Because there's no screenshot today, I'm helping to break the monotony with the early work of William Wegman
As far as coding this week is concerned...
Quite minimal, but not non-existent.
I did get some work done in terms of adding the framework for abilities.
It's looking like it's going go be easier than I thought to add a whole slew of them on the grounds that, via modular programming, I can use inheritance to create - for example - a ton of projectile-spawning abilities.
Of course, I could extend this out to anything. Want turrets that shoot bananas? obj/turret/bananashooter where the code is extensible enough to support any kind of projectile.
Fruits of Incubation
- No grinds for me, thanks.
At this point, I'm thinking in terms of progression. I had shoehorned in the idea of "grind prestige, earn abilities" but I don't like it.
Where most online RPGs require you grind x number of hours to unlock ability y, I think I would rather have a model where you simply need to demonstrate proficiency in using an existing ability to be granted the next ability in that line.
Is my text boring you? No doubt! Here's some more of the early work of William Wegman!
- There should be no such thing as griefing
It's true that there will exist players who log into a game deliberately to be a pain in the ass in a medium where you can't reach out and punch them, however, the thing about a virtual environment is that you can often design the game in such a way that any behavior is supported.
Take, for example, how readily EVE Online accommodated Goonfleet. Oh, hello Gloonfleet, you seem to believe you have broken our game? Guess again! working as intended, and we love you for it.
Along these lines, I had been entertaining the idea of "citizens" versus "renegades." A lot of players, when given access to a compelling virtual world, want to undermine it. Perhaps it's releasing the stress of being in a world where they're compelled to obey, or exploring their creative boundaries. Other players want to build in this compelling world. Up until now, no game has really accommodated this well.
Lets support both player types. A genuine order versus entropy scenario. There is where the battle lines are drawn, and there will be an implicit balance in place to keep the battle fair.