Free for All: Comparing the payment models of Runescape and Illyriad

Illyriad was mentioned in Massively’s Free for All column this week in a discussion about different free-to-play payment models.

“So how does real money work in Illyriad? Simple. You spend cash to buy prestige and then spend that prestige on a few things. You can slightly buff your defenses and the output of your resources. You can even buff the combat effectiveness of some of your troops, but as James Niesewand told me in a live video interview this year, the amount is very small and is only one of many, many factors in combat. You can also spend prestige to speed up building times on buildings. Even with all that, a player cannot speed up skill learning. As in EVE Online, players nominate a skill that is learned in real time. One skill can take days to learn. These skills are often needed to build certain buildings or to perform certain tasks. As in other PvP games, items mean nothing without the skills to use them. Illyriad‘s payment system is easy to understand, it’s cheap, and it doesn’t significantly affect gameplay.”

Read the full article here.

 

 

 

Illyriad Massively TV Interview

Today, Massively.com‘s Beau Hindman sat down with James Niesewand, CEO of Illyriad Games, for an interview on Massively TV’s livestream. They took the opportunity to discuss the current tournament, The Undead Horde, as well as many aspects of future development for Illyriad. Player submitted questions from the community were also answered on air.

Check out the full video from the interview below.


Watch live video from massivelytv on Justin.tv

Illyriad Voted Top Indie MMO of 2011!

Illyriad has been voted into the Top 100 Indie games of 2011 at IndieDB and is the top Massively Multiplayer game.

There were over 3000+ independent games in this year’s competition and first round votes were entirely chosen by the public. We were thrilled to see the Illyriad community come out in full force to help us get into the top 100 games!

But we need your help again. 

Voting has begun for the final round to choose the top 10 games from this list. Let’s see if Illyriad can win the overall Player Choice award across all categories of Independent Games!

Vote here

After you have voted it should look like this:

Voting closes on December 20. Thank you again for all of your support and for making 2011 a great year for Illyriad!

Own A Color and Save a Child’s Life

Illyriad is proud to be a part of Own A Color. When we discovered the program, we took the opportunity to have some fun naming Illyriad’s colors while donating money to a worthy cause.

Own a Color is a fantastic movement started by a small group of individuals – passionate in their belief that small acts can combine collectively to save the lives of many children one child at a time. All donations through Own a Color go to UNICEF, the world’s leading organization that protects children’s rights to be educated, healthy and treated fairly.

Below are a selection of colors we have named after Illyriad. Why don’t you get involved and have a color named for you?

      

Own a Color harnesses the power of color – your contribution WILL have a positive impact on saving lives of children.

Let’s Color

Vote for Illyriad for Indie of the Year 2011

Vote for Illyriad in IndieDB’s – Indie of the Year 2011

2011 has been a big year for Illyriad. Since the beginning of the year we’ve had a UI redesign, two tournaments, the introduction of daily bonuses, new research and avatar graphics, the addition to the Chrome store, new buildings and a new server upgrade just to mention a few things. All of this has been done with a small development team in the true spirit of an indie game. We appreciate the continued support of our players and have all of you to thank for our continued growth.

As we close out this year we look to you, our community, for support again as we are up for IndieDB’s Indie of the Year for 2011. If you could, please take a moment to vote for us. Just follow the link below to vote before the deadline of December 10, 2011.

Indie of the Year Awards

If you have a registered account at IndieDB you can vote once at any time. If you aren’t registered or logged in you may have to wait for a time before being allowed to vote, as only a certain number of anonymous votes are allowed per minute.

Thank you so much for your support!

GM Luna

Illyriad Community Call-out

Player-run websites and events are an important contribution to the Illyriad community. There is a wealth of knowledge and creativity within our player base and it is always wonderful to see it come to life and engage the community!

One of the earliest community projects was the Unofficial Wiki: Arcanum Illyria, initiated and hosted by HonoredMule:

Several blogs also exist about Illyriad, including: The Wisdom of Kurdruk providing both unusual insight as well as tips for new players created by Kurdruk:

My Eternal Reverie is a collection of Illyriad web-comics and blogs created by SunStorm who recently also hosted the “Capture a City” event:

Of course, we must not forget the The Travelers’ Tale section on the forum where players share their prose, poetry, history and artwork.

The very first tournament in Illyriad was Armok’s Blood Bowl which was player-run and created by Noryasha Grunk. Our first official tournament was indeed inspired by the players themselves!

It’s fantastic when player-driven events and challenges emerge from and engage the community. Equally of note, both remarkable in balance and to be arranged by such a new player was the open to all players Race to the Center of the Universe run by Hugie. In fact, the 6th ranked player had only started playing Illyriad the previous month. The dev team did graciously step in to provide the photo-finish as there were only 350 milliseconds between first and second place!

Most recently created is the ambitious Illyriad Olympics, mini-tournaments in the world of Illyria:

Currently there are three tournament ideas listed for players to try:

A big thank you to all of the Illyriad player-tournament hosts, bloggers and fansite operators. We wish you the best of luck!

If you have an Illyriad blog or fansite that is not listed here or have a tournament you’d like help promoting, send an email to community(at)illyriad.co.uk to let us know about it.

WebGL Experiments: Texture Compression

Lilli Thompson from Google asked us how we were doing texture decompression in the pixel shaders and what algorithm we were using. We thought we would share our answer…

Texture compression was a bit of journey – as no one at Illyriad had ever implemented anything in 3d before; to us texture compression was mostly a tick box on a graphics card.

It started when we found out our 90MB of jpegs expanded to 2GB of on-board memory and we were worried we’d made a terrible mistake, as this was certainly beyond the possibilities of low-end hardware! Half of it this was due to Three.js keeping a reference to the image and the image also being copied to the GPU process – so essentially the required texture memory doubled.

Dropping the reference Three.js held after the texture was bound to WebGL resolved this. I’m not sure how this will play out with context lost events – as I assume we will have lost the texture at that point – but local caching in the file system and reloading may help with recreating them at speed.

With 1GB of memory remaining we were faced with three choices – either deciding what were were trying to do wasn’t possible; reducing the texture sizes and losing fidelity or trying to implement texture de-compression in the shader. Naturally we opted for the last.

We were originally planning to use 24bit S3TC/DX1; however this proved overly complex in the time we had available as the pixel shaders have no integer masking or bitshifts and everything needs to be worked in floats. The wonders we could unleash with binary operators and type casting (not conversion) – but I digress…

In the end we compromised on 256 colour pallettized textures (using AMD’s The Compressonator to generate P8 .DDS textures). This reduced the texture to one byte per pixel – not as small or high colour as DX1 – but already 4 times smaller than our original uncompressed RGBA textures.

It took a while to divine the file format; which we load via XMLHttpRequest into an arraybuffer. The files have 128 bytes of header which we ignore, followed by the 256×4 byte palette which we load into a lookup table texture RGBA. The rest we load into a Luminance texture. Both textures need to use NearestFilter sampling and not use mipmapping to be interpreted sensibly.

We have created our own compressed texture loaders – the colour texture loader looks a little like this:

[code lang=”javascript”]
Illyriad.TextureCompColorLoader = function (path, width, height, uniforms) {
var texture = new THREE.DataTexture(0, 1, 1, THREE.LuminanceFormat,
(new THREE.UVMapping()), THREE.RepeatWrapping, THREE.RepeatWrapping,
THREE.NearestFilter, THREE.NearestFilter);

var request = new XMLHttpRequest();
request.open("GET", path, true);
request.responseType = "arraybuffer";

// Decode asynchronously
request.onload = function () {
if (request.status == 200) {
var imageDataLength = request.response.byteLength – width * height;
uniforms.tColorLUT.texture = new THREE.DataTexture(
new Uint8Array(request.response, 128, 256 * 4),
256, 1, THREE.RGBAFormat, (new THREE.UVMapping()),
THREE.ClampToEdgeWrapping, THREE.ClampToEdgeWrapping,
THREE.NearestFilter, THREE.NearestFilter);
uniforms.tColorLUT.texture.needsUpdate = true;
texture.image = { data: new Uint8Array(request.response, imageDataLength),
width: width, height: height };
texture.needsUpdate = true;
}
}
request.send();
return texture;
}
[/code]

When we first did the decompression in the pixel shader, it was very blocky as we had turned off filtering to read the correct values from the texture. To get around this we had to add our own bilinearSample function to do the blending for us. In this function it uses the diffuse texture with the colour look up table and using the texture size and texture pixel interval samples the surrounding pixels. The other gotcha is that the lookup texture is in BGRA format so the colours need to be swizzeled. This makes that portion of the shader look like this:

[code]
uniform sampler2D tDiffuse;
uniform sampler2D tColorLUT;

uniform float uTextInterval;
uniform float uTextSize;

vec3 bilinearSample(vec2 uv, sampler2D indexT, sampler2D LUT)
{
vec2 tlLUT = texture2D(indexT, uv ).xx;
vec2 trLUT = texture2D(indexT, uv + vec2(uTextInterval, 0)).xx ;
vec2 blLUT = texture2D(indexT, uv + vec2(0, uTextInterval)).xx;
vec2 brLUT = texture2D(indexT, uv + vec2(uTextInterval , uTextInterval)).xx;

vec2 f = fract( uv.xy * uTextSize );
vec4 tl = texture2D(LUT, tlLUT).zyxw;
vec4 tr = texture2D(LUT, trLUT).zyxw;
vec4 bl = texture2D(LUT, blLUT).zyxw;
vec4 br = texture2D(LUT, brLUT).zyxw;
vec4 tA = mix( tl, tr, f.x );
vec4 tB = mix( bl, br, f.x );
return mix( tA, tB, f.y ).xyz;
}

void main()
{
vec4 colour = vec4(bilinearSample(vUv,tDiffuse,tColorLUT),1.0);

[/code]

This performs fairly well; and certainly better than when your computer feels some virtual memory is required because you are using too much! However, I’m sure on-board graphics card decompression should be swifter and hopefully open up the more complex S3TC/DX1-5 compression formats.

There is a major downside however with decompressing this way in the pixel shader. You have to turn off mipmapping! Not only does turning off mipmapping cause a performance hit as you always have to read the full-size textures – but more importantly it doesn’t look good. In fact in the demo – we had to use full-size textures for the grass so we could apply mipmapping as otherwise in the distance it was a wall of static!

Unfortunately, as far as I’m aware, WebGL while you can create mipmaps with generateMipmap – you can’t supply your own. Again, real compressed textures should help here.

EDIT: Benoit Jacob has pointed out this is possible by passing a non-zero ‘level’ parameter to texImage2D – one to look into.

Some caveats on the demo:

  • Obviously even 90MB of jpeg textures is far too much – the production version will be substantially smaller, as we are being a bit smarter on how we will be using them.
  • This has been a learning process both for us and Quantic Arts (who are used to boxed set games).
  • This was a tester to see the upper limits of what we can do in WebGL, so we haven’t been focusing on optimization yet.
  • We will be reworking the obj models to reduce their download size substantially.
  • The way the game works is that no one player will need all the textures at once (the time between queuing a building and it’s actual appearance in the game allows us to download the models/texture)

So the actual game requirements will be much much lower.

Sound: Enhancing the Illyriad experience with audio

In Illyriad we will be using audio in three ways:

1. Motif background music

We will be mixing these in and out of the game environment dependent upon the map focus on biome. Some examples could be Mediterranean music, jungle music, desert music or polar music. We also plan to have some generic musical motifs and themes that enhance the game experience, such as triumphal themes that linger after you win a battle or trepidation themes that build anticipation before a diplomatic event such as sabotage or assassination. We are generally writing specific music for all of these themes as opposed to licencing them. We are also exploring the Web Audio API for this purpose – almost treating it as a sequencer – so that we can slave a standardized or fractional BPM to the game server clock and use all the clever tricks. For example, we may increase tempo of the music with the player’s proximity to the event outcome.

Weird, I know, but during the midlife crisis that impelled me to start Illyriad, I also released a reasonably successful album of ambient and dance music.  So I’m pretty familiar with creating soundscapes and – whilst I haven’t yet used it in anger – the toolset I see in the Web Audio API looks pretty comprehensive. I would bet my bottom dollar that someone will build (if they haven’t already) a full Web Audio API sequencer, and I can also see (the equivalent of) VST plugins and softsynths being sold on the Chrome webstore.

2. Notification/event audio

These are the standardized sounds that occur during gameplay based on triggers such as event queuing or occurrences. For example, starting building construction in game with sound of carpenters sawing or the messenger noise you get when you receive an email. We’re looking at making some of these specific to the game races, so the new mail sound for receiving an in game message is different for Elves and Orcs. Some of these are being worked on currently by James Bell, our audio engineer. He is out in the field recording the sounds at historic battle re-enactment events around the UK so that we can really get it right!

We’re also looking to mix these on the fly in the browser. A battle notification audio event would be made up of many different audio snippets in the mix. For example, a player who attacks a pack of lions, using his cavalry, in a savannah environment that wins the battle will get a very different sound effect notification from a player who attacks a horde of skeleton warriors, using his bowmen, in the arctic north that loses the battle.

3. Environmental audio

Different from the motif music, these are specifically audio snippets (some looped, some one-off or randomly triggered) that are geo-specific, especially within the WebGL 3D environment. If you go up close to the grinding cog-wheels of a working flourmill or approach the river bank, the audio source is located (in the stereo and depth pan) in reference to your viewing position and that of the sound source with volume controlled by proximity.

Some of these effects are environment proximity-related and others are time-slaved (such as the dawn chorus of birds or the frogs and crickets of dusk) or environment-slaved (for example, wind, rain or thunder) as the game world progresses and changes.