ID:51414
 
Keywords: endlesslands
A while back, while laid up with a cold (and even more so with cold medicine) I started work on a new version of Endless Lands, based on a couple of years spent thinking about the problems the original version had. My first attempt to redress them brought its own problems, but it had enough good ideas that I kept kicking them around and have decided to move forward with it. Right now I'm using time to work on it as a "carrot" to help make sure I get my actual work done during the day.

What I have now is technically playable but it's about halfway between the problematic original revision and where it needs to be. It also doesn't have any more world content than the character creation area, the Temple of Awakening (which functions as the first town), a short length of road and a bandit camp... but I've got a fairly decent map editor put together using BYOND's grid control that makes adding new areas fairly quick.

The new version keeps a lot of what made the old version interesting, including the ability to play as a animal companion-type character. I've addressed some of the problems of balancing a cat or raven by treating them as heroic exemplars of their species in the same way that a fighter or magician isn't a typical human.

I've made some changes to combat to make it more interesting than the typical MUD. While your character will still automatically attack and defend, it plays out slowly, at a rate of 10 seconds for a normal attack, in order to give human players a chance to react as events unfold and select special attacks and other actions (which you get based on your race and class) to sub in in place of your regular action. Great big special attacks currently function as immediate interrupts, under the theory that they should always be "game changers" when you pull out the big guns.

The combat system also involves ranged combat, with range consisting of the Binary Grover System of "Near" and "Far." When you're engaged with opponents up close, you're restricted from escaping the area or changing opponents to ones who aren't up close with you until you successfully retreated. This allows fighter-types to grab the attention of the monsters, letting archers and spellcasters off the hook.

I've had a couple of missteps in development... like I said, my first stab at a remake was problematic.

First, I started out with the idea of the world being a random set of paths connecting randomized environments, and thus being truly "endless", but I realized it was taking so much work trying to make them seem handcrafted and unique (with varied success) that I might as well do that anyway. The whole "thrill of exploration" element's hard to sell if the world is just a bunch of repeating flavor text in different configurations. Luckily, as I said, the grid control makes for a handy in-game map editor.

Second, character creation initially involved way too many steps, because you had your race abilities and your class abilities and they were both divided between "Powers" (active use) and "Skills")(passive use/bonuses to things anybody can try to do), and then secondary skills, and then special abilities (roughly analogous to D&D feats). I eventually decided to make racial abilities not be point based... you just get them... and stop making a distinction between "Powers" and "Skills".

Third, while players select their next action and it queues it up for their next turn, monsters randomly pick one right when their turn comes. I did this because it was easier and because, since their "strategy" consists of weighted probabilities and responses to a few triggers, it didn't seem necessary to do more. But then I realized one of the big advantages to slower combat would be to allow players to see monsters' moves coming and pick their responses accordingly. That's the one I haven't fixed yet, because it's going to involve fundamental changes to the biggest and oldest surviving part of the code base, and I haven't fully decided yet how to best implement it.

Those are the big ones, anyway.

I'll be making a post a day about the game, basically "thinking out loud" about what I've been working on or throwing up a draft of the player's guide on some aspect of the game. I've been fairly scrupulous about writing that as I go, which has helped me to spot some problems... sitting there and analyzing the character creation options from a "help the player" point of view helped me realize some of the options were redundant, while others were massively more useful than others.
Good to see you back around. =)

I'm glad you reconsidered on the randomized environments. Most of the fun in Endless Lands was in exploring wonderfully crafted realms; from a shadow world, to an underground crypt, and to what was apparently a mouth in the ground that ate me when I flew into it! A text MUD works well for you since it brings out your great writing skills, and I feel a lot of that would be lost if you end up making it all randomized.

Also, one thing I liked is that you used names for places when moving around instead of the cardinal directions that most MUDs use. Please keep that. Oh, and we need a flying humanoid that's a bit bigger than a fairy. Playing a pegasus was fun, but I need something with hands.
Ack! Endless Lands was probably the only game to tempt me back into online RPGs since my pre-BYOND MUD days. I already have SHN to catch up on. That's just mean, Lexy! ;)
@Cinnom:

I liked the "relative locations", too, but it's one of the things I've removed.

While I feel I was able to craft some extremely evocative landscapes in the original, they were all fairly small because of the need for describing things in terms of what they were rather than where they were in relation to yourself. As a result, the biggest environments were the ones that were indoors... the goblin fortress was far more elaborate than the caves you traversed to get to it, the haunted house was bigger than the road that led to it, etc.

The mouth in the ground... I don't remember that. Was that in the alienish world where the ground had tentacles?

(Oh, and Gargoyle will ~most likely~ be a playable race. Dwarf-sized and flying.)
AlexandraErin wrote:
The mouth in the ground... I don't remember that. Was that in the alienish world where the ground had tentacles?

Perhaps, my memory is a bit vague on it - I only made it there once. It was beyond a giant crab, and I remember there were rods with lights in them that I think were dropped by some monsters. I was never able to use the rods because I was a pegasus, and the only way I could think to even get to the place was as a flying creature.

It was pretty deep in, for sure. I'd be surprised if anybody else ever made it there.
Oh, yeah. That was the alien world. You had to go down some cliffs in the caves to an underground lake, which was where the giant crabs were, and there was a teleporter there that took you to a bizarre pink alien landscape, and some of the insectoid aliens carried crystal rods. I don't remember what they did.

You might be heartened to know that the new version is more liberal in item usage. All characters have at least one "Grip" slot... humanoids have "Left Hand Grip" and "Right Hand Grip", but animals have "Mouth Grip" and some also have "Tail Grip".

Weapons and shields can only be equipped in a slot with the "Hand" keyword, but lights and magic devices look for the "Grip" keyword.