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2007-06-09 15:01:47

Map Editor – Part I

Hello Everyone!



[* Coucou = Hi]

I’m going to explain to you the very beginning of the development of Wakfu, and the design of its map editor.



One of the first things we wanted to add to Wakfu was the Scrolling. This quickly implied the necessity to create the world differently. Indeed, it could no longer be created map by map but had to be created in its global nature so that we wouldn’t have to worry about map connections and therefore work faster on the different areas.

After a few reflections about which technologies we should use, we decided that the combo C# / DirectX would offer us interesting perspectives to conceive a quick and ergonomic editor.
We had first set up our technical hopes on the latest version of Flash and of its Action Script 3 since the game client had been started in Flash. But one of the first problems we came across was that we couldn’t use the sprites made under Flash by our graphic artists with a DirectX display…



We therefore tried to schematize each sprite in the editor with symbols and colors, but it ended up being unusable since we didn’t have a real preview of the map. We eventually succeeded to use the Flash generated files and display them as Bitmap in the editor, which was a lot better…

Once we fixed this problem, we (Julien and I) started to work on the design of the editor’s core, while Bo was doing his best to create a flowing Flash scrolling and another part of the team started to rewrite a game server in a stronger Java.
When the editor started to run properly, we noticed that even if the Flash scrolling of the client was working, the editor had better performances because it benefited from the 3D acceleration and had a rendering close to that of produced by vectors.
That’s when we decided to rewrite the game engine in Opengl to have performances close to that of DirectX and then keep the portability towards Mac and Linux.



During several months we added new functionalities to the editor, one of which was to enable us to work in collaboration on the map. Therefore, we had to write a server to manage the transactions between the different instances of the editor then creating some sort of "Online Sim-City", where the graphic artists in charge of the map designing were messing around destroying their neighbors’ trees and chat thanks to bushes…

This type of entertainment didn’t last long as we had a lot to do to end the first island of the game!
Even today, Julien is often being harassed to add new tools to the editor (Copy/Paste, Color, reduction of the differences in height, etc.) and we can tell you for sure that’s it’s not over yet!



-Yamato
Oh my God! It's so nice! The Editor looks sweet (I want have it *cry*) Good Job guys!
I cant wait, i want Wakfu!

-Xreal
By: XrealgerX - (2007-07-09 15:24:37)
ZOMFG people you outdone yourselves!i am honestly sorryo you guys have to work so much but it will be worth it! keep up the good work!

-SuMmOnEr Of DoOm-
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By: SuMmOnEr Of DoOm - (2007-07-09 17:14:33)
Wow I'm very pleased you decided to move over to OpenGL as it over much more capabilities and room for improvement over proprietary DirectX.

Any thoughts about releasing the map editor to other people (for use with their own art, not yours obviously)? C# can be ported to Linux easily with the Mono platform.
By: Fyorl - (2007-07-09 19:28:04)
ever think of making a real cpu game thats a build and live game..u know build a map and live on it with wakfu charcters and monsters...just a thought

-osa tammer-
By: drhellers rule - (2007-07-09 19:29:46)
The game really looks beautiful =] The team has put so much work into it, and it really shows. Congratulations on all your efforts!
By: xMalta - (2007-07-10 05:30:58)
> Wow I'm very pleased you decided to move over to OpenGL as it over much more capabilities and room for improvement over proprietary DirectX.

To be honest, you have no idea what you're talking about. There's nothing OpenGL can do that DirectX can't do with ease (with respect to the API). Contrarily, OpenGL's extension system is a hassle and adds unnecessary complexity with regards to ensuring hardware compatibility, as compared to DirectX's saner approach to querying hardware capabilities, etc etc flamewar. Just because DirectX wasn't designed to run natively on a platform other than Windows doesn't make it inferior, it just makes it less feasible as a cross-platform API.

I'm curious to know if the client will still be written in Flash though - a quick Google to find OpenGL bindings for ActionScript doesn't turn up anything - is there such a library? Or are you guys rewriting the client in a completely different language? I'd hate being unable to brag about playing an MMORPG written entirely in ActionScript anymore ;)
By: mushusan - (2007-07-10 09:17:08)
I agree malta, I liked bragging about a flash mmo. This game though, flash or no flash, looks very well made. I can't wait for beta to start.
By: Chainchump - (2007-07-10 18:04:49)
hi everyone, it's a nice game. Bye , I'm gonna play now !!!!
By: lovelylady - (2007-07-10 19:18:06)
So the first island in the game nears completion. Its so beautiful its enough to bring a tear to ones eye... well, not quite but you know what I mean. Very nice formatting and I am glad that you decided to stick to a format that would improve game speed and still keep the game portability towards MAC and Linux OS'. Stunning visuals and the nice medieval design I have come to love. Keep up the good work ^^
By: Lord-Dimentio - (2007-07-11 10:12:54)
Wow, this game is going to be so freakin awesome its unbelievable! The map editor is awesome, and I wish you guys luck with the map editing! Jeez!!! I cant wait!
By: Alex Jesme - (2007-07-12 09:03:15)
The Wakfu map editor reminds me of the RPG Maker map editor I used to use. As a flash animator, I'm unbelievably impressed by the fact that DOFUS was made entirely in flash using Action Script as its backbone. Wakfu is going to be ill and I know I'm excited, just as everyone else posting is too.
By: Brixton - (2007-07-12 18:40:50)
Nice!
By: jai is cool - (2007-07-14 16:34:08)
The map editor looks like it would be a lot of fun to play with! Any chance you might let the fans create some maps with it? :-D
By: Aedus - (2007-07-25 21:29:51)
Excellent. Well, "Thank you" is nor even enough to thank you guys.


Regards.
By: miteb - (2007-10-14 23:36:42)
Looks beautiful. Extremely happy you chose to tough it out and use OpenGL and allow for it to remain cross platform. :)
By: Zeek - (2007-12-07 01:29:42)
Why Celly dosen't ahve a pic here ???
x.x
By: LordHimuroGemma - (2008-01-03 19:34:29)
This is going to be very interesting to play. :-)
By: Lulu-belle - (2008-01-15 20:07:56)
> I'm curious to know if the client will still be written in Flash though - a quick Google to find OpenGL bindings for ActionScript doesn't turn up anything - is there such a library? Or are you guys rewriting the client in a completely different language?

I too am very curious about this! In the post yAMATO mentioned that they just displayed the flash graphics as bitmaps... is that an easy conversion process? My main question is, how are you making the graphics created in flash be used in OpenGL?.. Also, it looks like the maps are essentially created with tiles, where some tiles simply represent objects (windows, roof shingles, etc.)... is this correct?

Sorry for all of the questions, but I am very intrigued by this game; the look, the style, and everything it stands to provide... I can't wait!
By: entropic - (2008-07-25 03:01:53)
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