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 skill sets. Show all posts
Showing posts with label skill sets. 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.
Sunday, December 6, 2009
Flustrated with my project team
I know the rest of the projects memebers will not like to hear this, but I am flustrated with my project team. I know I have written about this numerious times in several posts before hand. I just feel that nothing is getting done because
I am thinking about kicking the last two people off the team. All they do is argue with each other and with me about things that have nothing to do with the wograld source code.
The first is a guy. He makes piles of notes and no one else can read about the code and refuses to explain them to anyone else. He is also very difficult to work with because he worries other people will see him as inadiquite. I guess the whole free software culture of "quality" has gotten to him and taken away his ego even though he did over 90% of the code work on the project, in fact all of it. I took care of all the adminstration things like, figuring out what we needed to know, setting up the sourceforge website, etc.
The girl, I'm not sure if I should call her a "girl" at her age, is so obsessed with stupid stuff like cooking for her husband and exercise. Then, when I tell her to get on it, she makes some excuse about not being able to concentrate. Not able to concentrate. What kind of B.S. is that. If you look in the project history, you would see she had no contributions except to add this person we did not even know as a project member. I had to remind her these are real people on sourceforge, and not just test identies. People wanted to know why they should not have two or three accounts at source forge, and why they should learn to use version control. Okay, yeah, it might not be apparently obvious, but I feel that both of these people insist on too much hand-holding.
I'm thinking maybe I should take the advice of a former IT manager I talked to, and just get a whole new team. A team that does not need their hands held. A team that will be just as passionate about the aims of the project as I am, a team that will take over and practically run the project for me while meeting and exceeding all of the goals of the project.
Every time I suggest it to the current project members, they get themselves in gear for a couple days and attempt to make some progress. Invariably, they get sidetracked by issues like the fact it does not compile on solaris. Then they just forget the whole thing.
Admittedly, last month was bad, with car troubles and the fact I worked on it less than I normally do, due to Nano-Wri-mo I'm still working on the novel, but at a less frantic pace now, since I got over 50k words in last month, I would be happy with just 30k words this month and some editing. Of course, writing the novel probably will not fix the project team even though the novel is about a free software project developer.
I am thinking about kicking the last two people off the team. All they do is argue with each other and with me about things that have nothing to do with the wograld source code.
The first is a guy. He makes piles of notes and no one else can read about the code and refuses to explain them to anyone else. He is also very difficult to work with because he worries other people will see him as inadiquite. I guess the whole free software culture of "quality" has gotten to him and taken away his ego even though he did over 90% of the code work on the project, in fact all of it. I took care of all the adminstration things like, figuring out what we needed to know, setting up the sourceforge website, etc.
The girl, I'm not sure if I should call her a "girl" at her age, is so obsessed with stupid stuff like cooking for her husband and exercise. Then, when I tell her to get on it, she makes some excuse about not being able to concentrate. Not able to concentrate. What kind of B.S. is that. If you look in the project history, you would see she had no contributions except to add this person we did not even know as a project member. I had to remind her these are real people on sourceforge, and not just test identies. People wanted to know why they should not have two or three accounts at source forge, and why they should learn to use version control. Okay, yeah, it might not be apparently obvious, but I feel that both of these people insist on too much hand-holding.
I'm thinking maybe I should take the advice of a former IT manager I talked to, and just get a whole new team. A team that does not need their hands held. A team that will be just as passionate about the aims of the project as I am, a team that will take over and practically run the project for me while meeting and exceeding all of the goals of the project.
Every time I suggest it to the current project members, they get themselves in gear for a couple days and attempt to make some progress. Invariably, they get sidetracked by issues like the fact it does not compile on solaris. Then they just forget the whole thing.
Admittedly, last month was bad, with car troubles and the fact I worked on it less than I normally do, due to Nano-Wri-mo I'm still working on the novel, but at a less frantic pace now, since I got over 50k words in last month, I would be happy with just 30k words this month and some editing. Of course, writing the novel probably will not fix the project team even though the novel is about a free software project developer.
Tuesday, July 7, 2009
The problem with Leveling in games
Many typical RPGs and like games, such as Crossfire, have a level system. This system frequently has levels that can go as high as in the 100's or as low as ten (but frequently this number is scaled up and up in order for the developers to create more content without doing any real work). When a character gains a level, she also gains stats. She might gain in strength, dexterity, intellect, or whatever other attributes are put into the game. The problem is she has 100 levels, so say she starts with 20 strength, and then gains a point in strength every level, now at level 100 she has 120 strength. The newbie character logs in with his 20 strength newbie. The problem is she is going to really be 6 times more powerful, so then, what happens if she decides now that she has maxed out her character, her new mission in life is to grief newbies. The newbies don't really have much of a chance against her.
But the real issue is that instead of 100 levels, there might be thousands of levels. By the time you get a maxed leveled character, that is several years of work. No lifers play day in and day out to get max level, and some games don't even really have a cap on levels, so the no lifer has this character that is several times more powerful than that of the casual player. The no lifer then dominates everyone, and everyone else realizes they will never get that powerful, so they quit. This is bad for the game, because eventually the no-lifer realizes that he is the only one left playing it, and he would rather rank up on a chart where he has some real competition, not just who had no life for so many years.
Ultima Online did it well. Swing a sword, gain points in dexterity and strength, cast a spell, gain a point in intellect, up to a reasonable cap for your total stats. I think it was something like 255 total, with a max of 150 in any given stat, and up to 25 more points with stat scrolls. But this way there were no uber l33t character with thousands more hit points than the newbie. Sure, maxed our characters were more powerful than the newbies, but anyone could easily get a maxed out character with just a little bit of time and effort, so most people had maxed out characters. The games focus was not on character development, beyond tweaking your template for a given game play change. The focus was on actually playing the game, going to dungeons, finding loot, crafting, and finding resources, socializing, and trading. People did not think of it as a grind game where the primary focus was character development. How you played your character mattered far more, as did customizing your template and equipment for your play style.
But the real issue is that instead of 100 levels, there might be thousands of levels. By the time you get a maxed leveled character, that is several years of work. No lifers play day in and day out to get max level, and some games don't even really have a cap on levels, so the no lifer has this character that is several times more powerful than that of the casual player. The no lifer then dominates everyone, and everyone else realizes they will never get that powerful, so they quit. This is bad for the game, because eventually the no-lifer realizes that he is the only one left playing it, and he would rather rank up on a chart where he has some real competition, not just who had no life for so many years.
Ultima Online did it well. Swing a sword, gain points in dexterity and strength, cast a spell, gain a point in intellect, up to a reasonable cap for your total stats. I think it was something like 255 total, with a max of 150 in any given stat, and up to 25 more points with stat scrolls. But this way there were no uber l33t character with thousands more hit points than the newbie. Sure, maxed our characters were more powerful than the newbies, but anyone could easily get a maxed out character with just a little bit of time and effort, so most people had maxed out characters. The games focus was not on character development, beyond tweaking your template for a given game play change. The focus was on actually playing the game, going to dungeons, finding loot, crafting, and finding resources, socializing, and trading. People did not think of it as a grind game where the primary focus was character development. How you played your character mattered far more, as did customizing your template and equipment for your play style.
Sunday, June 21, 2009
Wograld History, not as easy as it seems.
One of the reasons I think I initially put off the website is because I wanted some kind of world lore that made sense for the game, I had this idea of four races and nine stupidities, but then I had really no back story. For instance, I wondered, why were the stupidities important to the populace? How did the four races come to exist in the world. Try as I might, I could not answer those questions. About a year or so ago, I seemed to have written up something about a tyrant who united all the races and that the nine stupidities were a bunch of vague principles that originally tied to common sayings in the realm, but solidified into a set of principles that were used to defeat the tyrant. As far as the races went, I knew that orcs and elves could become the other race, same with humans and undead, and that undead and elves were originally considered immortal while orcs and humans were mortal, whatever the heck that meant.
One thing I have realized that as I have gotten a more in depth view of history than what i had in school. I have come to realize, that people today do not really understand the past, or even how people of that time may have thought or seen the world. I often speculated especially about ancient magic and what it must have been like. Was religion and magic always so closely interwoven? Were the gods really demons? Were the demons really gods? Why did the mysteries disappear? People can only speculated based on the writings and art that they find, but so much would not have survived the ravages of time, particularly in hot and humid climates such as Africa and the Americas. Also, a lot was destroyed by war, with a new king or tyrant removing the face and symbols of his predecessors in order to make it so that he was the only history that ever existed, and that the past did not. People like to think that certain things are or were timeless, but was that truly so? I feel it is not enough to say that is always the way it has been, one can only go further back and farther away.
One thing about the setting of Wograld, after the tyrant king, people are on an upswing. It is not falling into a dark age where people forget how to do even basic tasks, but rather, suddenly can craft new weapons and armor that they could not before. There is an enhancement in the learning of combat techniques and magic.
But the new skills and powers are not without their detractors, in fact, after the tyrant, it is almost an uphill battle to learn new things, since the races of Wograld seem to be afraid of it. This is where the demons come into play. Demons are an idea that I had after thinking about what to do about the skill system. What if, in order to raise your skill caps, you had to summon demons and ask them to train you in various skills? Wouldn't that be neat. Typically people think of demons in games as either monsters to fight, or little familiar creatures for warlocks and summoners to use in combat. But I like the idea of a whole new take on that idea. (well, actually a very old idea)
One thing I have realized that as I have gotten a more in depth view of history than what i had in school. I have come to realize, that people today do not really understand the past, or even how people of that time may have thought or seen the world. I often speculated especially about ancient magic and what it must have been like. Was religion and magic always so closely interwoven? Were the gods really demons? Were the demons really gods? Why did the mysteries disappear? People can only speculated based on the writings and art that they find, but so much would not have survived the ravages of time, particularly in hot and humid climates such as Africa and the Americas. Also, a lot was destroyed by war, with a new king or tyrant removing the face and symbols of his predecessors in order to make it so that he was the only history that ever existed, and that the past did not. People like to think that certain things are or were timeless, but was that truly so? I feel it is not enough to say that is always the way it has been, one can only go further back and farther away.
One thing about the setting of Wograld, after the tyrant king, people are on an upswing. It is not falling into a dark age where people forget how to do even basic tasks, but rather, suddenly can craft new weapons and armor that they could not before. There is an enhancement in the learning of combat techniques and magic.
But the new skills and powers are not without their detractors, in fact, after the tyrant, it is almost an uphill battle to learn new things, since the races of Wograld seem to be afraid of it. This is where the demons come into play. Demons are an idea that I had after thinking about what to do about the skill system. What if, in order to raise your skill caps, you had to summon demons and ask them to train you in various skills? Wouldn't that be neat. Typically people think of demons in games as either monsters to fight, or little familiar creatures for warlocks and summoners to use in combat. But I like the idea of a whole new take on that idea. (well, actually a very old idea)
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Monday, May 18, 2009
Skill Development Overview part1
As I have already stated, I really don't like a level system in rpgs, I much prefer a skill based system. Many games have combined the two somewhat such as World of Warcraft having a level system for your characters, while crafting is a skill based grind. I have not completely worked out how Wogralds skill and system is going to work out yet, all I know is that I don't want what is currently in crossfire, or another generic level up sort of game.
In Ultima Online, every skill you could use in game from tailoring, to cooking to magic was skill based. But there were also "default" skills, things any character could do as soon as they were made, things that may have actually taken skill points in other games to complete. A good example in Ultima Online is carving the hides off of corpses. This was an easy resource to harvest in that game, while in other games it takes a speacial skinning skill. I often wonder if certain skills should be default, and/or certain skills everyone should be able to learn up to a certain level, such as cooking.
Many games end up tweaking the skill system and the way it works after the game comes out and is play tested. Too many things that seem like a good idea on paper, end up being problematic when there are real people involved playing the game. For instance. Some games have you make thousands of items over and over again to gain a small amount of skill. People find this repetative, and then end up getting macro bots to do the tedious skill grind for them. You can put the macroing into the game, such as in phantasyrpg, where you can simpely tell it how many times you want to mine, typing in a number up to a certain amount of digits.
I like the gain on use idea for skills. I believe this is already in crossfire, with weapons levels going up with usage. There are a couple annoying things with this though. First of all, if you allow skill gaining in pvp, a person could get a sparing partner, train with the same person all day and night, and eventually both people would end up with high skills. The other thing is where newbies fight low level monsters to gain skill up to the maximum amount. We should limit how much you can gain from easier stuff.
In Ultima Online, every skill you could use in game from tailoring, to cooking to magic was skill based. But there were also "default" skills, things any character could do as soon as they were made, things that may have actually taken skill points in other games to complete. A good example in Ultima Online is carving the hides off of corpses. This was an easy resource to harvest in that game, while in other games it takes a speacial skinning skill. I often wonder if certain skills should be default, and/or certain skills everyone should be able to learn up to a certain level, such as cooking.
Many games end up tweaking the skill system and the way it works after the game comes out and is play tested. Too many things that seem like a good idea on paper, end up being problematic when there are real people involved playing the game. For instance. Some games have you make thousands of items over and over again to gain a small amount of skill. People find this repetative, and then end up getting macro bots to do the tedious skill grind for them. You can put the macroing into the game, such as in phantasyrpg, where you can simpely tell it how many times you want to mine, typing in a number up to a certain amount of digits.
I like the gain on use idea for skills. I believe this is already in crossfire, with weapons levels going up with usage. There are a couple annoying things with this though. First of all, if you allow skill gaining in pvp, a person could get a sparing partner, train with the same person all day and night, and eventually both people would end up with high skills. The other thing is where newbies fight low level monsters to gain skill up to the maximum amount. We should limit how much you can gain from easier stuff.
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.
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.
Tuesday, February 17, 2009
Skill based rpgs vs Class based rpgs
I was discussing last night with our wograld project unix guru last night. She says that she prefers class based rpgs to skill based rpgs. She thinks it is preferable to have classes in games such as mage, cleric, warrior, rogue etc, I on the other hand, prefer skill set based games, where every character can chose different skill sets to make their own templates. The reason I prefer skill sets is that I hate in multi player waiting around to see that you have certain types of characters in order for your party to work such as healer, or tank, or worse yet, a mage or warlock to transport your characters from place to place. I believe that there are certain skills every character should have, rather than to speacilize to much. The skills I believe are essential are healing, and transportation in most games.
She mostly plays single player games such as never winter nights, where you have a party of adventurer to cover the skills you don't have or you simply play the game a certain way based on the class you have, rather than worrying about other players and what skills they have. This maybe biased her against skill based systems, but she believes that applies to real life as well, and that people should speacilize like in doing certain chores around the house. But then I point out, what if someone gets too sick to do the chores anymore. Then the other person doesn't know what to do and the whole places gets messy, the dishes don't get washed or the bills don't get paid. This is why I believe that there are certain things everyone must know regardless of their skills.
She mostly plays single player games such as never winter nights, where you have a party of adventurer to cover the skills you don't have or you simply play the game a certain way based on the class you have, rather than worrying about other players and what skills they have. This maybe biased her against skill based systems, but she believes that applies to real life as well, and that people should speacilize like in doing certain chores around the house. But then I point out, what if someone gets too sick to do the chores anymore. Then the other person doesn't know what to do and the whole places gets messy, the dishes don't get washed or the bills don't get paid. This is why I believe that there are certain things everyone must know regardless of their skills.
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