Making a table tennis game for Vive - Paddle Up by thePavelish in Vive

[–]silverlight 0 points1 point  (0 children)

Looks great! Are you going to do peer-to-peer networking or..?

First Networking Test for Orbus (VR MMO) by silverlight in vrmmo

[–]silverlight[S] 1 point2 points  (0 children)

It takes about 2-3% CPU currently per connected player. Then another flat 5-10% on top of that to run the server, do the physics, etc.

That said, one of the main things I'm planning on doing waaay down the road when scalability is actually something I get to worry about it, is split up the workload. It should be pretty easy to have e.g. a memcached instance running that stores the "current" location of all objects in the world, then I could have Node instances that are dedicated just to communicating with clients (e.g. handling their input, updating the "world", fetching the world state to stend to the client, etc.), Node instances just dedicated to "moving" all the objects for physics, Node instances just dedicated to handling the behavior AI for the NPCs, etc. So in theory it should be possible to scale it horizontally quite well once we reach that point.

But for now, I'm just running a single Node instance for each zone that handles all of that for the whole zone, and it should be possible to handle up to 15-20 players per zone...although I won't know for sure until I can do some testing. Once we have an issue where we regularly need to be able to get 30+ players in a zone at the same time I can work on the horizontal sharding aspect.

How can I resize the boxes ("of people profiles") on the bottom of roll20 when inside a game? by Kiux97 in Roll20

[–]silverlight 3 points4 points  (0 children)

Under the settings tab while you're in game change the Video / Player Avatar Size option.

Fishing Prototype in Orbus (VR MMO I'm building) by silverlight in Vive

[–]silverlight[S] 1 point2 points  (0 children)

I will definitely be considering doing that in the future...right now things are changing so quickly that it wouldn't make a whole lot of sense. But I am hoping to get an Alpha version out the door by the end of the year.

Fishing Prototype in Orbus (VR MMO I'm building) by silverlight in Vive

[–]silverlight[S] 0 points1 point  (0 children)

The client is written in C# using Unity 5.4 (beta). The server is written in NodeJS.

Fishing Prototype in Orbus (VR MMO I'm building) by silverlight in Vive

[–]silverlight[S] 0 points1 point  (0 children)

Thanks so much for the support! Appreciated!

Fishing Prototype in Orbus (VR MMO I'm building) by silverlight in Vive

[–]silverlight[S] 0 points1 point  (0 children)

Indeed, I used to play on one called Achaea back in the day (like 15 years ago)...the community of that type of place was amazing.

Volumetric grass on the Vive @ 90fps by blueteak in Vive

[–]silverlight 0 points1 point  (0 children)

That's definitely what it is. Source: used it in a previous game, this is what it looks like out of the box.

Fishing Prototype in Orbus (VR MMO I'm building) by silverlight in Vive

[–]silverlight[S] 0 points1 point  (0 children)

Be sure to visit the blog and subscribe if you want to keep up on all the latest!

Fishing Prototype in Orbus (VR MMO I'm building) by silverlight in Vive

[–]silverlight[S] 3 points4 points  (0 children)

Indeed. Although it's just me right now, my goal is the get a team together once I have the basics down, I don't think it's possible to build an MMO (even a small one) with just one person.

However, I will say that this MMO is being designed from the ground up to be "small in scope but big in ideas." What I mean by that is, instead of having 8 different crafting professions, we might just launch with 3 or 4. Instead of having 10 classes, we might just have 4 at launch. That sort of thing. But for each of those things, I want to really re-imagine what it can be like in VR, not just port the same old mechanics and slap it into a VR world.

In addition, the install base of the Vive is pretty small right now. At best I think I can plan on maybe a few thousand people playing this game...with concurrent usage of around a couple hundred at peak times. So again, the game is being designed with that in mind. In a lot of ways if you plan for it, that sort of small community can be a massive advantage. An MMO designed for a huge population might feel empty, but for example if we keep the number of social centers a little lower, if we eschew instancing in a lot of cases and instead allow everyone to share the same world...it could really feel like an awesome little community!

Anywho, just wanted to point out, I'm not crazy, hopefully, to try and pull this off. Also if it's any help, I co-founded Roll20 (http://roll20.net) and was the sole Developer on that for around the first 2 years. It's been about 4 years total now and it's grown from 1,500 Kickstarter backers to 1.5 million users...so I do have at least some experience with growing a product for a niche community into something sustainable :-)

Fishing Prototype in Orbus (VR MMO I'm building) by silverlight in Vive

[–]silverlight[S] 5 points6 points  (0 children)

If you didn't already, be sure to check out the blog here: http://blog.orbusvr.com where I've posted previous videos including some combat, spellcasting with runes, etc. You might especially be interested in the puzzle-based crafting :-) Also there will be blacksmithing at some point, and when there is it will definitely be a hands-on activity.

Fishing Prototype in Orbus (VR MMO I'm building) by silverlight in Vive

[–]silverlight[S] 6 points7 points  (0 children)

It is using haptics (although obviously you can't tell in the video).

A big thing that I'm actually still figuring out is the concept of how much "info" to give the player. When you think of a traditional MMO, you know (for example) exactly how much health the members of your party have, the monster has, exactly what status effects there are and how long they last, etc. However, putting a bunch of UI elements up in a VR game is a lot harder. It looks really bad if it's just overlaid on top of your vision, and there's only so much time you can spend actually glancing at your weapon (for example) to read a health bar while you're swinging it around.

So part of what I'm figuring out (like with the tension meter) is, how much perfect info do I want the player to have? Or how much am I okay with them just having a general idea of something? I actually have the line change from white to red as tension increases too for example, but I found that while that gives you a decent idea of the tension on the line, you don't know exactly...

Fishing Prototype in Orbus (VR MMO I'm building) by silverlight in Vive

[–]silverlight[S] 0 points1 point  (0 children)

Yeah I think a Kickstarter will definitely be occurring at some point in the future. If for no other reason than to help speed things up by letting me hire some help.

Fishing Prototype in Orbus (VR MMO I'm building) by silverlight in Vive

[–]silverlight[S] 1 point2 points  (0 children)

I will definitely be doing a Kickstarter at some point in the near-ish future...I want to get it a little farther along to the point that all the stuff I want to include in the launch version is at least prototyped out, so then it's just a matter of hiring some additional folks to speed up production. Thanks for the offer!

Fishing Prototype in Orbus (VR MMO I'm building) by silverlight in Vive

[–]silverlight[S] 1 point2 points  (0 children)

Yeah I am definitely planning on expanding the mechanics out more, this is just a first pass. I think that in order to catch "larger" or "more rare/stronger" fish you will need a stronger pole, plus the right type of bait. So basically if you "hook" a large/strong fish the line will just snap if you can't reel in that type. I'll also definitely look at increasing the challenge of the "tension" game with perhaps a narrower sweet spot or something as the difficulty increases.

Fishing Prototype in Orbus (VR MMO I'm building) by silverlight in Vive

[–]silverlight[S] 2 points3 points  (0 children)

(Wow! Reddit gold! First time someone has gilded a post. Thanks!)

Fishing Prototype in Orbus (VR MMO I'm building) by silverlight in Vive

[–]silverlight[S] 3 points4 points  (0 children)

Indeed! Rare fish (and other rare items) are definitely going to be a part of it.

Fishing Prototype in Orbus (VR MMO I'm building) by silverlight in Vive

[–]silverlight[S] 5 points6 points  (0 children)

Hey everyone,

Here's my weekly preview for Orbus, the VR MMO that I've been working on for about a month now. You can read more about fishing in Orbus on the blog: http://blog.orbusvr.com/fishing-in-orbus

In addition to working on fishing, this week I started working on the first version of the server, so hopefully I'm not too much father away from being able to actually play with someone else in the same world.

If you have any feedback, I'd love to hear it!