I'm a bit rusty - too much time spent away from Dream Maker from the duress of encountering designer's block - but I've still enough coding experience under my belt that once I get going I can realize things pretty quickly. About 8 hours in, starting from ground zero, I've established:
- A somewhat complete 4.0x skin, without much code behind it but I'm not anticipating any changes to the layout. (Again, I'm keeping the game simple - no more multiple tab controls on swapping panes for me.)
- A customizable vehicle framework. (With ugly placeholder art - I'll need to add some beautification code at some point.)
- The ability to leave the map and enter a base room that allows vehicle customization.
- The turfs types I will be using. (Also with ugly placeholder art.)
- A 700x700 map that will function as the persistent world space in which the action takes place
- The map cut into 49 separate (yet freely traveled between) areas of roughly 100x100 spaces.
After that, I'll actually have a backdrop in which to operate, and it will be on to the milestone of actually fleshing out the GUI enough to have my little player-controlled vehicles driving about.
These are both milestones I've accomplished before in previous prototypes, and I don't expect any major snags there.
The final milestone is relatively new territory for me: introducing dynamically generated conflict. I have some interesting plans here emphasizing player cooperation in a predominantly PvE conflict. I'm moving the focus away from personal accumulation and greed to a more communal progress focus because I'm thinking that may prove to be a more interesting game mechanic than Haves and Have Nots.
However, there will be a PvP element to it. I can draw from previous experience with online games that some players just want to raise havoc. Rather than forcing them to try to undermine other players from within, I think I've an even better means that will really let people flex their destructive muscles without stabbing anyone in the back. (Incentive alone isn't enough for griefers, unfortunately - backstabbing will be prohibited by code whenever possible. I have a goal of a game that maintains itself without requiring anyone is banned, but this may be too optimistic - I've learned never to underestimate the creativity of one hellbent on getting your goat.)
Even though the scope is persistent-world focused, the design current has a victory condition and a losing condition. Winning or losing will not be accomplished in one evening - this persistent-state game shoots for allowing the players to develop an epic story. Both lead to the players starting over on a new world, but only winning grants a persistent reward.
Three milestones isn't bad, factoring in a day or two for each. I'd like to say this will be ready for testing in about a week... but I've got class coming up on Tuesday and Thursday and it's hard to say what sudden death problems will manifest during a senior capstone project.
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