I have posted something about this already and now I am looking for some help/ideas.
As I posted before, the simple things is going to play alot like Survivor for Byond. Except it is in text Mode. And the difficulty level is much lower.
Players will be represnted by @ . A Male player is blue and a female player is pink.
Players are given one skill they are allowed to start of with. That skill is started at 75%. The rest of the skills start at 5%.
To raise a skill %, you will need to actully do it. At some point in time, the skill % will raise.
Skills vary from Hunting, Lumber Jackery (I am unsure what Id actully call it), Fishing, Mining, ect.
There are a number of different area types in the game.
In each area the player can do different things. In a forested area, players can collect wood, near water players can fish and collect water. You get the idea.
The whole point of the game, much like Survivor is to live and survive and live. Players will be able to make weapons, build homes and houses, or even start towns.
There are a few differences though. There wont be monsters in the game. Also there wont be any magick.
Players attributes, other then skills, wont go up like a rpg. If you want to raise your attack or something, you will have to find, buy or make a tool or weapon.
While players can kill one another it is frowned upon. Mainly for the fact that this will be perma death. Once you die, you can become a ghost, but ghosts cant do very much, it is suggested you start over.
Also there are different kinds of animals. players can find and tame whild cows, chickens, pigs, dogs, ect.
In Survivor,the players, when they logged out, left a camp NPC and people coulndt dick around with you stuff. Thats not true here, when you leave you plot of land, your are gone and people can do whatever they like. Thats why it is suggested to befriend a wild dog right away and make it a pet and breed more. That way you can leave your dogs on your land to protect it. You can set them to friendly, protective or agrressive.
I am still having some trouble though with game play.
For example, how should I do the commands? How should I show inventory and attributes? Should I have stat panels and verbs? Or should have have commands like a mud?
Also, should I have ooc, or just say and shout?
I still need some ideas and stuff on how the game should work and play. So if anyone could help me, thatd be awesome, I will post some screen shots of the game in a little bit.
EDIT:
[IMG]http://img.photobucket.com/albums/v93/kuehnau/ 53118937.png[/IMG]
A male player standing on the beach of a small island.
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ID:153063
Feb 24 2005, 7:43 pm (Edited on Feb 24 2005, 7:53 pm)
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Feb 24 2005, 7:59 pm
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I just gotta correct you, it is Survival, not Survivor. >_>
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Shades wrote:
Skills vary from Hunting, Lumber Jackery (I am unsure what Id actully call it), Fishing, Mining, ect. Does this mean that I can jack my lumber in peace? |
Shades wrote:
Skills vary from Hunting, Lumber Jackery (I am unsure what Id actully call it), Fishing, Mining, ect. Lumber Jack is the name given to the guy who collects lumber. They use the name Jack because he was the model at the time to represent the collection of lumber. I'd just call it wood gathring/tree chopping/timber collection etc. |
Shades wrote:
Skills vary from Hunting, Lumber Jackery (I am unsure what Id actully call it), Fishing, Mining, ect. It's called Lumbering. I am still having some trouble though with game play. Well, to keep with the minimalist idea, I'd go with MUD-like text commands, but that's just me. I'd probably show the inventory in the text window or a browser pop-up, but if you go with a browser pop-up, I'd make it very plain looking, to fit the theme. Also, should I have ooc, or just say and shout? Well, that's really up to you. OOC can be detremental to the gaming, especially if you're focusing on roleplaying. The pager is a good OOC alternative, so an in-game OOC may not be as beneficial as you'd think. I still need some ideas and stuff on how the game should work and play. So if anyone could help me, thatd be awesome, I will post some screen shots of the game in a little bit. Combat: I'd steer clear of an Attack verb, which can easily be macroed and abused. It also gives fast connections an unfair advantage due to their speed. You could try a tun-based approach, which would even the playing field considerably for 56kers and high-speed players. Many people don't like turn-based combat, though, so maybe a nice mix of real-time and turn-based combat. How do you mix it up? I'm not sure. Perhaps you could have a turn-based system with lots of interrupt attacks, counters and combos. Let the players attack, not in turns, but as often as their Speed allows. Player X could attack every 3 seconds, while player Y could attack every 3.5 seconds. ~X |
In response to Xooxer
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Xooxer wrote:
Shades wrote: Timbercraft (the art of felling trees) or Woodcutting (...cutting wood) is more accurate, really. "Lumbering" is a conjugation of the verb "lumber", meaning to walk heavily. ;-) |
In response to Spuzzum
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We're both correct: http://dictionary.reference.com/search?q=Lumbering
I've never heard the term Timbercraft. Woodcutting is too vague. A carpenter is a woodcutter. :P ~X |
In response to Xooxer
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Xooxer wrote:
I've never heard the term Timbercraft. I'm not sure that it even exists: http://dictionary.reference.com/search?q=Timbercraft. |
In response to Wizkidd0123
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Wizkidd0123 wrote:
Xooxer wrote: It doesn't exist any more than "Dweomercraeft" (the art of magic) exists; it's a logically-assembled word. |
In response to Spuzzum
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Spuzzum wrote:
It doesn't exist any more than "Dweomercraeft" (the art of magic) exists; it's a logically-assembled word. I have to disagree. While "Timber" and "Craft" are both words, neither "Dweomer" nor "Craeft" are words. |
In response to Wizkidd0123
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I have to disagree. While "Timber" and "Craft" are both words, neither "Dweomer" nor "Craeft" are words. They're Latin words, and "dweomer" is popularised primarily by D&D. Any search on Google will turn up many links using "dweomer" as an English word. You're also liable to find a Wiccan link or two using "craeft". |
In response to Artekia
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Artekia wrote:
I just gotta correct you, it is Survival, not Survivor. >_> I thought he was talking about the reality show, Survivor. ~>Volte |
In response to Volte
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"In Survivor,the players, when they logged out, left a camp NPC and people coulndt dick around with you stuff."
That was what happened when you logged out on the game Survival( By Polatrite ). So, chances were that he meant Survival. |
In response to Artekia
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If you don't want people stealing your stuff, why not invent the 'locked door'? This could be a combination of metalcraft and carpentry skills. You could have a 'fine metalwork' skill, involving mechanisms like this.
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Shades wrote:
Players are given one skill they are allowed to start of with. That skill is started at 75%. The rest of the skills start at 5%. Have the chance of the skill rising drop as it gets higher. A positive feedback system that makes it easier to accumulate skill by virtue of having high skill is a fun killer. You could do what I planned on doing once; have a usage record for each skill, and when the player wants to raise skill, you check against that usage number. If that succeeds, then check against the skill itself. After the check, regardless of success or failure, reset the usage count. example Carpentry : 56 usage : 75 (hidden from player) player selects 'enhance skill' option check against 75 usage(out of 100) result: 43; success. reset usage count to zero; check against carpentry; result: 66(greater than skill); success. This allows players to advance quickly if they wish to risk their hard work(usage), or slowly if they want the sure thing. In either case, it is difficult(as should be) to achieve really high skill levels. |
In response to ThreeFingerPete
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Still working on the game, considering the ideas given, but thinking about making it graphical...
You can make locked doors, but players will have the ability to break down walls or doors over time. I may even add a lock pick skill. I want players to be able to choose from a number of different angles. Ive even though about making a player that is persuing a peace keeper role, skills such as bind and gage, so a mob of players could catch a trouble maker, tie em up and gage them. Of course in the wrong hands those skills would be distagerious, so they would be pretty darn hard to get. |
In response to Shades
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By the same skill of 'Peacemaking', have the ability to wriggle free of the bonds. That way, even if the skills were used in the wrong hands (and making them hard to get won't stop this) then you can wriggle out of the bonds. Of course, a prison would have to be constructed if troublemakers were detained, so even wriggling out of the bonds wouldn't get you out.
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In response to Hazman
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Yes agreed, and a wriggle command or something will be avaible.
But I figured, if I made only high ranking players able to get such commands like bind and gag, it would discourage trouble makers from playing the game, just to tie up and gag other players. A normal trouble maker wouldnt go to all the trouble to become a rank high enough to use such command to just abuse them. Although I suppose a town could get a peace keeper that lets the power get to his head and ruins the whole place. I have even been thinking about making shackels and junk, so it slows down players that escaped, ect. =P |
In response to Shades
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Sounds like hell. You actually think a person isn't going to sit there for, what, hours or days on end, building their character in hopes of eventually having ultimate power over everyone else? You ever hear of DBZ?
~X |
In response to Xooxer
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Xooxer the point of the game isnt to have ultimae power over other players, but to try and strive and survive. Getting along with other players is more important.
And yes I have heard of DBZ, because I happen to be a fan of the anime series, I have the complete uncut uncensored, sets of Dragonball, Z and GT. |
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