Showing posts with label death. Show all posts
Showing posts with label death. Show all posts

Tuesday, December 16, 2014

Bank Boxes and Bugs

Last weekend, my lead programmer finished implementing bank boxes. I kept saying how most RPG's have bank boxes.  For those who do not know about what that means, let me explain.  Characters in computer role playing games often have an inventory where they carry stuff they might need in the course of the game.  That can end up being a lot of items with no real way to organize them.  In addition, in some games, items can be lost upon death or stolen.  Characters may also have a weight or item limit for what they can carry around.  Bank boxes allow characters to put items in them for later usage.  In between adventures, the character can visit the bank box to deposit or take out items.  This bank box can be only accessed in certain usually safe locations, such as towns.  The rest of the time thesse tiesm are not accessable.
Most multi-player online roleplaying games of any size have this feature, so I knew that wograld should have it as well.

I tested the bank boxes and I have not found any bugs with the feature so far.  Unfortunately, I found another serious bug that will have to be fixed before we can even consider a permanent multi-player server.  That is, if you disconnect the client a certain common way, the server will crash.  I have told him to fix that. 

Wednesday, July 6, 2011

Top Ten reasons not to play Wograld right now

Most people go about promoting their games, saying how great they are, only to be disappointed by bugs and poor game play, as well as bad "programmer art" I on the other hand, will beg and plead with you do not go to the cvs, download wograld, try to compile and run it, and worse yet, try to actually play it. I will give you ten reasons that even though the code is right there, you should not touch it, compile it, run it, or even look at it.

10. Its only been tested on Linux... trying it on the windows system like enough said.


9. You have to follow the admin install directions, if you are the sort of person who is reading this and doing it anyway, even though I said not to , you are not a person who follows directions, so you are not going to do well with getting it set up so it works.


8. Missing artwork. There is only one character class and race that shows artwork in game, otherwise you will be playing an invisible character.


7. Same poor game play as crossfire, only with some missing artwork, so you won't even know what killed you half the time. If you want crossfire, just go play it, but why would you considering how awful it really is.


6. No permanent server set up, how fun is it really going to be playing with yourself...


5. You have to play as root or it won't save your character, or you have to change the permissions on some folders.


4. Did I mention the bad game play, lets go into detail, one hit killed as a newbie sorcerer with a swinging door. Should sorcerers really be that frail? No freaking way!


3.Level system, and experience loss when you die, you lose stats too, so you can get worse than a newb fast.


2. You don't have to die to lose stats and experience, fighting certain monsters will also do this.


1. Ta Da, the number one reason not to play Wograld right now... The user interface is really bad. You won't be able to figure it out. It is ugly, has buttons that do nothing, and no way to know what macros you have easily.

Wednesday, June 29, 2011

Iso Crossfire

I've been working on the artwork quite a bit. I recently uploaded some new marble tiles. I also went and made a whole bunch of chairs a couple days ago. I will be finishing them from the other reversed perspective and uploading them soon. I also worked some on the classes.

I always hated the fact that it feels like I am working on iso-crossfire, and not the Wograld project that I really want. This game has my new graphics, and a new, yet lousy, user interface. Yet I can't help feeling like I am only playing crossfire in 45 degree isometric. That is because none of the game mechanics have changed including ones I hate, such a experience loss, dying from getting hit with a normal swinging wooden door, stat loss diseases everywhere, and a combat system that seem to consist of run into things and watch them die. At least they die relatively quickly compared to some boring games, so you get a chance to go through the exciting loot.

Well, horror of horrors, my wonderful lead developer actually likes that something like iso-crossfire exists. So before we fix any of the glaring game mechanic problems, take out the extra races from the start area and add a male/female of each of orc, human elf and undead, we have to trudge through and actually fork our own project into a useless, unremarkable, not in demand game. After all, if I really wanted to play crossfire, I would just play it, and not this abomination, halfway between crossfire and Wograld with missing graphics.

I'm not quite sure what is the point of useless sourceforge projects and dead branches. Frankly, I think it is a waste of disk space. After all, given a choice between Wograld and iso-crossfire, I would gladly chose Wograld. In fact, for years thinking about how I would actually have to play test some of my changes using the horrid Crossfire kept me from working more on Wograld.

Developers arn't easy to come by though, so if he wants to waste some time forking the project so what. I wonder if that is what will happen to most game projects eventually, there will be the number of game projects >= the number of game developers on the project with all the forks.
Happy forking and fork you!

Friday, January 8, 2010

User Interface design

User interface design is, IMHO one of the most important parts of designing any sort of software. Without a user interface, the user can not use the software in any meaningful manner. For command line tools, just having a syntax and an explination of what the various options mean is fine. However, when we get into graphical programs written for end users rather than just sys admins, we need to think a bit differently about what is nesessary. For a long time, there were MUDS, or for the less informed, multi-user dungeons. Basically, these were text based chat games. You would enter a "room" like a chat room, but this room had a description of it. You would define your character, often very much like in a regular role-playing game, but, of course it was all in text, so when the blob hit you for 2 points, you did not see a blob, you did not see a screen, you did not see a character who was slowly losing health. Only the lines of text could tell you what was going on. You had to create the entire picture in your mind, a far more difficult feat than merely reading a book, because, after all, you also had to figure out what to do about the fact that this blob had just hit you for two points.

These early games, in addition to having to imagine the whole thing, also posed problems with the user interface. When you finally killed the blob (unfortunately it was more likely that it killed you), you had to figure out how to loot its corpse. There was no double clicking on that blob on the screen. There was no mouse over, it was all key board. Then you had to figure out how to equip items. There was no drag and drop with the mouse. Even worse, there was generally a lot of reading of instructions before you could get to the actual playing of the game, simply to figure out how you could get out of the forest dead end road. You could not simply move your mouse to an opening in the path, you had to try every direction, where you would get the ominous message "you cannot go that way." and frequently forget what paths you did try.

Today, we have progressed far beyond the need to have an IQ of 200 (and more importantly a lot of patience) to play an mmorpg. A complete newbie can be moving the mouse around, and in seconds, he or she has managed to move the character, equip items, and fight that first battle.

However, crossfire, and thus its fork, Wograld, has a teriable user interface as of right now. (although if you are reading the archieves hopefully this has changed). The windows for stats, inventory,looting (also knowing as walking over floor tiles), chat, and hitting things have taken up most of the screen space, leaving little to see the actual game. Wograld has already improved this over crossfire, giving more screen real estate to the actual game. Yet the problem is that much of these windows need to be closed, that is hidden, so that they are not in the way of playing the game most of the time, except when you need to see them. Also, additional windows need to be added, that can also be minimized into a button in the same fashion, things like buttons for macros, detailed listings of your stats and skills, a quest log, a party screen, a map, detailed chat logs, all need to be made in this manner.

We have started a discussion on the forums about the user interface design, go see it and participate here.

Discussion about Wograld user interface

Wednesday, May 27, 2009

Losing House Keys, Even when you don't die.

This last couple days, rather than being able to work on much of anything pertaining to Wograld. I have been searching for my house keys. This is one thing that games can easily fix that cannot be easily fixed in meat space. That is losing your means of entering your house. In addition, the bad guy who looted the keys from you can break in and take all your stuff. In my case it isn't so bad since I can (mostly) rely on family members to let me in, since usually someone is home here. It still sucks though because I also lost keys to my storage unit, a dresser drawer key (that fortunately wasn't locked) and my favorite irreplaceable key chain.

I remember when I played Ultima Online in the early days, besides pk stat loss (Crossfire is worse because it has stat loss for everyone not just pks), boring gold only monster loot and terrible lag, it also had this problem that when you lost your house key, there was no way you could get it back or change the locks. Therefore, once someone stole and/or looted the key, there was no way to ever make the house safe again for anyone to store things. The looter could not have it be safe, because you probably had a copy of extra keys as well. The only way to fix this was to demolish the house and start over, but since every time someone used a key on the house, it refreshed it, well you can guess what happened, griefers (intentionally or not) filled the landscape with virtually useless houses.

Anyway, later versions of UO, as well as many other games, don't have that annoying feature. You can have a ban list, and those characters can not enter your house at all. It is like a magic force field just doesn't let them inside, another method is to have an invite list, letting only thosse people you allow access parts of the house. In Uo there were four tiers of permissions owner, co-owner, friend and guest (or something like that) the owner was the only one who could demolish the house, the co-owner could add people at the lower tiers as well as move containers that were locked down around the house, friends were allowed to access certain containers that were marked as friend. It was handy to friend your guildmates and put extra supplies in those chests. Finnaly, on private floors there was a guest status that allowed you to enter into areas you might not otherwise be allowed inside. This level did not allow you to access any containers or anything, just walk around the building. While this was fun and very convenient, some people missed being able to have all out battles in homes without the I ban thee going on. Dueling areas still worked very well, however the maximum housing size was not ideal for some types of combat. In addition archers could stand in windows, shoot arrows out, and be perfectly safe from looting. Since in crossfire, the internals of houses are seperate maps, I can't imagine this to be an issue, although I supposed someone could run between maps to avoid dying or something.

Thursday, February 26, 2009

Death and Looting

One thing I would like to see added to Wograld is the ability to put stuff in a safe place and then loot the characters body after they die. Wograld, currently based on the Crossfire engine, just has the ability to respawn after you die with experience loss. Once levels are removed from the game and skill as well as stat loss upon death is taken out, it makes sense to have some kind of penalty for death. In World of Warcraft, this was a gold cost for equipment repair and a temporary stat loss, in Ultima Online it was dropping items when you died, that was later turned into a gold cost so that people would not have to keep getting new items all the time.

Personally, I prefer to replace items rather than just have it cost gold. It keeps crafters in game and the in game economy thriving. Even when the shard is made up of mostly veteran players rather than newbies, the economy will continue to thrive when you have to replace your stuff after death. It will mean that monster loot and reasources will always mean something to players given that they will have to be replentished, not just when they wear out, but when you die.

Some people do not like the fact that you can lose a hard earned unique item in the game. They then do not use the item in case they lose it. In wograld, I would like to make it so that the greatest items are crafted by players rather than dropped as monster loot. I do not feel that the gods should craft an elite sword of uberness and give it to a player as a quest or tourney reward or whatever. In Ultima Online, player crafters left their mark on an item. I want to extend the customization of items further. I do not think magic items should drop at all. They should always be crafted by a player character and dropped from a player character when he or she dies.

It may take various skill levels and amounts of resources to make different items, but this should not be the province of the otherworldly beings known as GMs, Seers, Administrators or whatever. It needs to be put in game by the highly skilled player crafters themselves. First, there is the quest, the ability to find that hard to find resource, fight off whatever monsters, players, and terrain to get to it. Then there is the skill required by the crafter to use it. Meaning time that the player has spent training the skill up, gathering resources to train and then learning the skill. Lastly, some crafting would have a chance of failure, using the resources up without giving you the newly crafted item.
Some people feel this takes away from the getting items for quest mentality found in other games. No, you get the resources from the quests, you don't get elite items.

Perhaps it would be possible to find items, but they would need to be repaired and enhanced by a crafter before use. That dragons blade is awfully dull, not to mention it has a curse on it draining the wielder of life as he or she wields it. It would become a mighty and powerful weapon given the help of the right crafter. But you can't just take swords like that without the blacksmith to help you out.
The end result is there would be no unique hard to find items that everyone would need.

I know currently, Wograld does not have what have been refered to in other games as "corpse runs" technically, these do not make a whole lot of sense. You run back to where you died and try to get your stuff back. There has to be a better way to do it while still allowing you to get some of your items back, and allowing other players to either loot you and hold some of your stuff for you, and allow some looting in pvp.