I'm designing a game that is completely run by players, with no player to npc involvement (other than maybe hunting wild animals). No shop keepers, no trainers, etc..
I have created an intricate world generator that works perfectly. I have an macro-map generator and a micro map generator. The macro generator is ran the first time the game is hosted. It can be edited by the host so that it's not entirely random. The micro maps are generated based on single tiles of the macro map. It all flows together really nicely and creates some gigantic, yet manageable worlds.
The skill system is pretty basic. Everytime you use a skill, the system takes note of it. Then, after so many hours have passed and you are sleeping, your character "assimilates" the knowledge of all the skills he used recently and gains skill points. The player is never aware of this change, there is no way to check how many skill points you have gained. I do this to help keep the system mystical to players and help to provide a better roleplaying environment.
This skill system has proved to have a few problems though. My current problem is allowing players to learn new recipes, or plans for item creation. I originally wanted any player to be able to make any item without having to learn recipes. I decided that this was not a good idea, because an apprentance blacksmith would inherently know how to create all items (eventhough the player might not know the combinations needed to create an item). I also think that giving players the ability to teach recipes would help apprentance craftsmen meet up with experienced ones to learn the craft. It is very difficult to build up skill in this game, so this would be highly beneficial to newer players.
So where do players initially learn recipes? I came up with an idea of having players learn recipes by chance by using skills that pertain to that recipe, or by crafting an item similar to that recipe. For example, a blacksmith crafting a knife blade might by chance learn how to make a dagger or sword blade. A carpenter might learn to make a chair while crafting a stool, etc.. A few benefits from this system would be that you would find craftsmen who have spent alot of time crafting swords would know how to make the best swords. The downside is that I still don't know how to have player's initially learn their first recipe.
Any ideas/suggestions about this would be greatly appreciated. I strictly want zero interaction with NPCs though, so a player should never seek to learn something from a trainer.
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It's worth noting that there is no class system either. Any player can use any skill, which is what makes the initial recipe learning so difficult. Might just go with having a list of basic recipes that all players know and them expand from there.
ID:8831
Feb 15 2006, 7:14 pm (Edited on Feb 15 2006, 7:31 pm)
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I like the first idea. I'll probably include that for special items, but it seems silly to find a tablet or rune for something simple, especially given the story line.
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for learning how to craft the first item, why not make books?
Reading the book will allow you to craft the item, but with a low chance of success until that player becomes skillful at crafting this first item. |
Where does the player find said book? The book would need to be crafted by another player.
I'm pretty sure I'm going to go with this idea: All players know how to create primitive items. By creating these primitive items, they have a chance to learn how to create a new item. Players can also attemt to teach other players how to create items, but that will be based on their teaching skill (which like anything else improves with use). So, all players know how to make a stone hammer. While making a stone hammer they realize how to make a copper hammer, which leads to making other copper items if they spend time making copper hammers. |
Wherein Ebonshadow learns that players can't be trusted to do anything more than kill things with red names and inconvenience other players.
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You could just make it so the first players will have to go through some trial and error for the basics. It'd be really fun once you get past that little bump; I'd love to play... "it".
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I think I love Ebonshadow :'(
The world system sounds like UnrealWorld's with a large 'world map' and small local maps for each tile that you can 'zoom' into. I made a system like that for Univania which was a game that sounds horribly like what you're making. I'll go bury it with all my other dreams :'(. Of course it's probably a lot better that someone with skills such as yours make this! |
Garthor: I thought they tried to kill everything, especially other players or things they are not supposed to.
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KamiKaziSamuri:
Yeah, I figured it would be tough for the first few players. Once the server had a good set of players though, there should be plenty of crafters that would like the company of an apprentace to do all their dirty work. It shouldn't be too hard though, some people might prefer to study alone, especially when they become better at their craft. There may be some items that other crafters don't know how to make because they haven't spent much time on that type of item. |
Thorg:
I wouldn't say I'm skilled ;). Lately I've considered myself more of a musician than a programmer. This has actually been my dream game for along time but I wanted to wait and see if somebody else would program it. Hedgemistress came terribly close with HRH, close enough for me anyway, but that game no longer exists so I guess I'll never be able to play it. World of Warcraft is very fun an addicting, but it nothing like that game I want to play. I just gave in and started working on it myself. I'm sure I'm not the best person to do it though. |
Thorg said:
I made a system like that for Univania which was a game that sounds horribly like what you're making. I'll go bury it with all my other dreams :'(. I thought the exact same thing when reading Ebonshadow's post. =p I thought "Poor thorgums =(". |
Why not have NPCs get the ball rolling until the player base is up? Otherwise new players are likely to get very frustrated, which isn't likely to encourage them to stay.
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I'd stick around just for the knowledge that I'd be the founders of this civilization.
Yum! |
As a founder of civilization, I'd just like to say that it is definately worth it. The trial and error is terribly painful, but its fun all the same. Only two or three people online at once so far, but its going to be awesome....
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Or, by looking at natural occuring plants and foodstuffs, one could derive a recipe from that. Or possibly, players could find a family-recipe, passed down through the generations (or something).