I talked about faucets and sinks before... In @valoriagame all of the weapons in the game are crafted.
But that's not enough to ensure that people will keep using materials, we calculated that after 10 days of playtime, people would be full tier 5. So we decided to add a way for people to upgrade their weapons indefinitely. Those upgraded weapons can be sold for a premium on the marketplace.
Upgrades may randomly break your weapons, the more you upgrade the bigger the breaking chance.
@TopSlots2019@mohtxbt We pretty much gave him a vague storyline, three factions fighting each other for control of a shattered planet, and he's iterating over it with our guidance...
There is simply no way we would've come this far in that amount of time without AI and it's so cool.
@TopSlots2019@mohtxbt Honestly it was a list of suggestions from Claude we are super transparent about using it to build our game, it's kind of part of the "experiment". Showing how far you can go by using pretty much only AI with guidance on lore to build a 3D MMORPG game.
Update from @valoriagame, I have finalised and the housing and auction house systems and completely reworked the item system. I'm starting to really love working with Opus on this game and it is absolutely crazy the things you can do with it.
When u use Fable / Opus to generate models it can be quiet a pain in the ass to do small iterations. I also needed a way for the model to easily visualise the results of what he built so he could iterate over it.
So I built a custom model viewer it can access and where I can easily fine tune models manually if needed.
Used it for my game @valoriagame
@Shtihmas11@mohtxbt There's already pvp in the game, the end-game zone has faction PvP with territory control, only the faction that controls the map can enter the world boss lair.
World boss loots gold depending on how much damage you did to it.
I spent the day making my game smoother. When you make models using Opus / Fable they often lack optimisation and they simply tank FPS especially in a browser game.
Bad performance is often caused by too many draw calls and poorly optimised models.
So far I've done the following and improved perf by about 30% :
- Merge static meshes per-material (way fewer draw calls)
- Player-centric grass LOD
- Pool instanced trees/resources instead of rebuilding
- Free GPU memory the instant entities despawn
- Adaptive shadow maps (4K desktop / 2K low-end)
- Throttle hover raycasts to 30Hz
Fable 5 got shutdown pretty much one day after I started working on this so I had to find clever solutions to make do with Opus.
Leveling, cosmetics, auction house, crafting, ressources, guilds, pvp, quests... I am impressed by how fast game development goes with those new AI tools.
It's far from perfect but it's super fun to play and work on !