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Author Topic: Virtual worlds: where the heck do I start?  (Read 2830 times)
Memory
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« on: November 13, 2021 @834.49 »

Okay, so I want to start making a virtual world (like all the cool kids), but... I'm gonna be honest, I have no idea how to go about it. I'm assuming I should write my ideas down first, which seems doable. After that, how should I go about it? Do I make placeholder graphics and start on the code? And what should I use if I was to create a 2D virtual world?

Any tips are greatly appreciated!
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« Reply #1 on: November 13, 2021 @960.68 »

So I have had it on my mind to write a tutorial for getting started, so this is a good question!

So I think some questions are how into code are you?
How complicated is your idea?

Write down some ideas, but remember its easy to overthink ideas, and its better to get some practical experience before you think of something too complex and then scare yourself away when you try to start.

I would suggest starting with a very simple world, just a space to explore rather than having any story or interactions. You can add these in later.

I actually haven't figured out 2D yet! Javascript and Unity are options, along with many other game engines. You could even use Three.js with a flat perspective camera (that would allow 3d-2d stuff like LittleBigPlanet).

Options for engine:
If you don't like code, try the X3D tutorial this forum, if you are are happy with Javascript try Three.js and look at the sample MelonEngine project. If you want to make worlds that are more like games, use Unity or GameMaker.

So I would start with a general sequence:
  • Pick an engine or code base that you think is ok
  • Make a simple test world with no detail and a simple way of exploring it
  • If you are happy with the engine continue, if not try a new engine
  • Start to improve the world and add things too it
  • Start to improve the character/way you explore the world
  • Once you are happy with the world you can start to add extra stuff like NPCs or tasks.

Remember, you'll prob need to make a few worlds and try a few engines and design approaches before you find one that suits you, so don't try to cram everything into your first go.

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Memory
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« Reply #2 on: November 14, 2021 @18.34 »

So I have had it on my mind to write a tutorial for getting started, so this is a good question!

So I think some questions are how into code are you?
How complicated is your idea?

Write down some ideas, but remember its easy to overthink ideas, and its better to get some practical experience before you think of something too complex and then scare yourself away when you try to start.

I would suggest starting with a very simple world, just a space to explore rather than having any story or interactions. You can add these in later.

I actually haven't figured out 2D yet! Javascript and Unity are options, along with many other game engines. You could even use Three.js with a flat perspective camera (that would allow 3d-2d stuff like LittleBigPlanet).

Options for engine:
If you don't like code, try the X3D tutorial this forum, if you are are happy with Javascript try Three.js and look at the sample MelonEngine project. If you want to make worlds that are more like games, use Unity or GameMaker.

So I would start with a general sequence:
  • Pick an engine or code base that you think is ok
  • Make a simple test world with no detail and a simple way of exploring it
  • If you are happy with the engine continue, if not try a new engine
  • Start to improve the world and add things too it
  • Start to improve the character/way you explore the world
  • Once you are happy with the world you can start to add extra stuff like NPCs or tasks.

Remember, you'll prob need to make a few worlds and try a few engines and design approaches before you find one that suits you, so don't try to cram everything into your first go.

This is very helpful! For starters, I am not familiar with JS at all, although I do want to learn it (at least the basics). I just know CSS and HTML. I actually have started reading your tutorial, but haven't gotten through it just yet.

I actually have a program that allows you to make virtual worlds with pictures (https://sokpop.itch.i:ha:sok-worlds). Unfortunately it's limited to the in-game browser AFAIK, you can't export them. Still, it's good for laying out some ideas.

I was asking about 2D because I also don't have any experience with 3D stuff. It's something I've been meaning to get into, and hey, this might be a good reason to do so!

I'll follow your advice and start looking for an engine I like. Thank you!
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« Reply #3 on: November 14, 2021 @24.92 »

I actually think about that game a lot when I'm working on things!

One thing about 2D worlds is that IMO they are harder to make. With a 3D world, the 3Dness distracts people from the limits of the world, but in a 2D world people look at everything, you have to put much more in.
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« Reply #4 on: June 07, 2023 @879.76 »

I'm not sure if this is what you're talking about really but bitsy is a website where you can make little games. The about tab on the page itself reads:
Quote
hi! bitsy is a little editor for little games or worlds. the goal is to make it easy to make games where you can walk around and talk to people and be somewhere.
Also, it doesn't actually require any programming knowledge! It's very simple to learn and make something in :happy:
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« Reply #5 on: June 08, 2023 @27.16 »

I'm not sure if this is what you're talking about really but bitsy
Sooooo when the forum was started, the focus really was on making virtual worlds; but it turned out that was way too complex for most people to get into - particularly in the area of 3d worlds that Im into :ohdear:

However mini tools like this could actually be a way better way for people to get into making virtual worlds - so thank you for posting!! I want to research this more and maybe start a wiki section for it - I know there are a few lil game makers like this!
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« Reply #6 on: January 15, 2025 @232.92 »

i'm also interested in making virtual worlds, bitsy is very interesting! i'm currently using pico-8, a similar but much more powerful gamemaking environment with built in tools and lots of community support. might look into using bitsy as i learn the code i need to make things in pico-8!


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« Reply #7 on: January 16, 2025 @988.48 »

This thread seems very old but here's my two cents:


Adventure Game Studio is a great engine, free and easy to learn but requires supporter to run on Neocities sites due to its unique file types. Other than that, nearly perfect for any kind of point and click game. I've seen people do some incredible things with it, even making a little 3d environment.

I'm also quite curious about Bitsy but wasn't sure how to parse it when I tinkered with it. That was nearly two years ago(!!) though. I might have to give it a second look.

IMO a very effective way to have a site feel like a world is just to mess with how people navigate it, pressing arrows or selecting something on a world map can make it feel a lot more like an immersive world just through the form it's shaped into. The more interactive bits and bobs added, the better.
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« Reply #8 on: Today at @2.48 »

I don't wanna be tooo pedantic about terms, but I would like to add a small note about the definition of a "virtual world", since it was my dissertation after all!

What is a game verses a virtual world? Soo, virtual worlds are supposed to have 3 key qualities (aside from being in a computer); the world should continue to exist/change/evolve when you are not playing; changes one player makes to the world should affect the world for everyone (and remain after everyone has left); and the world should allow for multiple players to enter the world at once. Those are the three qualities that give a world life verses it being a plain save file in a game.

So, for example, Animal Crossing; I think counts as a virtual world, because events in the game occur even if you are not playing (this is actually fake in AC, since it just backdates events when you load your next save file, but Im ok with that as a valid version of time); plus AC has the ability for multiple players to enter the town/island.
On the flip side, a game like Grand Theft Auto V is not a virtual world because it does now allow these things (although GTA Online is).

I say that because it's an important point I missed in my old post, and I think it can really open up the options for virtual world making! For example a webpage like MelonTown is (loosely) a virtual world (some people might disagree), but it does satisfy the definition, because its a digital world that exists when no one is there (you can buy land plots even when the town is not loaded), and multiple people can visit it (even though they are only viewing it). The leaky homepage ring 100% satisfies the definition of a virtual world, and so by proxy, any web page that is in the leaky ring is a virtual world.

Im aware that many people reading this might be more interested in making a more literal world in a video game; and thats fine! However as far as virtual worlds go, the options are much more expansive!  :wizard: I think the really exciting thing about true virtual world making is finding unusual ways to satisfy these requirements and creating digital spaces that have their own sense of life!
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