Showing posts with label monsters. Show all posts
Showing posts with label monsters. Show all posts

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.

Sunday, July 17, 2011

Uploaded some Wall posters.

I found some wall posters in this folder. They were mostly of space age themes. In spite of what some people may be thinking, Wograld was not intended to be pure fantasy. I kind of liked how in Ultima 7, there was a spaceship in the farmers field. I always thought it would be fun to add a little bit of science fiction to an otherwise fantasy story. Not to go overboard with it, but to just add enough to give it a similar feel to the Ultima Series. To that end, the Paranoia areas will be heavily alien themed. I have not gone into all the alien and spaced themed ideas because I don't want to spoil it yet for people who may want to play the game. As you well know, aliens are a common source of paranoia in a lot of stories. So I will add the Ufo's and aliens from outer space. I could use the wall posters there.

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

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.