Story of Ancients is a fantasy-themed MMORPG strategy war game where the players need to build empires, recruit exotic heroes, train mighty armies, and battle away to the top of the world.
We faced a significant challenge in rendering the enormous size of the terrain in high-visual quality. Its zoomed-out version was also huge to handle.
The other obstacle was to spawn all the users on the terrain and update events.
Data sync was a massive challenge to attain when troops traveled from one kingdom to another, attacking and coming back.
To overcome rendering a high-quality terrain on a low GPU & CPU cost, we created shaders that mask the textures. We then created texture masks and small tillable textures in high quality. It gives them a crisp look and all the tillable texture visible through the mask looks like the real texture.
To solve the spawning of the users, we used the traversing technique, node-based procedural spawning, and loaded & unloaded based on the current view.
We decided to data sync in two categories, which are: frequent updates & interval updates. So we synced first the essential data frequently. Then we updated in the fixed interval the data that is not affecting the gameplay. After that, we fetched the visible user, and the loading & unloading were based on the demand.
The Story of Ancients became a successful game and worked on almost all available devices without compromising quality.