Author Topic: V4 Requirements  (Read 7331 times)

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Offline Greatest

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Re: V4 Requirements
« Reply #20 on: April 18, 2012, 09:02:36 pm »
One thing from Haven and Hearth I really liked was every material had a "quality" level which was used to determine the effectiveness of the resulting crafted item. Dirt in some areas had a higher quality than others and were better for planting on. Gathering stone from higher quality rocks yielded higher quality tools.

I don't know if this system could be implemented without it being a blatant rip-off though. Just something to think about.

I had planned to put a quality factor on items. Even coded a data variable for it but never did anything with it. Well, I guess I kinda did, with items wearing down from 100% to 0% then breaking. Like hitpoints I suppose but it also affects damage, protection and skill roll for tools.
Someone with a low skill making an item would give it a bad quality. Then a better person could "repair" it to raise the quality. It is also like sharpening a blade if it gets dull. Same idea.
I like this idea and probably have some form of it since all things will have hitpoints/life now.
that actually sounds like a neat idea.  its nothing like the HnH quality thing where q10 is normal everyday stuff you find and sucks ass and the best you can do to improve it is usually to 30 when you need 40 to double the stats just to make the item decent...its a huge headache that makes you use a calculator to play the game, not saying anything else about it.

your way is more like my idea #2, where crafter's skill is what makes the difference and I really like that idea.
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Offline Zachariel

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Re: V4 Requirements
« Reply #21 on: April 19, 2012, 06:54:37 am »
Jordonias, we need to be able to overview everything that has been said
for future reference.
What you are saying is like writing a full game description on a paper and then throwing it away.
You can't even read day old posts in IRC.
So $TFU and GTF0 unless you say something that is actually useful.

On the other hand:
RPGWO features customizability, meaning there have been (and should be)
differently themed servers like modern world and magic world.
I propose there be following servers (with customized content):
I'll use names of other games which represent the desirable features:

1) Might and Magic (swords and magic)
2) Arcanum of Steamworks and Magick Obscura (tech and magic)
3) Mission Impossible (sci-fi tech gadgets)
4) Resident Evil (extreme horror survival, NOT shooting gallery)

BTW, Arcanum is an AWESOME game, you should play it!

Offline Mongo

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Re: V4 Requirements
« Reply #22 on: April 19, 2012, 07:57:23 am »
Jordonias, we need to be able to overview everything that has been said
for future reference.
What you are saying is like writing a full game description on a paper and then throwing it away.
You can't even read day old posts in IRC.
So $TFU and GTF0 unless you say something that is actually useful.

On the other hand:
RPGWO features customizability, meaning there have been (and should be)
differently themed servers like modern world and magic world.
I propose there be following servers (with customized content):
I'll use names of other games which represent the desirable features:

1) Might and Magic (swords and magic)
2) Arcanum of Steamworks and Magick Obscura (tech and magic)
3) Mission Impossible (sci-fi tech gadgets)
4) Resident Evil (extreme horror survival, NOT shooting gallery)

BTW, Arcanum is an AWESOME game, you should play it!

I agree that multiple servers would be nice, but let's face it .. the RPGWO community is fairly small. You split that community across 4-5 servers and you have very few players on each .. PLUS now your resources are split across 4-5 servers instead of focusing on improving one.
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Offline Novibear

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Re: V4 Requirements
« Reply #23 on: April 19, 2012, 08:39:10 am »
I think two maybe three would be fine like one being middle ages with magic and all of that stuff.

Then a modern world with guns and sabotage and what not.

having a tech world then a magic/tech world sounds redundant world

Also the Resident evil idea seems lame to me. RPGWO has never really been scary I don't see how you'd get that feel. Also all the worlds seem to feature some sort of zombie and mutant creatures so a whole horror themed world seems not very big of an idea.

Most players I have ever seen onlately was 8 and that was on Rebirth a few days ago so yeah too many servers would be a bad thing.
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Offline @@Admin Nash

Re: V4 Requirements
« Reply #24 on: April 19, 2012, 09:57:42 am »
Yea we need to focus on getting numbers back before we go doing that.

Also FYI RPGWO has always had multiple themed servers(most of the time) so your proposing ideas already in practice

Offline Novibear

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Re: V4 Requirements
« Reply #25 on: April 19, 2012, 10:29:01 am »
Yea we need to focus on getting numbers back before we go doing that.
Agreed but how do!?
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Offline Mongo

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Re: V4 Requirements
« Reply #26 on: April 19, 2012, 10:32:51 am »
Yea we need to focus on getting numbers back before we go doing that.
Agreed but how do!?

I think the first thing that needs to happen is re-work RPGWO website. Right now it looks as old as v1. New design, the main focus of the site should be v4. Main page updated with design plans and major updates.
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Offline Novibear

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Re: V4 Requirements
« Reply #27 on: April 19, 2012, 10:47:47 am »
Yea we need to focus on getting numbers back before we go doing that.
Agreed but how do!?

I think the first thing that needs to happen is re-work RPGWO website. Right now it looks as old as v1. New design, the main focus of the site should be v4. Main page updated with design plans and major updates.

That is a good start is anyone good with web design here? I did a class on it not sure If i would be helpful though.

Any drafts of what V4 looks like? like in attempt to stick maybe the GUI/hud theme to maybe match the site.
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Offline Mongo

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Re: V4 Requirements
« Reply #28 on: April 19, 2012, 12:28:46 pm »
So I've been doing a little reading on AGK (as I knew nothing about it). It seems like this is primarily meant to be used for developing on mobile devices. You can also run the programs on PC's but that seems like a secondary thing.

Are mobile devices really the primary target here? I'm just worried that using a platform to target mobile devices will greatly restrict the capabilities of the software. Although running it on a tablet would be neat.. I don't even own a tablet... and I certainly wouldn't buy one with the intent of playing MMO's on it.

The biggest reason (IMO) for a mobile device is you have something to use when you're away from your home PC. Most of the time they're silly little time-waster games (angry birds, etc). Is this meant to be a silly time-waster game? From the discussions going on, it doesn't seem like it .. but ... I'm worried.
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Offline Pokemon Steve

Re: V4 Requirements
« Reply #29 on: April 19, 2012, 12:47:02 pm »
So I've been doing a little reading on AGK (as I knew nothing about it). It seems like this is primarily meant to be used for developing on mobile devices. You can also run the programs on PC's but that seems like a secondary thing.

Are mobile devices really the primary target here? I'm just worried that using a platform to target mobile devices will greatly restrict the capabilities of the software. Although running it on a tablet would be neat.. I don't even own a tablet... and I certainly wouldn't buy one with the intent of playing MMO's on it.

The biggest reason (IMO) for a mobile device is you have something to use when you're away from your home PC. Most of the time they're silly little time-waster games (angry birds, etc). Is this meant to be a silly time-waster game? From the discussions going on, it doesn't seem like it .. but ... I'm worried.

I went to press Like to this post and realized this isn't Facebook.
These are exactly my feelings, but also the fact that AGK seems like the easy way out and a lot of people won't take the game seriously if it is used imo.

Offline @@Admin Nash

Re: V4 Requirements
« Reply #30 on: April 19, 2012, 12:53:32 pm »
That's not what I got, it's my understanding that it's a programming language with the ability to be translated to multiple platforms without much work from the programmer.

Also I could care less what a game is programmed in if it's fun I'll play it.
« Last Edit: April 19, 2012, 12:55:25 pm by @@Admin Nash »

Offline Pokemon Steve

Re: V4 Requirements
« Reply #31 on: April 19, 2012, 12:58:05 pm »
That's not what I got, it's my understanding that it's a programming language with the ability to be translated to multiple platforms without much work from the programmer.

Also I could care less what a game is programmed in if it's fun I'll play it.

Python/Pygame is the same thing. Not to mention it is free, open source, widely respected, and easy to use.

Offline Mickey Kudlo

Re: V4 Requirements
« Reply #32 on: April 19, 2012, 01:20:23 pm »
The game would be written in C++ using the AGK game library for display, sound, input and multiplayer. AGK uses OpenGL for display.
I want/need to learn mobile/tablet programming is main reason for using AGK just like I used VB6 to make RPGWO, originally, to learn a new language for career reasons.
But ultimately, you never see, in commercial games, in the title screen(s), "Made with Unity GDK" or whatever. In other words, the game, not the method dictates.
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Offline Mongo

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Re: V4 Requirements
« Reply #33 on: April 19, 2012, 01:25:19 pm »
I guess that sets my mind at ease a bit. It's just C++ and OpenGL. I Google'd AGK and when I saw a bunch of screenshots for silly games like worm and .. worm.. I guess I assumed a bit.
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Offline @@Admin Nash

Re: V4 Requirements
« Reply #34 on: April 19, 2012, 01:26:11 pm »
Exactly, I didn't look up the programming language of the last game I played and said "Ohhh that language, I'm not going to play that."

Offline Mickey Kudlo

Re: V4 Requirements
« Reply #35 on: April 19, 2012, 01:30:14 pm »
Here is one game I made with AGK so you all can get some confidence in it:
http://rpgwo.com/SpaceFold.zip

For the most part, the games ppl made with AGK are simple, phone games. Nothing of the magnitude of V4.
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Offline Pokemon Steve

Re: V4 Requirements
« Reply #36 on: April 19, 2012, 01:36:17 pm »
With the game being open source how is that going to work with using AGK?
Will everyone need to purchase AGK? How will distribute something that costs money with an open source project?

Offline Miner 49er

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Re: V4 Requirements
« Reply #37 on: April 19, 2012, 01:37:31 pm »
There is nothing absolutely wrong with using a 3rd party library to make games. To me, I see no difference between pygame and AGK. Their both one in the same, a library made to quicken development of games.

Offline Mongo

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Re: V4 Requirements
« Reply #38 on: April 19, 2012, 01:41:35 pm »
My concern was less about the programming language and libraries used and more about, If we're setting the bar for this game at mobile devices, that seems pretty low.

But this doesn't take into account my ignorance on tablets and what they can handle.
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Offline Jon The Great

Re: V4 Requirements
« Reply #39 on: April 19, 2012, 01:42:14 pm »
Here is one game I made with AGK so you all can get some confidence in it:
http://rpgwo.com/SpaceFold.zip

For the most part, the games ppl made with AGK are simple, phone games. Nothing of the magnitude of V4.
Pretty neat. Like 2d homeworld.