.

Actually it's more like the "sitting on a mek" character animation is offset with the height of the saddle :) and the 2 entities are moved in tandem.

As far as i can tell there actually is a Z-axis, but it is ignored for many operations.

It is possible to do something similar with chairs--make them targetable and "mount"able like meks. Personally I would not like to have targetable chairs to be honest :)

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Sywindt | Game Master | EN, NL, de, fr

#11 [en] 

Sywindt
Actually it's more like the "sitting on a mek" character animation is offset with the height of the saddle :) and the 2 entities are moved in tandem.
So not "one object" but two, moving closely.
Sywindt
As far as i can tell there actually is a Z-axis, but it is ignored for many operations.
So, maybe in the future, even the so-much-asked jump will be possible? :)
Sywindt
It is possible to do something similar with chairs--make them targetable and "mount"able like meks. Personally I would not like to have targetable chairs to be honest :)
Why?

#12 [en] 

Because I get all confuzzled when there's too many things to click on :P

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Sywindt | Game Master | EN, NL, de, fr

#13 [en] 

About jumping: It would be possible to add jumping. But it would not have any benefits above running. The collision maps are actually 2D. You can feel that at many places in lakelands, where you cannot swim over some steep slopes far below water surface. It was much worse in lakelands until they manually removed collision areas from most of these slopes.
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