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| sdahan |
Posted: Fri Dec 29, 2006 4:23 pm |
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Joined: 06 Dec 2006
Posts: 68
Location: Tsukuba, Japon
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I think, there is an important question that we have to discuss before every thing else.
What kind of game do you want to build?
For which public? |
_________________ Sylvain Dahan |
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| Cayle |
Posted: Fri Dec 29, 2006 9:57 pm |
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Joined: 20 Dec 2006
Posts: 79
Location: Germany
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Cayle wrote: Is the perspective here that of players or those who would create worlds? These are two very different hings and work on very different timelines. If it is player driver, then simply buy a world and be done with it. If it is creator driven, then there is a chance to create something that really does not exist. Right now, if you do to DevMaster.net, the GarageGames forums or wherever else game makers hang out and say "I want to create a virtual world", you get laughed at. Only in the text MUD community, NWN persistent world community do people take you seriously (NWN can be modded to support a persistent world, but it is neither powerful, nor flexible beyond elves using the D20 ruleset). There are the communities at multiverse.net and mmorpgmaker, but they are Indie/Professional-Wannabees who want to sell a game.
So, yeah, I'd also second the question. ;) |
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| Han |
Posted: Sat Dec 30, 2006 1:23 am |
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Joined: 21 Dec 2006
Posts: 34
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Create worlds that are empty (natural) and give the tools to create things based on raw elements to the people, but make the tools in-game and amazingly easy to use and creative...but basic. have a central - vote based system for allowing or removing objects from the worlds list of items .. used in a tool set.
Follow me here... Everyone starts as a crafter
Every base Item has a set thickness... Clay = 10mil (as an example)
Iron = 2mil (as an example)
[brackets] denote a inherent basic tool in game
Clay <uses> [handcraft] = mold in game (when finished its Flaged as a Tool - type <surface model> so our game knows what to do with it next.. this does not mean it cannot me displayed as art or that it cannot be [fired] in a kiln or [paint]ed)
Iron <uses> [melt] = liquid metal for X time,
can cover X polygons of X size over an area. a little math and a bit of physics engine, some time to lower the Irons tempetature property and it then is converted into a basic model with Iron's color
This item is then named in game by the User, submited to the game world (other players and an admin to check against "the theme of the particular world") to be ok'ed... Items alternatly can be placed up for a removal vote but take more votes to dismiss than add.
Item could be "spoon" and we make a tool for [body attach point] (an inherent equipable shown item flag is set) and it can be equiped.
Item could be "vase" be flaged as a container ect ect ect.
To go further.. "Shovel" crafted through several resources and assembled with several in-game "tools" can subdivide, terraform land at X rate per day.. physics effects rule ... cubits of land can collapse under weight... Tunnel on Dwarves but be careful.. Mine away space explorers but the asteroid may split.
So there is my idea, ambitious but doable.
Combat - theme dependant , flying - theme dependant , Spells - theme dependant, Rate G - theme dependant...
we could start with a snow fort world where you have snowballs as items, snow as a base item and one hand molding tool. with physics...It'd be a blast
Hannon |
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| Zero_effect |
Posted: Sat Dec 30, 2006 10:35 am |
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Joined: 25 Dec 2006
Posts: 4
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The social/roleplaying games are not so popular as the other online games. This leads me to the conclusion that the best thing that could be done is another MMORPG but we shouldn't build a fixed world because it is not good enough for an open source project - there are a lot of people who want to build their own world. So I think that we should build something like a MMORPG foundation/skeleton which has an universal rpg system (something like GURPS or d20) - this system must be flexible and easy to extend, so that every experienced in graphics and programming team can use it to create their own world in which the players could interact between each other, complete epic adventures or just roleplay..
Basically, this is the idea behind my other project(Epoch of the Roads). If you are interested, I can post more about the idea because a big amount of the information about the project is not translated. |
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| Cayle |
Posted: Sat Dec 30, 2006 11:07 am |
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Joined: 20 Dec 2006
Posts: 79
Location: Germany
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I agree with zero. Not everyone wants the same thing and many people here were already doing their own thing before coming together. The best chance of success is a framework that everyone can contribute to and profit from. Then both game and social worlds could be built.
A pooling of effort to help each other out. |
_________________ The Ruleset Modeling Language - A project for making it easier to design virtual worlds. |
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| Han |
Posted: Sat Dec 30, 2006 4:35 pm |
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Joined: 21 Dec 2006
Posts: 34
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I wasn't really going for social
Just about any MMO out there can be built from a basic tool set, we would be shifting the creation of content to the players and bundling the tools into the game itself. Not only object creation but quest scripting as well. A big big probem with any MMO is that you just will never be able to keep up with player consumption of content without ability for a game community to mod things... I think that a game that would make modding easy AND part of the game itself would be the way. Of course you need to check content and thats where the voting and admin checks come in.
I am looking for an underlying Combat system, d20 or other system, a lot that is in any MMO. I don't think the core of many games is really broken. |
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| KrYoS |
Posted: Sat Dec 30, 2006 7:32 pm |
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Joined: 30 Dec 2006
Posts: 50
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For combat, I could see a d20 style system for the underpinnings of that. But you need to keep the outward appearance freeform for the most part, because not everyone I can guarantee will want a level based system. Myself, my favorite system to date was the skill system used by Star Wars Galaxies back in its heyday. I have never really been fond of levels myself, as they drive me insane, but I realize some people who aren't me prefer it to the skill based system. The problem is, you would want to build the base of the MMO in a modular design, so you can swap parts in and out of it at will for different aspects, like be able to swap out the level system with a skill based system instead. Then there are other things as well. A lot of mechanics between a Sci-Fi game and a Fantasy game albeit are the same, but then a lot of them are just dissimilar enough that they would have to be done differently.
Yes, it would take more work in the long run creating each aspect in a modular way, but it would then make it so it was easier to understand as well, and easier to manipulate to do with it what you wish. As well, for building in certain things into the game itself, you can't do that with all things.
A server side scripting system would be best for controlling quests and many other aspects of the server side of things. Why? It is far easier to adjust and manipulate scripts than it is to recode a lot of stuff for small changes to take place, really it is. As well, most aspects can be kept in scripts, leaving the server as basically a barebones network manager that reads the scripts. And as well, you can have it so to tweak the system, you just edit the script and reload all scripts into the server, instead of having to shut it down and recompile.
There are many aspects that aren't looked upon completely and not thoroughly thought through, which is understandable as a lot of people want to rush in and do something amazing. That is why a planning phase is always warranted. It allows you to step back and look at the whole picture and realize that some ways just aren't the best way to go about it really. And that for a framework for others to build on and be able to use, modularity is pretty much the biggest factor needed, and the less coding needed to be done by the end user to create the world, the better it all is in the end. |
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| sdahan |
Posted: Sun Dec 31, 2006 5:16 pm |
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Joined: 06 Dec 2006
Posts: 68
Location: Tsukuba, Japon
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Zero_effect wrote: Basically, this is the idea behind my other project( Epoch of the Roads). If you are interested, I can post more about the idea because a big amount of the information about the project is not translated.
I am interested to learn more about it. Too bad, that you did not work in english from the beginning. |
_________________ Sylvain Dahan |
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| KrYoS |
Posted: Tue Jan 02, 2007 8:44 pm |
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Joined: 30 Dec 2006
Posts: 50
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| Yes, a lot of the ideas are great, and language will become one barrier we will have to overcome in the process, mainly due to the fact that this will all be worked on over the internet and we will be working with people who's primary language isn't all the same. Which it doesn't bother me as I am used to it being in Iraq a couple times and now living in Germany when I'm a US citizen. |
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