DORE (Dynamic - Online - Roleplaying - Engine). Based on the Chronicle theory. We will be posting a sample of the design and features to be included in this.
DORE will power Dragonball Online, however the chronicle will have nothing to do with any Dragonball critque.
Thanks.
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ID:153143
Dec 8 2004, 5:24 pm
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In response to Malver
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More of a framework. Certain parts of DORE can be broken to be incorporated into your own project.
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I. Combat
1. Physical Effects & Examples. 2. Magical/Special Effects & Examples. 3. Speed-control System. 4. AI System. II. Social 1. Guild System. 2. Purchasable Land Estates. III. Items 1. Durability. 2. Character Inventory & Equipment. IV. Enviornmental 1. Weather Effects. 2. Terrain Destruction System. V. Other 1. Dynamic Questing System. 2. HUD System. 3. Server Performance Monitor. That is what to be included in DORE, we will have more details later on. |
In response to Vakir
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Heh, although the game doesn't really interest me, I love the way you used an outline to tell people the features. You sound intelligent.
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In response to Kunark
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This isn't a game. It's a Chronicle, if you want more of what I'm talking about go to the Design Philosphy.
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In response to Vakir
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Personally I think you're giving too much of a system away. That could be easily turned into a game in 10 minutes work, which would lead to a "legal rip" situation, with samey games everywhere.
But lo, I'm not one to jump to rapid conclusions (he lies), and so I retract my statement. I'd like to see how this turns out. |
In response to Elation
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Elation wrote:
Personally I think you're giving too much of a system away. That could be easily turned into a game in 10 minutes work, which would lead to a "legal rip" situation, with samey games everywhere. I agree: it would output very similar games, but on the other hand, it would allow newbie programmers, many of whom would use zeta if the option presented itself, to code something (semi-)unique. The good part of this? It's not a complete game in itself, and therefore, they'll have to code at least part of the game. In other words, they could still make a relatively playable game, while not being forced to resort to outright ripping. In the end, they would have to learn something. |
Dynamic day / night system as well? You know, shops close down during late at night (or open, knowing the late night bar-setting of some games' shops), and some monsters come out late at night. I think this would thoroughly introduce a new element of gameplay, as well as perspective.
Kudos on the new system, Vakir. Fellow Dragonball Online Member |
In response to Asguard
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Asguard wrote:
Dynamic day / night system as well? You know, shops close down during late at night (or open, knowing the late night bar-setting of some games' shops), and some monsters come out late at night. I think this would thoroughly introduce a new element of gameplay, as well as perspective. Meh, they should program that themselves, me thinks. I really don't think that an editable engine would help them learn. They'd end up just copying and pasting "monster" code and changing it slightly for different kinds of monsters. I want gameplay innovation! |
In response to Elation
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Keep in mind, this is for Dragonball Online primary use only. I doubt Vakir would be the kind to sell his source code to the public of which he has slaved and worked on all day over, just to see:
"Dragonball Online: 2 1/2" DARAG0N BALL ONL1N3 WIFF C00L GRAFFIX!11 Even I wouldn't contribute to such a community such as BYOND, which is mostly composed of 11 - 15 year old children whom have no idea on how to create a truely unique game. I know this, because of the everlasting proof that plagues BYOND: the Dragonball games. My apologies to the people whom are truely intelligent and considerate of the fact that stealing the source code, changing two things, and then posting it up on BYOND for full credit is a BAD thing, and should be stopped quickly, if not immidiantly. |
In response to Asguard
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Asguard wrote:
"Even I wouldn't contribute to such a community such as BYOND, which is mostly composed of 11 - 15 year old children..." Hey, I be 16 in a few months! |
In response to Elation
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Kaclys (Asguard), calm down. I haven't decided what to do with the chronicle yet. And this isn't a game it's a environment for developers to work in so the game would seem VERY incomplete.
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In response to Wizkidd0123
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Certain precautions to ensure they have to read throughout the code would also be nice, so copying and pasting or just using "include" wouldn't be as easy. It might add some difficulties for those who know what they are doing, but on the same token prevent the main worry.
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In response to SSJ2GohanDBGT
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I really don't see the problem with letting people jsut include it, and allowing them to change configuration things.
It's not like it'll be a completely pre-made game, although some things will be done, they'll have to do a lot of the work themselves. It's sorta like objecting to something like an RPG maker, although this would require more work. It's supposed to be designed like the core "engine" software of modern games, and look at how many games use things like the Quake III engine. Don't bash it just because it has the CAPABILITY to allow people to make similar games easily, because anyone who used it would be able to modify it however they liked, and add on to it. |
In response to SSJ2GohanDBGT
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SSJ2GohanDBGT wrote:
Certain precautions to ensure they have to read throughout the code would also be nice, so copying and pasting or just using "include" wouldn't be as easy. It might add some difficulties for those who know what they are doing, but on the same token prevent the main worry. A chronicle, accorinding to Vakir, is a collection of libraries. Libraries should have documentation, but one shouldn;t have to read through the code of a library. I generally prefer to read through it anyway, but theoretically, if one has read the documentation, one shouldn't have to. |
In response to Destroy
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Destroy wrote:
It's sorta like objecting to something like an RPG maker, although this would require more work. It's supposed to be designed like the core "engine" software of modern games, and look at how many games use things like the Quake III engine. But Byond games already use the core "engine" software that Byond comes with- networked play, tile movement, etc. (Quite a few inbuilt procs, too) And anything remotely like RPG maker is yucky. Don't bash it just because it has the CAPABILITY to allow people to make similar games easily, because anyone who used it would be able to modify it however they liked, and add on to it. We bash it because it has the capability to make similar games, and that's not something we want. Variety is good, just look to biology for proof. *Largely irrelevant analogy* We fear nukes and zeta, because they both have the ability to make samey games and kill millions. ...In that respective order. |
In response to Elation
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If you were REALLY worried about people not reading the code, you COULD just go by and comment every line by hand (with single line comments, of course) so they'd HAVE to go by and read EVERY single line and understand it :P.
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In response to Lenox
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Lenox wrote:
If you were REALLY worried about people not reading the code, you COULD just go by and comment every line by hand (with single line comments, of course) so they'd HAVE to go by and read EVERY single line and understand it :P. Why would they HAVE to read the comments? |
In response to Elation
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Well, good point o_O. They could just use Advanced Find/Replace and replace the comments with spaces, but the point was so they'd hopefully get bored and decide to try to understand it while they were in the process of "uncommenting" multiple lines of.."Code."
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Will this be more of a framework, or an actual engine that will run on top of the BYOND engine? Some more information -- aside from an acronym -- would be favourable.