VRID - Variable Realtime Interior Density
Greetings,
since this Project is hopefully still in nice development i would like to suggest you guys a concept that we brought up on one our Game Projects wich sadly wasn't finished though. So i guess it would not hurt to let you know about VRID - Variable Realtime Interior Density.
The most Athmosphere breaking Part in any game that supports a open City is that there are thousands of Doors and only 100 of them actually lead into a Place and also just because they are Story relevant. The other doors are just statics and won't do anything. While we sure can agree, that not all doors in a City are unlocked, we can assume that many of them would be accessible at daytime atleast. Even more when you are some kind of Cop or Hacker or Brute ... Thief... who has access to door mechanisms.
So what VRID is about?
It is simple, to make almost all doors accessible with a Stairway behind it, leading to other rooms inside that building, wich leads (if they are hacked, lockpicked, forcefully opend) also to fully furnitured rooms even with people in it.
At this very moment you start to imagine how painfully it would be to modell all those thousands of rooms and interiors and stuff...and yes, if you would do them all by yourself it would be a work for years. But here the VRID System comes in. The base idea of this system is to have just a few base templates for Interiors that are generated and textured randomly by the system itself.
Lets make a example.
Residental houses:
Those are the most easy ones todo because in large citys those mostly have the same layout by their floors, stairways and rooms.
1. Create a Basement Floor. This always exist.
2. Create a stack up Floor. This floor will be placed on itself as a stairwair depending on how high the building is.
3. Create a Roof entry. The floors ends and you are at the last level so you can enter the roof.
These 3 parts need to come with variable clutter placeholders where static objects are placed randomly by the engine. Like plants, trash, dirt on the walls, grafitty, light and so on. And also Random NPC's can be placed.
If you want to drive it even further you can randomly texture the walls and let the game choose about texture presets fitting there.
lets say now you have about 30 Residental houses in the city, you can realtime generate their floors and stairways by this template just by telling the engine how much floors the building has. The engine will stack them up and place clutter also randomly so every rensidental building will look different from the inside. Of course once generated those informations must be saved for the ID of the house.
The same Principle also applys to the Residental rooms since every floor has alot of doors to private rooms. You just need to make a template of maybe two or three Room types. On Residental buildings the rooms are anyway all the same so also there you just need todo placeholders for certain Furnitures, clutter , dirt wich may appear , or not. There it even makes sense to randomize the Wall textures.
Ofcourse all this makes sense if the Player has some intrest in going there. So random Loot is also something that can be thought about. NPC's that are happy you came in or not. Random Scripted happenings like shouting or Help crys ... the possibilities are endless.
Greetings,
since this Project is hopefully still in nice development i would like to suggest you guys a concept that we brought up on one our Game Projects wich sadly wasn't finished though. So i guess it would not hurt to let you know about VRID - Variable Realtime Interior Density.
The most Athmosphere breaking Part in any game that supports a open City is that there are thousands of Doors and only 100 of them actually lead into a Place and also just because they are Story relevant. The other doors are just statics and won't do anything. While we sure can agree, that not all doors in a City are unlocked, we can assume that many of them would be accessible at daytime atleast. Even more when you are some kind of Cop or Hacker or Brute ... Thief... who has access to door mechanisms.
So what VRID is about?
It is simple, to make almost all doors accessible with a Stairway behind it, leading to other rooms inside that building, wich leads (if they are hacked, lockpicked, forcefully opend) also to fully furnitured rooms even with people in it.
At this very moment you start to imagine how painfully it would be to modell all those thousands of rooms and interiors and stuff...and yes, if you would do them all by yourself it would be a work for years. But here the VRID System comes in. The base idea of this system is to have just a few base templates for Interiors that are generated and textured randomly by the system itself.
Lets make a example.
Residental houses:
Those are the most easy ones todo because in large citys those mostly have the same layout by their floors, stairways and rooms.
1. Create a Basement Floor. This always exist.
2. Create a stack up Floor. This floor will be placed on itself as a stairwair depending on how high the building is.
3. Create a Roof entry. The floors ends and you are at the last level so you can enter the roof.
These 3 parts need to come with variable clutter placeholders where static objects are placed randomly by the engine. Like plants, trash, dirt on the walls, grafitty, light and so on. And also Random NPC's can be placed.
If you want to drive it even further you can randomly texture the walls and let the game choose about texture presets fitting there.
lets say now you have about 30 Residental houses in the city, you can realtime generate their floors and stairways by this template just by telling the engine how much floors the building has. The engine will stack them up and place clutter also randomly so every rensidental building will look different from the inside. Of course once generated those informations must be saved for the ID of the house.
The same Principle also applys to the Residental rooms since every floor has alot of doors to private rooms. You just need to make a template of maybe two or three Room types. On Residental buildings the rooms are anyway all the same so also there you just need todo placeholders for certain Furnitures, clutter , dirt wich may appear , or not. There it even makes sense to randomize the Wall textures.
Ofcourse all this makes sense if the Player has some intrest in going there. So random Loot is also something that can be thought about. NPC's that are happy you came in or not. Random Scripted happenings like shouting or Help crys ... the possibilities are endless.
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