I wrote that post title cause I just got the maps and sounds committed under the README folder because no one could make new modules under the CVS folder anymore. According to google, no one else has attempted it either. Sourceforge documentation is still crap, or maybe it was good for awhile and then got crappy again. It doesn't help that the new platform isn't going to allow any new cvs repositories, not that anyone would want any new cvs repositories. Do they even develop cvs anymore? Maybe not.
Initially people had to download maps and sounds from the crossfire project, the one we forked from, but since we added the gathering skills, I felt we needed some new maps just to test them out. How can we possiably get this thing ready for alpha without basic game play like gathering skills useable by the players?
In other news, over 250,000 players signed up for old school Runescape. Unlike the so called "meritocracy" of free software multi-player role playing games, Runescape and other proprietary (server and graphics) mmorpgs's got it right by having gathering skills for newbies right at the time of release. They knew the one important way to hook people and get them to play it for years and years.
That is a problem with the free software community. They can make a microsoft office clone and a web browser, but when it comes to games (Specifically morpgs), they can't get the features right.
I'm kind of dreading the move to the allura platform even though I know I shouldn't because after all the platform itself is free software, something free software zealots have been complaining about from sourceforge for years. I guess I just like (hate?) CVS too much to let it go.
Wograld is a free-software, 2d, multi-player online roleplaying game based currently on the crossfire engine. Development is, unfortunately, done by developers, supernatural entities that seem to posses software users and force them to hack away writing software code for hours on end.
Showing posts with label PVE. Show all posts
Showing posts with label PVE. Show all posts
Saturday, February 23, 2013
Sunday, December 30, 2012
Gathering Skills
The time has come to make this game fun, and by fun, I mean not just some beautiful fork of Crossfire, but rather it's own game with its own game mechanics. One of the major things missing from Wograld, that was never in Crossfire is gathering skills. By that I mean things such as fishing, lumberjacking, and mining. Other rpgs have had other various gathering skills such as farming, herbalism (or the picking of herbs), hunting (for animal parts) and skinning (animal and monster hides) and enchanting (removing magic essence from items).
We simply have to make maps that allow players to use the skill on certain spots and gather resources, then, when the skill gets high enough, they can gather different resources. The resources could be used in crafting, but for now, we could have ways to sell them to npcs.
The crafting system is sort of a separate system and could use parts from gathering skills and parts from other things gotten elsewhere.
We simply have to make maps that allow players to use the skill on certain spots and gather resources, then, when the skill gets high enough, they can gather different resources. The resources could be used in crafting, but for now, we could have ways to sell them to npcs.
The crafting system is sort of a separate system and could use parts from gathering skills and parts from other things gotten elsewhere.
Saturday, November 21, 2009
Crafting in multiplayer online rpgs
A lot of times, crafting in multiplayer online rpgs leaves much to be desired. Usually, monster loot drops are much better than anything a player can make out of component parts. I would like to reverse this trend. I would prefer to have player crafted items be better than anything you can find on monsters. I feel this would add much to the game. The other problem that I have seen in some multiplayer online rpgs is that you have to craft thousands of items to gain a few skill points. I think this is wasteful of a players time. I think how world of warcraft did it where it only took a few craftings of the item to raise skill at a certain level, and the time consuming part was gathering resources. I feel this is better since it means that players will do less sitting in one spot for hours trying to raise a crafting skill.
The negative side of player crafted items being too powerful, is that it can leave monster loot a little less exciting. But monster loot could still have random drops thosse could be taken apart with something similar to the world of warcraft disenchant skill, allowing the item properties to be separated from the items. Maybe they could be reused to make newer stronger items. The other idea I have for crafting is something similar to the diablo2 gem system. In diablo 2, you could collect gems. With a horadric cube, you would put 3 gems of any property, so long as it was all the same property and the same color gem at the same level into the cube. Thosse three gems could then be upgraded to the next higher level. So for instance, you could put 3 chipped rubies into the gem and get a flawed ruby. 3 flawed rubies would get you a ruby, 3 rubies will get you a flawless ruby, and 3 flawless a perfect ruby. The gems in diablo had different properties depending on what item they were put into. Later, in the expansion, diablo2 added jewels that had the same properties no matter what item you put them into, and runes that became a completely different type of rune when you put 3 of them into the cube. I would like to do something similar with the disenchanted components from monster items, or other stuff that you may be able to find or mine.
I think all items should be like socket items, except instead of being permanite like in diablo, you could break the item in order to remove the components that had the properties in them. People would end up making custom items depending on the kind of monsters/players they were fighting, or what kind of template and stats and skills they had. You could then break the item, so that there would always be a market for armor pieces since you would always need new ones to put the gems into.
I think it would take the flustration out of waiting for ever to find the random properties on an item you need, at the same time make looting monsters fun and intresting. I only wish I had the skill to add this new crafting idea into the user interface. It would make a great addition to our game, while keeping it fresh and exciting forever.
The negative side of player crafted items being too powerful, is that it can leave monster loot a little less exciting. But monster loot could still have random drops thosse could be taken apart with something similar to the world of warcraft disenchant skill, allowing the item properties to be separated from the items. Maybe they could be reused to make newer stronger items. The other idea I have for crafting is something similar to the diablo2 gem system. In diablo 2, you could collect gems. With a horadric cube, you would put 3 gems of any property, so long as it was all the same property and the same color gem at the same level into the cube. Thosse three gems could then be upgraded to the next higher level. So for instance, you could put 3 chipped rubies into the gem and get a flawed ruby. 3 flawed rubies would get you a ruby, 3 rubies will get you a flawless ruby, and 3 flawless a perfect ruby. The gems in diablo had different properties depending on what item they were put into. Later, in the expansion, diablo2 added jewels that had the same properties no matter what item you put them into, and runes that became a completely different type of rune when you put 3 of them into the cube. I would like to do something similar with the disenchanted components from monster items, or other stuff that you may be able to find or mine.
I think all items should be like socket items, except instead of being permanite like in diablo, you could break the item in order to remove the components that had the properties in them. People would end up making custom items depending on the kind of monsters/players they were fighting, or what kind of template and stats and skills they had. You could then break the item, so that there would always be a market for armor pieces since you would always need new ones to put the gems into.
I think it would take the flustration out of waiting for ever to find the random properties on an item you need, at the same time make looting monsters fun and intresting. I only wish I had the skill to add this new crafting idea into the user interface. It would make a great addition to our game, while keeping it fresh and exciting forever.
Monday, March 2, 2009
Why monster spawns must be limited
Monster spawns need to be limited in any game. Originally, Crossfire did not have this limitation. What happens, is monsters can keep spawning and fill up the entire tiled map. While this may seem like fun for players, it is a nightmare for the computer to keep up with all those objects running around the map. What eventually would happen is there would be so much spawn the computer would run out of space and it would crash the server. Therefore, limits need to be put on how many monsters can be spawned a one time. This could be linked to the monster spawn generators. Every generator could keep track of the number of monsters it has spawned and every monster could have mark saying what generator it comes from. The generators could keep track of how many are spawned at once.
I remember one very buggy version of Ultima Online I played where monsters refused to respawn because the generator got corrupted somehow. This would not happen in Wograld as long as we keep the map reset feature, since then the spawn generators as well as all the creatures on that map get completey destroyed, and then refreshed when someone comes back to that area. As long as that feature is kept, the spawn generators should not be getting bugged.
I remember one very buggy version of Ultima Online I played where monsters refused to respawn because the generator got corrupted somehow. This would not happen in Wograld as long as we keep the map reset feature, since then the spawn generators as well as all the creatures on that map get completey destroyed, and then refreshed when someone comes back to that area. As long as that feature is kept, the spawn generators should not be getting bugged.
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