English flagItalian flagKorean flagChinese (Simplified) flagPortuguese flagGerman flagFrench flag
Spanish flagJapanese flagArabic flagRussian flagGreek flagDutch flagBulgarian flag
Czech flagCroat flagDanish flagFinnish flagHindi flagPolish flagRumanian flag
Swedish flagNorwegian flag     
By N2H
Dobrodošli na Raph Koster osobna web stranica: MMOs, igre, pisanje, umjetnost, glazba, knjiga.

UO’s resource system, part 2 UO's resursa sustava, 2. dio

June 4th, 2006 4. lipanj 2006

Last time I wrote about the basic structure of how the resource data worked in the original design for Ultima Online . Zadnji put sam pisao o temeljne strukture kako je izvor podataka je radio u originalnoj dizajn za Ultima Online. Now I’ll talk a bit more about applications of that data. Sada ću govoriti malo više o aplikacijama te podatke.

A world with properties A svijet sa svojstvima

The UO world was a tile-based environment broken up into “chunks” that were 8×8 tiles. U UO svijet je bio crijep temeljene na okoliš pokvarila se u "chunks", koji su bili 8 × 8 pločice. The map was static data — there was no way to modify it, and it was built by assembling the tiles, which were fairly small, one at a time in a worldbuilding editor. Karta je statički podaci - nije bilo načina da ga modificiraju, a bio je izgrađen po okupljanje na pločice, koje su prilično male, jednu po jednu u worldbuilding urednika. We had an assortment of tools to ease this process, that allowed us to “paint” grass or trees or even outline buildings quickly and easily, roofs included. Mi imao izbor alata olakšati ovaj proces, da nam dopušteno da se "bojite" trava ili stabala ili čak obris zgrade brzo i jednostavno, krovovi uključeni. We ended up writing an assortment of additional tools in the game’s scripting language as well, to speed up the process. Mi zavrsilo pisanjem jednog asortiman dodatne alate u igri, skriptiranje jezik kao što je dobro, što ubrzava proces.

Static items had some big advantages — they did not need to be streamed down because they were replicated on the client, and they didn’t incur significant server-side storage. Statički predmeta imao neke velike prednosti - oni ne trebaju biti streamed down jer su replicirati na klijentu, a oni nisu napraviti značajan strani poslužitelja za pohranu. However, since the world was static, that meant that each tile and each tree was merely a lookup into an art table. Međutim, budući da je svijet bio statičan, što je značilo da svaki naslov i svako stablo je bilo tek za traženje u tablici umjetnosti. They couldn’t have properties, including any resource data, and they couldn’t run scripts. Oni nisu mogli imati svojstva, uključujući i bilo koji izvor podataka, a nisu mogli pokrenuti skripte. This meant that we had gone to all that effort to make trees be made out of wood, but then the trees we built the world with couldn’t store that fact. To je značilo da smo imali otišao u nastojanju da sve što čine stabla biti od drveta, a zatim stabla smo izgradili svijet koji nisu mogli pohranjivati činjenice.

The solution the programmers came up with was “chunk eggs.” Basically an invisible dynamic object sat in each chunk. Rješenje je došao gore sa programiranjem bio je "komad jaja." Uglavnom nevidljivim dinamičan objekt sjedio u svaki komad. When the world came up, this egg analyzed the static art that resided in that chunk, and set itself to produce the resources that this art would have produced were it made of “real” objects and not just set dressing. Kad je svijet došao gore, ovo jaje analiziraju statička umjetnosti koja boravi u tom blok i postaviše sebi za proizvode resurse da bi ovo si proizvedena su od njega napravili "pravi" predmeta, a ne samo skup preljev. If there were nothing but grass tiles there, then the chunk egg produced grass to the tune of 64 grass tiles’ worth. Ako nema ništa, ali trava ima pločice, onda je blok proizvedeni jaje trave u iznosu od 64 trava pločice 'vrijedi. If there were trees, then it also produced wood, and so on. Ako je bilo stabala, a zatim je proizvodila i drva, i tako dalje.

We used this to make every bit of exposed rock in the world produce ORE, which was the first step in refining metal in the crafting system, and to make every bit of water produce WATER, and so on. Mi smo koristili ovo da svaki djelić izložena rock u svijetu proizvesti ORE, koji je prvi korak u poboljšavanju metala u crafting sustav, i da svako malo vode proizvoditi vodu, i tako dalje.

The downside to this, of course, was that there weren’t actually five trees in a chunk — there was one invisible one. The downside na to, naravno, bio je da se nisu zapravo pet stabala u komad - tamo je bila jedna nevidljiva jedan. Trying to harvest wood from any of the trees actually harvested it from the chunk egg. Pokušaj žetve drva iz bilo koje od stabala zapravo dobivenih iz komad jaje. This was why you could harvest a lot of wood from one tree, and find that you had exhausted all the adjacent ones. To je razlog zašto možete žetve puno drvo iz jednog stabla, i otkrijete da li su iscrpljeni svi oni u susjedstvu. This later led to “8×8 macroing” and various other clever adaptations to the environment. To je dovelo do kasnije "8 × 8 macroing" i razne druge pametan adaptacije na okolinu.

Dynamic objects didn’t have all these troubles, and in fact, there were parts of the world which were dynamic objects. Dinamički objekti nisu imali sve ove nevolje, i zapravo, bilo je dijelova svijeta koji su dinamičke objekte. Fruit trees, for example, were “real,” and were hand-placed trees with scripts on them. Voćnih stabala, na primjer, bili "pravi", a bili su smješten na ruke stabla s skripti na njima. As I recall, this script was bugged pretty much my entire tenure at Origin, and for years after, which is bad because I wrote it. Kao što sam podsjetiti, ova skripta je prilično puno bugged moj cijeli zakupa na podrijetlo, i godinama nakon što je loše jer sam to napisao. It simply checked when the tree was clicked on; if the tree had sufficient FRUIT resource on it, it would create a fruit of the appropriate type for what tree it was, and move the resources off the tree and onto the new fruit. To jednostavno provjeriti kad je kliknuo na stablu, ako je stablo imao dovoljna FRUIT resursa na njemu, to bi stvorili plod odgovarajući tip za stabla što je i premještanje resursa izvan stabla i na novo voće. Thus you could harvest apples from the apple trees in Lord British’s garden. Ovako možete žetve jabuke od jabuka stabala u Gospodinu British vrta. The FRUIT resource on the tree had a regrowth rate, so you could pick all the apples from it, but eventually they would grow back. Plod resursa na stablu imali regrowth stopa, tako da bi mogli pokupiti sve od jabuke, ali na kraju bi porasti nazad.

This sort of process, of moving resources from one thing to another, is the core strength of the resource system. Ova vrsta postupka, premještanja sredstava s jednog na drugo stvar, je temeljni izvor snage u sustavu. You could look at an object and treat it abstractly. Možete pogledati neki predmet i čuvajte ga na abstractly. Not too long after, a very similar system was used in Thief , permitting water arrows or buckets of water or indeed anything that had the WATER property to douse fires. Nije predug poslije, vrlo sličan sistem je bio korišten u kradljivac, dozvolila vode strelice ili kante vode ili bilo čega što je imao VODA imovine ugasiti vatru.

This sort of thing would have permitted many cool effects that we refrained from putting in. For example, a fireball could easily have caught every wooden or cloth possession on fire. Ova vrsta što bi dopuštene mnogo kul efekte koje smo refrained od stavljanja rezervirati Na primjer, vatrena kugla mogla lako imati zatečen svaki drveni ili platno na posjed požara. A rust monster could have destroyed all of your metal objects with every hit. A hrđa čudovište moglo uništio sve svoje metalne predmete sa svaki udarac.

Some of the examples of moving resources from thing to thing were truly nuts. Neki od primjera premještanja sredstava iz stvar na stvar su zaista lud. The craziest script was perhaps the “bladed” script. The craziest skripta je možda "bladed" skriptu. This was attached to everything with a sharp edge on it: axes, knives, swords, whatever. To je bio priključen na sve s oštrim rubom na njega: sjekirama, noževima, mačevima, bilo što. If it was used on wood, it would chop wood away. Ako ga je koristiti na drvu, to bi sjeći drva daleko. If it was used on cloth, it would cut it up into strips and then bandages. Ako je upotrijebljena na platno, on bi ga izrezali na trake, a zatim bandages. If it was used on a carcass, you would dress the carcass and get fur and meat. Ako ga je koristiti na trupu, koju bi haljinu na trupu i dobiti krzno i meso. Cut up the meat further and you could get filets. Izreži se meso i dalje možete dobiti filets.

The most extravagant use of this was when Dan Rubenfield extended the bladed script to work on cutting up corpses into a rather disturbing array of bits, including allowing the harvesting of skulls. U većini nastran koristiti ove je kada Danova Rubenfield proširili bladed skripta za rad na rezanje se lesseva u prilično uznemirujuće niz bitova, uključujući žetvu čime je lubanja i rogova. This ended up being removed when the game launched in Europe, but not before some of the battle-hardened playerkillers had engaged in cannibalism (MEAT was MEAT after all) and the collecting of their victims’ ears. To zavrsilo biti uklonjeni kada se pokrenula igra u Europi, ali ne prije nekih-otvrdnu boj playerkillers su sudjelovali u ljudožderstvo (MESNI MESNI nakon što je sve) i prikupljanje svojih žrtava uši.

Applications for AI Programi za AI

I already described the basics of how this system interacted with AI. Ja već opisane osnove kako ovaj sustav interacted s AI. It began at the first first level, with spawning. To je prvi počeo u prvom stupnju, s mrijesta. UO’s spawning system originally worked based on there being a surplus of resources in the world. UO za mriješćenje sustav prvobitno radili na temelju postoje kao višak resursa u svijetu. If there was a lot of GRASS laying about, then it would select from the list of templates that ate GRASS. Ako je bilo puno trave polaganjem o, da bi zatim odaberite s popisa predložaka koje travi jeli. If there was then an abundance of MEAT, it would spawn MEAT-eaters. Ako je onda postoji obilje hrane, to bi ikra MESNI-eaters. In other words, it worked by the scientifically discredited mechanism of abiogenesis , or “spontaneous generation,” as opposed to being defined by static spawn locations. Drugim riječima, on je radio po znanstveno diskreditirana mehanizam abiogeneza, ili "spontane generacije", za razliku od koje se mrijest statičko definirane lokacije.

To help shape the world, invisible boxes were drawn on it that could each have their own list of what sort of things spawned in it. Za pomoć u obliku svijeta, nevidljivi kutije su nacrtana na to da je svaki mogao imati vlastiti popis kakav stvari spawned u njoj. The list of GRASS-eaters in the jungle could therefore be different from the list of GRASS-eaters in a pine forest. Lista trava-eaters u džungla, dakle, mogao biti drugačiji s popisa trava-eaters u borovoj šumi. Alas, there was no concept of temperature, humidity, or other such natural variables in the original system, or else climate alone could well have taken care of this. Jao, nije bilo pojma temperatura, vlaga, takve prirodne ili druge varijable u izvornom sustav, inače klima sama mogla imati dobro brine o tome.

This “spawn region” system eventually took over all the spawning in the game, ignoring the resource system altogether for reasons I will talk about later. Ovaj "spawn regiji" sustav konačno preuzela sve mrijesta u igri, ignoriranje je potpuno resursa sustava za razloge ću govoriti o kasnije. Spawn regions have an advantage of their predecessor system of spawn points, of course, because they can span larger areas and make spawning a little less predictable — yet can be made as small as is neede for replicating the purpose of a spawn point. Spawn područja imaju prednost od njihovih prethodnika sustav spawn točke, naravno, jer oni mogu span većih područja i mrijesta malo manje predvidljiva - a ipak može biti kao malen kao što je neede za Umnožava svrhu, a spawn točke.

Originally, the new objects (for things like resources, wheat and other crops, and the like, were also spawned this way) were actually withdrawn from a “resource bank.” This meant that when the bank was overdrawn of MEAT, nothing that used MEAT could spawn until some of the MEAT in the world was destroyed and therefore returned to the bank. U početku, nove objekte (za stvari kao što su resursi, pšenice i drugih žitarica, i sl., također su bili spawned taj način) su zapravo povukao iz "resursa banke." To je značilo da kada banka je prekoračen mesa, da ništa ne koristi MESNI mogli razmnožavati sve dok neki od jela na svijetu je bio uništen i zbog toga se vratio u banku. This “closed economy” was famously written about by Zach Simpson, where he rightfully identified it as a core problem with UO’s economic system. Ovaj "zatvorene privrede" je pisano o slavno po Zach Simpson, gdje je pravom identificiran je kao temeljni problem s UO i ekonomskog sistema. In retrospect, should more have kept spawning, it would not have mattered, because the resultant plants and animals would have starved to death without sufficient food anyway. U retrospektivno, trebali bi imati više zadržao mrijesta, to ne bi važno, jer je rezultanta biljaka i životinja bi izgladneo do smrti bez dovoljne hrane ionako.

The famous dragon example that got so much press when UO was in development went something like this: Poznati primjer zmaj koji je dobio toliko pritisnite kada je UO u razvoju išao nešto ovako:

Nearly everything in the world, from grass to goblins, has a purpose, and not just as cannon fodder either. Gotovo sve što je u svijetu, od trave do goblins, ima svrhu, a ne samo kao topovsko meso bilo. The “virtual ecology,” as Starr Long, the game’s associate producer calls it, affects nearly every aspect of the game world, from the very small to the very large. U "virtualni ekologija", kao Starr Long, igra je suradnik producent poziva ga, utječe na gotovo svaki aspekt igre svijeta, od vrlo malih do vrlo velikih. 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. Ako je kunić stanovništva naglo padne (zbog neke gung-Ho avanturist nastoji iz njegove nove muškat) pa vukova svibanj morati pronaći različite izvore hrane - recimo, jelena. 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. Kad je jelen stanovništva kapi kao rezultat toga, lokalnoj zmaj, ne možemo pronaći hranu on je navikao da, svibanj glavom u selu lokalne i napada. Since all of this happens automatically, it generates numerous adventure possibilities. Od svih se to dogodi automatski se generira brojne mogućnosti avanturu.

Rabbits were GRASS eaters. Zečevi su trava eaters. They spawned, thereby bringing a small amount of MEAT into the world. Oni spawned, a time donijeti malu količinu mesa u svijetu. They ate grass, and meanwhile, also resulted in spawning wolves, which are there to eat their MEAT. Oni su jeli travu, a međuvremenu, također je rezultiralo mrijesta vukova koji su tamo da jedu njihove hrane.

However, players are also after the rabbits, so the wolves end up hungry. Međutim, igrači su nakon kunića, pa je vuk završiti gladan. Some would die off. Neki će izumrijeti. But all animals in the original UO design levelled up just like players; a wolf who had been in a lot of scrapes could get tougher. A sve životinje u originalnoj UO dizajn levelled se samo kao igrači, a vuk koji su bili u puno scrapes dobili tougher. (This led to some truly amusing early alpha experiences whereby players who let bunnies escape would effectively train up Pythonesque killer rabbits; I watched these lay waste to entire packs of wolves — and newbies! — who mistook them for easy prey.) (To je dovelo do nekih uistinu zanimljiv rano alfa iskustva pri čemu igrača koji neka bunnies pobjeći bi učinkovito vježbati se Pythonesque ubojica kunića, a ja gledao ove ležao otpada na cijelom pakete vukove - i Newbies! - Mistook koji ih lako plijen.)

Normally, a single wolf would not attack a deer, because the deer was too big a hunk of meat for its “bite.” However, put more wolves together and they summed together their “bite,” making them willing to attack fairly large things. Uobičajeno, jedan vuk ne bi napad jedan jelen, srna, jer je bila prevelika jedna komadina mesa za svoje "zalogaj." Međutim, stavili više skupa vukova i njihov što summed zajedno "zagristi", čineći ih spremni za napad prilično velike stvari . So if players harvested the bunnies, the wolves were going to move on to attacking other, larger bits of meat. Dakle, ako igrači dobivenih na bunnies, vukovi su na ide za prelazak na napadaju druge, ve bita od meso. Players included. Igrači uključeni.

Originally, there was no concept of “aggro” in the game. U početku, nije bilo pojma "aggro" u igri. Hunger or greed was the only reason why creatures attacked. Gladi ili pohlepa je jedini razlog zašto napali stvorenja. This was overruled by some of the other folks on the team, who felt that from a game experience point of view, certain creatures should always be dangerous. To je bio overruled neki od drugih ljudi na tim, koji je osjetio da je iz igre iskustvo točke gledišta, određena stvorenja mora uvijek biti opasno.

Should the wolves clear out the deer, then whatever ate the deer would then need to find other prey as well. Ako su vukovi rasprodati i jelena, onda sve što jelene bi jeli i tada je potrebno da biste pronašli druge kao plijen. “Bite size” imposed a lower threshold on what something would go after as well. "Zagristi veličine" nametnute niži prag na nešto što će otići nakon što dobro. A dragon, with a large stomach size, eating MEAT in big gulps, would not be willing to hunt down rabbits. Zmaj, sa velikom želucu veličine, jedući MESNI u velikim gulps, ne bi bili spremni za lov na zečeve dolje. But it might well find a human a tasty snack if it came across one. Ali to bi dobro naći ljudskih jedna ukusna zakuska ako je došao preko jedan.

Dragons would not normally be right next to player cities, of course. Dragons ne bi normalno biti u neposrednoj blizini gradova igrača, naravno. But if the deer that normally existed in between the players and the dragon’s lair were gone, the dragon’s search radius away from its home might well carry it to the village… Ali ako je jelena koji je postojao u pravilu između igrača i zmajeva stanište su otišao, Zmaj pretraživanje radijus udaljen od svoje kuće mogu dobro nositi ga na mjestu ...

Most of this is actually fairly straightforward, in terms of AI implementation. Većina je to zapravo prilično jasan, u pogledu provedbe AI. The basic AI behavior of a creature was Osnovni AI ponašanja stvorenje je

  • If I’m hungry, search for items that produce stuff on my FOOD list, and attack or eat them. Ako sam gladan, traže stvari koje proizvodimo u moje HRANE stvari popis, i napada ili ih jesti. Wander as far as needed to accomplish this. Skitati se koliko je potrebno za to.

  • If I am not hungry, then start looking for a home base. Ako ja nisam gladan, a zatim početi u potrazi za početnu bazu. If I already have one, then go there. Ako već imam jedan, a zatim otići tamo. If I get hungry while doing this, go back to hunting for food. Ako sam gladan, a radi toga, povratak u lov za hranom.
  • If I am sheltered and not hungry, then look around for stuff that I just like. Ako sam sklonjen, a ne gladni, a zatim pogledajte oko za stvari da sam kao. If I can pick it up, bring it to my shelter. Ako ja mogu to podići, ponijeti ga u moje sklonište. If not, just hang around there — until I get hungry. Ako ne, objesiti oko jednostavno postoji - dok sam gladan.

At one point, we had effects like beggars who had desires for GOLD, and thus followed rich players in the street. U jednom trenutku, imali smo efekti kao beggars koji su želje za zlato, i time pratila bogata igrača na ulici. We had bears who would hang out in their cave, but would wander over to hang around near beehives. Imali smo medvjeda koji bi visiti u svojoj spilji, ali bi tumarati da džabalebariti kod beehives. All that stuff worked. Sve stvari koje je radio. The problem was that the constant radial searches were incredibly expensive, and so was all the pathfinding. Problem je da se konstantno radijalna pretraživanja su nevjerojatno skupo, i tako je sve pathfinding.

One of the first things to go was the search frequency. Jedna od prvih stvari je da ide za pretraživanje frekvencija. Next, the step was taken to put every creature to “sleep” when players were not nearby. Zatim je korak poduzet da se svako stvorenje na "spavanje" kad igrači nisu bili u blizini. This change alone really ruins the large-scale ecological applications completely. Ova promjena sama zaista ruševine na velike ekološke programe u potpunosti. On top of that, the issues with spawning “overdrawing” the bank were not foreseen; in practice, it wasn’t MEAT that resulted in creatures not spawning. Na vrhu toga, probleme s mrijesta "overdrawing" banke nisu bile predviđene, u praksi, to nije rezultiralo MESNI da stvorenja ne mrijesta. It was all the FUR and whatnot that ended up hoarded by players that prevented the deer and rabbits from returning. To je sve KRZNA i sitnica koje zavrsilo hoarded od igrača koji sprečavaju se jeleni i zečevi od povratka.

The last big element, however, was that there were a fair amount of team members who saw the whole system as a boondoggle, and not worth pursuing. Posljednji veliki element, međutim, da je bilo fer iznos članova tima koji su vidjeli cijeli sustav kao boondoggle, i ne vrijedi provodi. Alas, one of them also ended up in charge of implementing it in beta. Jao, jedan od njih je zavrsilo, zadužen za implementiranje je u beta fazi. By beta time, systems that used to work in alpha no longer did. By beta vrijeme, sustave koji se koriste za rad u alfa više ne učini.

This meant that we never got to the second stage of implementation on it, which would have been hooking it into quests. To je značilo da nismo dobili u drugoj fazi implementacije na nju, koja bi bila u hooking zadataka. But I will talk about that next time. Ali ja ću razgovarati o tome sljedeći put.

*

[?] [?]
You can follow any responses to this entry through the RSS 2.0 feed. Responses are currently closed, but you can trackback from your own site. Možete pratiti bilo koji odgovore na ovaj unos kroz RSS 2.0 feed. Odgovori su trenutno zatvorene, ali možete trackback sa svoje vlastite web lokacije.

100 Responses to “UO’s resource system, part 2” 100 Odgovori na "UO's resursa sustava, 2. dio"

Jump to reader comments » | Leave a reply » Skoči na komentare čitatelja »| Ostavite odgovor»

Trackbacks & Pingbacks Trackbackovi & Pingbacks
  1. MMORPG - Raph Koster über die UO Resourcen Teil 2 wrote on MMORPG - Raph Koster über umrijeti UO Resourcen Teil 2 pisao na

    [...] Dynamic objects didn’t have all these troubles, and in fact, there were parts of the world which were dynamic objects. [...] Dinamički objekti nisu imali sve ove nevolje, i zapravo, bilo je dijelova svijeta koji su dinamičke objekte. Fruit trees, for example, were “real,” and were hand-placed trees with scripts on them. Voćnih stabala, na primjer, bili "pravi", a bili su smješten na ruke stabla s skripti na njima. As I recall, this script was bugged pretty much my entire tenure at Origin, and for years after, which is bad because I wrote it. Kao što sam podsjetiti, ova skripta je prilično puno bugged moj cijeli zakupa na podrijetlo, i godinama nakon što je loše jer sam to napisao. It simply checked when the tree was clicked on; if the tree had sufficient FRUIT resource on it, it would create a fruit of the appropriate type for what tree it was, and move the resources off the tree and onto the new fruit. To jednostavno provjeriti kad je kliknuo na stablu, ako je stablo imao dovoljna FRUIT resursa na njemu, to bi stvorili plod odgovarajući tip za stabla što je i premještanje resursa izvan stabla i na novo voće. Thus you could harvest apples from the apple trees in Lord British’s garden. Ovako možete žetve jabuke od jabuka stabala u Gospodinu British vrta. The FRUIT resource on the tree had a regrowth rate, so you could pick all the apples from it, but eventually they would grow back. Plod resursa na stablu imali regrowth stopa, tako da bi mogli pokupiti sve od jabuke, ali na kraju bi porasti nazad. This sort of process, of moving resources from one thing to another, is the core strength of the resource system. Ova vrsta postupka, premještanja sredstava s jednog na drugo stvar, je temeljni izvor snage u sustavu. You could look at an object and treat it abstractly. Možete pogledati neki predmet i čuvajte ga na abstractly. Not too long after, a very similar system was used in Thief, permitting water arrows or buckets of water or indeed anything that had the WATER property to douse fires. Nije predug poslije, vrlo sličan sistem je bio korišten u kradljivac, dozvolila vode strelice ili kante vode ili bilo čega što je imao VODA imovine ugasiti vatru. This sort of thing would have permitted many cool effects that we refrained from putting in. For example, a fireball could easily have caught every wooden or cloth possession on fire. Ova vrsta što bi dopuštene mnogo kul efekte koje smo refrained od stavljanja rezervirati Na primjer, vatrena kugla mogla lako imati zatečen svaki drveni ili platno na posjed požara. A rust monster could have destroyed all of your metal objects with every hit. A hrđa čudovište moglo uništio sve svoje metalne predmete sa svaki udarac. Some of the examples of moving resources from thing to thing were truly nuts. Neki od primjera premještanja sredstava iz stvar na stvar su zaista lud. The craziest script was perhaps the “bladed” script. The craziest skripta je možda "bladed" skriptu. This was attached to everything with a sharp edge on it: axes, knives, swords, whatever. To je bio priključen na sve s oštrim rubom na njega: sjekirama, noževima, mačevima, bilo što. If it was used on wood, it would chop wood away. Ako ga je koristiti na drvu, to bi sjeći drva daleko. If it was used on cloth, it would cut it up into strips and then bandages. Ako je upotrijebljena na platno, on bi ga izrezali na trake, a zatim bandages. If it was used on a carcass, you would dress the carcass and get fur and meat. Ako ga je koristiti na trupu, koju bi haljinu na trupu i dobiti krzno i meso. Cut up the meat further and you could get filets. Izreži se meso i dalje možete dobiti filets. The most extravagant use of this was when Dan Rubenfield extended the bladed script to work on cutting up corpses into a rather disturbing array of bits, including allowing the harvesting of skulls. U većini nastran koristiti ove je kada Danova Rubenfield proširili bladed skripta za rad na rezanje se lesseva u prilično uznemirujuće niz bitova, uključujući žetvu čime je lubanja i rogova. This ended up being removed when the game launched in Europe, but not before some of the battle-hardened playerkillers had engaged in cannibalism (MEAT was MEAT after all) and the collecting of their victims’ ears. To zavrsilo biti uklonjeni kada se pokrenula igra u Europi, ali ne prije nekih-otvrdnu boj playerkillers su sudjelovali u ljudožderstvo (MESNI MESNI nakon što je sve) i prikupljanje svojih žrtava uši. Link: UOUltima Online von Electronic Arts.’s resource system, part 2 150)?150:this.scrollHeight)”> __________________ The tools suck! Link: UOUltima Online von Electronic Arts. 'S resursima sustava, dio 2 150) 150: this.scrollHeight) "> __________________ Alati sisanje! — Raph Koster [...] - Raph Koster [...]

  2. News, opinions, articles, tips & tricks on game development with an Indie twist. wrote on Vijesti, mišljenja, zanimljivosti, savjete i trikove na razvoj igre sa Indie uviti. Pisao na

    thing then became the world itself. zatim postao stvar na svijetu sama. Raph Koster has recently begun a series of blog posts about some of the orginal design concepts behind the design of UO’s virtual world. Raph Koster je nedavno počeo niz blogu o nekima od originalnih dizajn koncepte iza dizajn UO u virtualnom svijetu. In part one, he talks about the original ideas for the resource system. U jednom dijelu on govori o originalne ideje za resursa sustava. Inpart two, he describes the actual application of the resource system and some of what went wrong with it. Inpart dva, on opisuje stvarna primjena i resursa sustava, a neki od što pođe krivo s njim. Both posts are great reads if you are even slightly curious about game design. Oba komentara su veliki, navodi čak i ako su malo čudna igra o dizajnu. My gears are certainly cranking after reading them and I Moj zupčanici su sigurno cranking nakon čitanja ih i ja

  3. WorldIV » UO, Simulationist AI and Maslow’s Heirarchy wrote on WorldIV »UO, Simulationist AI Maslow i hijerarhija je pisao na

    [...] Raph Koster has a series of articles on aspects of the AI that was intended (but not fully realized) for Ultima Online (my first graphical MMO and a game for which I still have fond memories). [...] Raph Koster je niz članaka o aspektima za AI koji je bio namijenjen (ali ne u potpunosti shvatio) za Ultima Online (moj prvi grafički i MMO igre za koje sam još zaljubljen sjećanja). [...] [...]

  4. Broken Toys » Blog Archive » It’s All About The Rabbits wrote on Broken Igračke »Blog Arhiva» To je Sve o kunićima napisao na

    [...] Raph Koster weighs in with a fascinating discussion of what went into UO’s gloriously failed ecology design. [...] Raph Koster težak s fascinantno rasprava o tome što je otišao u UO-a nije uspio proslavio ekologija dizajn. (Part 1, Part 2, Part 3 to come). (1. dio, 2. dio, 3. dio dolazi). [...] [...]

  5. Friends wrote on Prijatelji napisao na

    [...] http://www.raphkoster.com/2006/06/04/uos-resource-system-part-2/Last time I wrote about the basic structure of how the resource data worked in the original design for Ultima Online. [...] Http://www.raphkoster.com/2006/06/04/uos-resource-system-part-2/Last put sam pisao o temeljne strukture kako je izvor podataka je radio u originalnoj za dizajn Ultima Online. Now I’ll talk a bit more about applications of that data. Sada ću govoriti malo više o aplikacijama te podatke. A world with properties [...] A svijet sa svojstvima [...]

  6. Virtual ecology - Warhammer Alliance wrote on Virtualna ekologija - Warhammer Alliance napisao na

    [...] Virtual ecology I could write about virtual ecology, but I think Raph Koster is much better at explaining it. [...] Virtualna ekologija sam mogao pisati o virtualnom ekologija, ali mislim Raph Koster je mnogo bolji na objašnjavajući to. I usually don’t agree with him but this is the first time he shows something I actually like. Ja obično ne slažete s njim, ali ovo je prvi put da sam stvarno pokazuje nešto slično. The following shows how UO was originally designed (it was never fully implemented). Sljedeće pokazuje kako UO je izvorno dizajniran (ona nikada nije bila u potpunosti implementiran). It would be nice to see this implemented in WAR or other games. Bilo bi lijepo da vidi ovo provodi u ratu ili drugim igrama. I am not sure why games almost always use the old aggro system, spawn system, etc. Anyway, just read the following links. http://www.raphkoster.com/2006/06/03…source-system/ http://www.raphkoster.com/2006/06/04…system-part-2/ [...] Ja sam ne siguran zašto igre gotovo uvijek koristi stari sustav aggro, razmnožavati sustava, itd. U svakom slučaju, samo pročitajte sljedeće veze. Http://www.raphkoster.com/2006/06/03 ... izvor-sustav / http:/ / www.raphkoster.com/2006/06/04 ... sistem-dio-2 / [...]

  7. Raph’s Website » UO’s resource system, part 3 wrote on Raph's Web stranica »UO's resursa sustava, dio 3 pisao na

    [...] Shop « UO’s resource system, part 2 | [...] [...] Shop «UO's resursa sustava, dio 2 | [...]

  8. Eclectic Mayhem: Ben Darnell's blog wrote on Eklektik zločin: Ben Darnell's blog pisao na

    I’ve now written two posts that were far lengthier than I anticipated, about the way that UO’s resource system was originally intended to work. Sam sada napisano dva komentara koji su daleko od lengthier sam predviđa, oko načina na koji je UO resursa sustav je izvorno namijenjen za rad. The first dealt with underlying data structures, and the second withapplications of those data structures to the actual world. Prva se bavila temeljne strukture podataka, a drugi withapplications onih strukture podataka na stvarni svijet. I want to talk a bit about future directions that we didn’t get to pursue. Želim pričati malo o budućim smjerovima da nismo dobili nastaviti. Cool ways to use what we already had The mining system in UO was an example of “transmutation” in action. Cool načina da koriste ono što smo već imali su rudarstvo sustav u UO je primjer "pretvaranje" u akciji. We placed ORE in the chunk eggs based on the presence of Mi smo smješteni u blok ORE jaja na osnovu prisutnosti

  9. Nephilim wrote on Nephilim je napisao u

    that describe the process they used to create the resources system used in Ultima Online. koji opisuju proces se koristi za stvaranje resurse sustava koji se koriste u Ultima Online. Some interesting stuff in there from a virtual world design standpoint. Neke zanimljive stvari tamo s virtualnom svijetu dizajna stavove. Here are the three articles: Part One is about the underlying data structures.Part Two is about the application of those data structures to the virtual world. Ovdje su tri članaka: Jedan dio je osnovne podatke o structures.Part Dva je o primjeni tih podataka strukture u virtualnom svijetu. Part Three is about the future directions they didn’t get to pursue with UO, and an ample source of ideas for your own creations. Dio Tri je o budućim smjerovima nisu dobili nastaviti s UO i opširan izvor ideje za vlastite kreacije.

  10. RPGDX > Forums > Design and programming > UO Resources System wrote on RPGDX> Forumi> Dizajn i programiranje> UO Resursi sustava napisao na

    [...] Just FYI, Raph Koster, author of "A Theory of Fun," just finished blogging a series of articles that describe the process they used to create the resources system used in Ultima Online. [...] Dovoljno FYI, Raph Koster, autor "A Theory of Fun", upravo završio bloganje niz članaka koji opisuju proces se koristi za stvaranje resurse sustava koji se koriste u Ultima Online. Some interesting stuff in there if you’re looking to build a more environment-based RPG (as opposed to scripted, console-style). Neke zanimljive stvari tamo ako ste u potrazi za izgradnju više-based RPG okruženje (za razliku od scripted, console-style). Here are the three articles: Part One is about the underlying data structures. Ovdje su tri članaka: Jedan dio je o temeljne strukture podataka. Part Two is about the application of those data structures to the virtual world. Dio Dva je o primjeni tih podataka strukture u virtualnom svijetu. Part Three is about the future directions they didn’t get to pursue with UO, and an ample source of ideas for your own creations. Dio Tri je o budućim smjerovima nisu dobili nastaviti s UO i opširan izvor ideje za vlastite kreacije. Those articles reminded me of the permeating magic discussion we had a while back, and makes me want to go back and revisit it. Oni članaka podsjetio me na permeating čarobnu raspravu smo imali dok leđa, a čini mi želite vratiti i ponovo ga. Heh._________________Visit the Sacraments web site to play the game and read articles about its development. Heh._________________Visit sakramente web stranica igrati igru i pročitati članke o razvitku. [...] [...]

  11. Ultima Online ChatZone - UO’s resource system wrote on Ultima Online ChatZone - UO je resurs sustava napisao na

    [...] rnum=Math.round(Math.random() * 100000); document.write(”); Ultima Online Chatzone MAIN    UP    REPLY UO’s resource system Zappa 12.195.89.1306/6/2006 12:45:54 PM This explains alot about how things worked in the game that us players were only able to delve into on the bare surface. [...] Rnum = Math.round (Math.random () * 100000); document.write ( "); Ultima Online Chatzone GLAVNI SE ODGOVARAJTE UO's resursa sustava Zappa 12.195.89.1306/6/2006 12:45: 54 PM To objašnjava puno stvari o tome kako je radio u igri, da nam igrači bili su samo u stanju kopati u na golu površinu. It is a very nice read on something that few people notice.http://www.raphkoster.com/2006/06/03/uos-resource-system/http://www.raphkoster.com/2006/06/04/uos-resource-system-part-2/http://www.raphkoster.com/2006/06/05/uos-resource-system-part-3/ [...] To je vrlo lijepo pročitati na nešto notice.http da je malo ljudi: / / www.raphkoster.com/2006/06/03/uos-resource-system/http://www.raphkoster.com/2006/06/04 / uos-resource-system-part-2/http: / / www.raphkoster.com/2006/06/05/uos-resource-system-part-3/ [...]

  12. MMOG Nation wrote on Državljanstvo MMOG napisao na

    I loves me some Raph Koster. I ljubi mi Raph Koster. He has a discussion of Ultima Online’s resource system that spansthree articles, and is completley worth a read. On je raspravu o Ultima Online resursa sustava koji spansthree članaka, te je completley vrijedi pročitati. He references the ‘Playing to Bake Bread‘ article he wrote a while back in the article, and I should point out that’s well worth a look too. On je reference na "Igranje za peći kruh" članak pisao je neko vrijeme vratiti u članku, i ja bi trebala istaknuti da je dobro treba gledati previše. We ended up saying that a given object (which was still Mi zavrsilo rekao da je dao objekt (koji je još uvijek

  13. Reverence Online Forums-viewtopic-Crafting thoughts and background! wrote on Poštovanje Online Forums-viewtopic-Crafting misli i pozadini! Napisao na

    [...] Have you guys seen this? http://www.raphkoster.com/2006/06/03/uo…ce-system/ http://www.raphkoster.com/2006/06/04/uo…em-part-2/ http://www.raphkoster.com/2006/06/05/uo…em-part-3/_________________-Marcaaus http://ctprofiles.net/951789 [...] [...] Da li ste momci vidi ovo? Http://www.raphkoster.com/2006/06/03/uo ... CE-sistema / http://www.raphkoster.com/2006/06/04/uo ... Em-dio-2 / http://www.raphkoster.com/2006/06/05/uo ... em-part-3/_________________-Marcaaus http://ctprofiles.net/951789 [...]

  14. Madscientist.net wrote on Madscientist.net napisao na

    post two, post three) about the resource system in Ultima Online, how it was suppose to work, and why it didn’t. What is really interesting, at least to me, is how the resource system was suppose to tie very heavily to the behavior of creatures. poslije dva, tri post) o resursima sustava u Ultima Online, kako je to misliti na posao, i zašto to nije. Ono što je zaista zanimljivo, barem za mene, je kako resursa sustava Pretpostavljam da je kravata vrlo teško da ponašanje od stvorenja.

  15. Tales of the Rampant Coyote wrote on Tales je bijesan Kojot pisao na

    More Interesting AI Raph Koster has posted a GOLD MINE of information on the ecological / economic systems of Ultima Online (see part 1,part 2, and part 3), and a discussion on the “dumbing down” of NPCS in MMORPGs. Više Zanimljivosti AI Raph Koster je objavljena zlatni MINSKI informacija na ekološki / ekonomskog sistema Ultima Online (vidi dio 1, dio 2, i 3. dio), a rasprava na "dumbing dolje" od NPCS u MMORPGs. Raph’s comments go on how these sophisticated plans for Ultima Online and Star Wars Galaxies were eventually deep-sixed in favor of maintainability and simplicity (not to mention Raph ide na comments je kako ove sofisticirane planove za Ultima Online i Zvjezdani ratovi galaksija su na kraju duboko sixed u korist održavanje i jednostavnosti (da ne spominjem

  16. C# Game Development: >A tightly packaged bundle of analogies. C # razvoj igara:> čvrsto je pakiran bala od analogija. Pick up? Javi se? (Y/N) wrote on (Y / N) napisao je na

    [...] selected Teeside as my Uni next year for a computer games programming masters. [...] Odabrane Teeside kao moj Uni sljedeće godine za računalne igre programiranje majstora. Today I worked on a C# DirectX Form that’sa basic tile engine. Danas sam radio na C # DirectX osnovno To Obrazac naslov motor. With only a DirectX enabled form (clearing a panel to apackaged bundle of analogies. Pick up? (Y/N) target=”_top”>Furl | Newsgator | Rojo | MyYahoo # posted by Dan @ 12:06 PM    Comments: Post a Comment Links to this post: Seelinks to this post   posted by @ if (typeof BL_addOnLoadEvent == ‘function’) { BL_addOnLoadEvent(function() { BL_writeBacklinks(); }); } [...] Sa samo DirectX omogućen obliku (kliring panel za apackaged bala od analogija. Javi se? (Y / N) meta = "_top"> smotati | Newsgator | Rojo | MyYahoo # posted by Danu @ 12:06 Komentari: Postavite Komentar Veze na ovaj post: Seelinks na ovaj post objavio / la @ if (typeof BL_addOnLoadEvent == 'funkcija') (BL_addOnLoadEvent (funkcija () (BL_writeBacklinks ();));) [...]

  17. Mining For Fish wrote on Rudarstvo za ribu pisao na

    part 2, part 3). dio 2, dio 3). I recommend these articles not only for the obvious reasons of examining what was attempted before and why it failed, but because these links will be of particular interest to anyone who has taken the time to read my thesis and found the Ja preporučujem ove članke ne samo zbog očiglednih razloga i proučavanjem što je pokušala prije i zašto to nije uspjelo, ali zbog ove veze bit će od posebnoga interesa za bilo koga tko je uzeo vremena za čitanje mojih teza i našli

  18. The ORIGINAL UO - UOGamers Forums wrote on IZVORNI UO - UOGamers Forumi pisao na

    [...] The ORIGINAL UO This is a series of articles written by one of the original designers of Ultima Online, Raph Koster. [...] IZVORNI UO To je niz članaka napisao jedan od originalnog dizajnera Ultima Online, Raph Koster. He used to work at Sony Interactive or whoever produced Star Wars Galaxies, which was supposedly UO’s successor. On se koristi za rad na Sony Interaktivna ili tko proizvedene Zvjezdani ratovi galaksija, koji je navodno UO za nasljednika. I never played it, I don’t know. Nikad nisam igrao to, ne znam. These articles describe the way the world of Brittannia was supposed to have worked. Ovi članci opisuju način na koji svijet Brittannia je trebalo da su radili. They’re a little geeky, and you need to understand at least a little bit about how computers work and games are programmed to really wrap your head around how amazing this idea was. Oni malo geeky, i morate razumjeti barem malo o tome kako računala rade i igre su programirane da zapravo zamotati glavu oko kako ova ideja amazing je. It never made it to UO’s release because of technical difficulties (slow computers back in 1997). On nikada nije od njega oslobađanje u UO-a zbog tehničkih poteškoća (sporim računalima u 1997). However, I think it’s worth a read, and might be worth some consideration the next time the team goes to revamp monster spawns or wants to add quests or anything like that. Ipak, mislim da to vrijedi pročitati, a mogu biti vrijedan nekim obzir sljedeći put ide za tim revidirati neman spawns ili želi dodati zadataka ili nešto slično. The article is broken up into 3 parts, and they don’t link to each other, so I’ll link them seperately here. U članku se pokvario se u 3 dijela, a ne link na svaki drugi, tako ću ih odvojeno link ovdje. UO’s Resource System: Part 1 UO’s Resource System: Part 2 UO’s Resource System: Part 3 [...] UO's resursa sustava: 1. dio UO-a resursa sustava: Dio 2 UO's resursa sustava: [...] Dijelu 3

  19. Water wrote on Voda je pisao o

    Original post:UO’s resource system, part 2 by at Google Blog Search: water Originalni post: UO's resursa sustava, dio po 2 na Google Blog Search: voda

  20. Fireside Chat 2: On Matters Military - Page 8 - Duchy of Wessex Forums wrote on Kamina Chat 2: Na poslove Vojnog - Stranica 8 - Vojvodstva Wessex Forumi pisao na

    [...] Hurray! [...] Ura! I would love to see some naval combat! Ja bi rado vidjeli neki mornarička borbena! The Duchy needs a coast guard U Vojvodstva zahtijeva Obalna straža :-P I like the formation ideas although in combat, it would be quite a sight to see. Volim formiranje ideje iako u borbenim, to bi bilo dosta očima vidjeti. The Borrowers used to just hide a group and send in a quick theif to start some trouble then run away with an angry mob chasing him right into the ambush. Zajmoprimaca da se koristi samo sakriti grupa i poslati brz tat za početak neke nevolje zatim pobjeći s njim jurnjava razljutio mob pravo u zasjedi. This worked very well when UO introduced the houses (before they complicated them). To je radio vrlo dobro, kada UO upoznao kuće (prije nego što ih komplicirano). Although it may not seem like a very honorable form of combat it is very effective >.< People loose their heads when they think they’ve got some easy bait http://www.raphkoster.com/2006/06/04…system-part-2/ "An example that comes to mind is the Trinsic Borrowers and their army of slimes that crashed the shard and forced an update that made slimes no longer divide." Iako je svibanj ne izgledaju kao što je vrlo cijenjen u obliku borbenih vrlo je djelotvorna>. <Osobe za slobodnu sekundarnu zaštitu glave kad misle da imamo neke jednostavne mamac http://www.raphkoster.com/2006/06/04 sustav ... -dio-2 / "Primjer koji nam padne na pamet je Trinsic zajmoprimaca i njihova vojska slimes da crashed je krhotina i prisilni ažuriranje koje su slimes više ne podjele." I miss the good old days… [...] Ja propustiti dobre stare dane ... [...]

  21. IGDA SAN DIEGO » Ultima Online on the Operating Table wrote on IGDA San Diego »Ultima Online na Operacijski Tablica pisao na

    [...] Ultima Online’s Resource System II [...] [...] Ultima Online resursa sustava II [...]

  22. MMOz - Ultima Online wrote on MMOz - Ultima Online pisao na

    [...] The core of what Kristen and I had talked about on that road trip was putting abstracted properties onto objects. [...] Jezgra Kristen i što sam govorio o putovanju na toj cesti bio je zamišljen stavljanja na svojstva objekata. Rather than building a recipe out of the item ID numbers for every object that worldbuilders had made that was “raw wood,” we would instead track that the object was made of wood. Umjesto izgradnje receptu iz stavke ID brojeve za svaki objekt koji je načinio worldbuilders da je "sirovih drva," mi bi umjesto da pratite objekt je izrađen od drva. And then the crafting code could just query, “is this wood?” and if so, do things with it. A onda je mogao samo kod crafting upita: "Je li ovo drvo?" I ako je tako, radimo stvari s njim. … We ended up saying that a given object (which was still defined in a template) could have as part of it, a set of resources. ... Mi zavrsilo rekao da je dao objekt (koji je još uvijek definiran u predlošku) može imati kao dio njega, skup resursa. A resource was just a label — nothing more and nothing less. A izvor je samo natpis - ništa više i ništa manje. (Much later, in SWG, that team would introduce the concept of resources with stats, but that’sa post for another day.) The server had a list of the resources that existed in the world, and designers could create new ones fairly readily. (Mnogo kasnije, u SWG, da bi tim uvesti koncept resursa s statistika, ali To je post za drugi dan.) Poslužitelj imao popis resursa koje su postojale u svijetu, i dizajnera mogao stvoriti nove prilično lako . Resources were things like METAL, WOOD, and CLOTH. Resursi su stvari kao što su metal, drvo, i krpom. But they were also things like MAGIC and PLAYER and other such abstract qualities. Ali oni su i stvari poput MAGIC i svirača i druge takve apstraktne kvalitete. UO’s resource system, part 2 on Raph Koster Permalink | 1 Comment | Post a Comment Ultima Online Bring a Friend to Britannia Program May 28, 2006 - 11:25 AM Ultima Online Bring a Friend to Britannia Program [...] UO's resursa sustava, 2. dio o Raph Koster Permalink | 1 komentar | Objavi komentar Ultima Online Donesi prijatelja da se program može Britannia 28, 2006 - 11:25 Ultima Online Donesi prijatelja da Britannia program [...]

  23. Lost Rambling: June 2006 wrote on Lost luta: lipanj 2006 pisao o

    [...] was originally planned/attempted in the early UO and the reasons that it didn’t work (Part 1, 2, 3).Which is very interesting to me, since I have been reading up what I can. [...] Je prvobitno planirano / pokušavali u ranim UO i razloga da to nije posao (Dio 1, 2, 3). Što je vrlo zanimljivo za mene, jer sam se čitajući što mogu. In a strangely [...] U tuđe [...]

  24. Raph's Original UO Resource System - RunUO Gaming Network wrote on Raph's Izvorni UO resursa sustava - RunUO Gaming Network napisao na

    [...] regularly blogs at his website. [...] Redovito blogove na njegovoj web stranici. I don’t care! Ne zanima me! What about the original resource system? Što o originalnim resursa sustava? Articles: 1 2 3 There’s also a lot more information on game design to be found on the website and plenty of [...] Članci: 1 2 3 Također puno više informacija o igri dizajn na naći na internet stranici i dosta [...]

  25. Mischiefblog wrote on Mischiefblog pisao na

    was kind enough to repost his UO resource system write-up, long lost (and missed by me as reference material)–of course he did this in June 2006 when I was concerned with things like interviewing for a new job. kakav je bio dovoljno repost njegova UO resursa sustava pisati-gore, dugo izgubljen (i propustili koju mi kao referentni materijal), naravno on je to učinila u lipnju 2006, kada je u pitanju sa stvari kao što su ankete za novi posao. UO’s Resource System (part 1) UO’s Resource System (part 2) UO’s Resource System (part 3) UO's resursa sustava (dio 1) UO's resursa sustava (dio 2) UO's resursa sustava (3. dio)

  26. VR Community Forums : :: View topic - UO's Resource System wrote on VR Community Forum::: Pogledaj temu - UO's resursa sustava napisao na

    [...] of articles by Raph Koster on UO’s (planned and never fully implemented) Resource System: Part 1 Part 2 Part 3 This is pretty much the reason I got into MMOs in the first place - I was thoroughly [...] [...] Članaka po Raph Koster na UO-a (planirano i nikada nije u potpunosti implementirana) resursa sustava: 1. dio 2. dio 3. dio Ovo je prilično puno je razloga sam u MMOs na prvo mjesto - sam je temeljito [. ..]

  27. RLMMO :: View topic - Ecosystems wrote on RLMMO:: Pogledajte temu - ekosustavi pisao na

    [...] to explain when I started this thread. http://www.raphkoster.com/2006/06/03/uos-resource-system/ http://www.raphkoster.com/2006/06/04/uos-resource-system-part-2/ http://www.raphkoster.com/2006/06/05/uos-resource-system-part-3/ Damn, I want an MMO that has [...] [...] Objasniti kad sam započeo ovaj konac. Http://www.raphkoster.com/2006/06/03/uos-resource-system/ http://www.raphkoster.com/2006/06/04 / uos-resource-sustav-dio-2 / http://www.raphkoster.com/2006/06/05/uos-resource-system-part-3/ Dovraga, Treba mi MMO koja je [...]

  28. Metaplace.info forums • View topic - Some unofficial research... wrote on Metaplace.info forumi • Pogledaj temu - Neki neslužbeni istraživanja ... pisao na

    [...] you have no idea what he’s talking about,http://www.raphkoster.com/2006/06/03/uo … ce-system/http://www.raphkoster.com/2006/06/04/uo … em-part-2/http://www.raphkoster.com/2006/06/05/uo … [...] [...] Vas nema pojma što je pričaju, http://www.raphkoster.com/2006/06/03/uo ... ce-system/http: / / www.raphkoster.com/2006/ 06/04/uo ... em-part-2/http: / / www.raphkoster.com/2006/06/05/uo ... [...]

  29. Genetik und Züchtung wrote on Genetik und Züchtung pisao na

    [...] muss noch darüber nachdenken :-)Bis dahin kann ich das hier empfehlen:UO's ressource systemUO's ressource system 2UO's ressource system 3by Raph CosterUngefähr so möchten wir es handhaben. [...] Nered noch darüber nachdenken :-) bis dahin kann ich das hier empfehlen: UO's ressource systemUO's ressource sustav 2UO's ressource sustav 3by Raph CosterUngefähr kako es handhaben Wir möchten. Wenn du es [...] Wenn du es [...]

  30. MMO Round Table :: View topic - Fun-Factor in MMOs wrote on MMO Okrugli stol:: Pogledajte temu - Zabava-faktor u MMOs pisao na

    [...] have the environment generate quests as illustrated through this article series by Raph Koster: 1 2 3 4. [...] Imati okoliša generiranje zadataka kao što se vidi po ovom članku serije po Raph Koster: 1 2 3 4. But with a system like that it would be very complicated to have actual quest lines with good [...] Ali sa kao što je sustav da bi bilo vrlo komplicirano da su stvarni zadatak linije s dobro [...]

  31. "Leveling" Monsters - Page 2 - Darkfall Forums wrote on "Niveliranje" Monsters - Page 2 - Forumi Darkfall pisao na

    [...] He wrote some pretty interesting stuff about the UO resource system that can be found Here Part 1 Here Part 2 and Here Part 3. [...] On je napisao neke prilično zanimljive stvari o UO resursa sustava koji se mogu pronaći ovdje Part 1 Part 2 Evo i ovdje 3. dio. This has been posted before, but most of the people around these days are new so [...] Ova je objavljena prije, ali većina ljudi oko ovih dana su novi tako [...]

  32. The Joshua Tree: A Decade of Ultima Online wrote on The Joshua Tree: desetljeća Ultima Online pisao na

    [...] and getting PK’d all the time as I mined ore (which was always gone due to the now-defunct resource bank system). [...] PK'd i dobivanje svih vremena kao što sam iskopao rude (koja je uvijek otišao s obzirom na sada-mrtav resursa bankovnog sustava). I took some time off for a few years but eventually found my way back. Uzeo sam neko vrijeme van za nekoliko godina, ali konačno pronašao način moj povratak. A lot had changed [...] Mnogo su promjena [...]

  33. Madscientist.net - Thoughts and theories on games and gaming from Evan Sampson wrote on Madscientist.net - misli i teorije na igre i igre iz Evan Sampson pisao na

    [...] Koster wrote an interesting three part post (post one, post two, post three) about the resource system in Ultima Online, how it was suppose to work, and why it [...] [...] Koster je napisao zanimljiv pošta tri dijela (jedan post, post dva, poslije tri) o resursima sustava u Ultima Online, kako je to misliti na posao, i zašto ga [...]

Reader Comments Reader Comments
  1. MikeRozak said on MikeRozak rekao je na

    The last big element, however, was that there were a fair amount of team members who saw the whole system as a boondoggle, and not worth pursuing. Posljednji veliki element, međutim, da je bilo fer iznos članova tima koji su vidjeli cijeli sustav kao boondoggle, i ne vrijedi provodi. Alas, one of them also ended up in charge of implementing it in beta. Jao, jedan od njih je zavrsilo, zadužen za implementiranje je u beta fazi. By beta time, systems that used to work in alpha no longer did. By beta vrijeme, sustave koji se koriste za rad u alfa više ne učini.

    Funny how stuff mysteriously finds its way (or not) into the final code… Smiješne stvari kako misteriozno pronalazi svoj put (ili ne) u konačni broj ...

    The question I want to know the answer to is this: Why hasn’t anyone implimented your AI/ecology since? Na pitanje želim znati odgovor na ovo je: Zašto se ne implimented nikome vaše AI / ekologija jer? Some possibilities: Neke mogućnosti:

    1) It really was a boondoggle. 1) To je bio zaista boondoggle.

    or ili

    2) The broken implimentation scared everyone off from the idea, much as Tron scared movies away from heavily using computer graphics for 10 years. 2) slomljena implimentation prepala svima iz ideji, koliko je Tron prepala filmova jako daleko od koristi računalna grafika za 10 godina.

    or ili

    3) Most players just want to kill wolves and dragons that always respawn in the same spot and mindlessly wander about in the same 10′ x 10′ area. 3) Većina igrača samo želim da ubije vuka i zmaja koji uvijek respawn u istom mjestu i mindlessly o odlutati u isto 10 'x 10' područja.

    Note: As a partial answer to my question, I’ll point out that Obilivion has somewhat similar mechanics for their NPCs… sleep, eat, work. Napomena: Kao djelomični odgovor na moje pitanje, ja ću naglasiti da Obilivion ima nešto slično mehanika za njihov NPCs ... spavati, jesti, raditi. The extra complexity makes quests a bit more interesting, particularly when thieving.

  2. Ferum said on

    “The problem was that the constant radial searches were incredibly expensive, and so was all the pathfinding.”

    That was in 1997 (or earlier), since that time, according to Moore’s law, computing speed has increased to, at least, 10 times the speed you were working with. Would such a system be feasible today?

  3. Raph said on

    The Sims ended up addressing the radial searches by simply reversing the model: instead of the entities constantly doing searches, the entities instead broadcast their production values to things nearby.

    Pathfinding, alas, still costs a ton, because of the increased complexity of the environments.

    One approach that may be fruitful is again demonstrated by the Sims — having a fine grid with fall-off from broadcast sources. Then the pathfinding can fall back from A* to simple hillclimbing.

    Mike, I think the answers are inertia, complexity, lack of seeing the benefits, and desire by players for predictability.

  4. Ryan said on

    Probably one of the most interesting reads I’ve had this week. I never actually played UO beyond about the first 10 minutes of it in 2000, but having read this I wish I had explored it more. It’s nice to know that the ideas are out there and hopefully something like this global ecology can exist in the not-too-far future.

  5. Jeff said on

    A lot of what you outlined is what I missed (and was expecting) when UO launched, and I dearly hoped we were going to see in SWG when it began. Some of those activities seemed to be there in the random spawns and the way wild creatures interacted in the environment, but it never hit that “alive” feeling that I wanted.

    You have one subscriber right here if you can convince another team to give it a go, and to stick with the design through all the bumps in the road!

  6. SirBruce said on

    Raph mentioned predictability as being one of the barriers to such a system becoming accepted. It seems to me also that there’sa very narrow range in which a system like this can properly be tuned. Obviously you don’t want dragon attacks happening all the time when players go out to kill bunnies, so you need to come up with just the right amount of bunnies. And since player populations vary considerably over time, you either have to have that scale just right along with the number of players, or set a very high threshold. And then if it’s so high it never gets encountered, the cool gameplay benefit of the system — random dr