Jump to content

  • Log In with Google      Sign In   
  • Create Account

Banner advertising on our site currently available from just $5!


1. Learn about the promo. 2. Sign up for GDNet+. 3. Set up your advert!


AltarofScience

Member Since 15 Oct 2011
Offline Last Active Feb 07 2015 11:03 AM

#5003575 Are open pvp + full loot SANDBOX mmorpg's still possible?

Posted by AltarofScience on 23 November 2012 - 02:14 PM

I think in summary so far we can say that it's not possible to have popular game if it's full loot and open open pvp.

At the time it was mentioned on the first page, DayZ (full loot, PvE, completely unrestricted PvP, permadeath) had 800K players in alpha. Now it's up to 1.3M players in alpha. At $30 to play, that's about $40M worth of popularity Posted Image


I think the distinction people are missing is comparing other kinds of MMOs to MMORPGs. DayZ is actually more of an MMO than most post WoW "MMORPG" games, but its far LESS of an RPG. In fact its not really at all.

No one in DayZ EXPECTS to live for ever, IE make it to level 80 in an MMORPG. And from my understanding there really isn't a leveling experience. I didn't really look into it too deeply.

There is really nothing a week or month old player in DayZ can't do that a 5 year player can do.

Losing everything is much more significant in an RPG game, even if its only gear and not 10% experience drops and what not.


#4984832 Idea to prevent people from torrenting your singleplayer game

Posted by AltarofScience on 28 September 2012 - 01:19 PM

Nobody would try to hack a program with a pure text editor though... that's just insane.


Why do people people climb mount everest? Because its there. I see some hipster reading your post and starting a club to hack games with regular notepad. Because they can.


#4984830 Idea to prevent people from torrenting your singleplayer game

Posted by AltarofScience on 28 September 2012 - 01:17 PM

Make open source games. Ask people to pay what its worth if they like. Pirates torrent it?
Word of moth advertising! Thanks pirates!


#4983482 What programmers want from a designer

Posted by AltarofScience on 25 September 2012 - 12:39 AM

I'll be more serious for this post.

I have a very specific group of games I would be willing to spend time on. I don't care about shooters, platformers, and various other kinds of games. So I guess first I would have to really like the genre. If I had a choice between an RTS and an FPS I would never pick the FPS. Following on this idea it would have to have a novel spin. No making Warcraft 3 clones for instance. I doubt that other programmers share my specific preferences but I would suspect that the general idea applies all around.

Passion and perseverance are also important. I want to know that if we hit a snag 3 months in my last 3 months weren't wasted and that the project will continue on. How much effort you put into things before I get on board tells me how much I can expect from you afterwards.


I still stand by what I said before. I would prefer the project lead to have some sort of programming skill be it GUI or graphics or physics or something. Alternatively he needs to be a really good artist.

Again though, if I'm not leading the project I absolutely have to be on the same page as far as the mechanics of the game with the project lead.


#4983066 What programmers want from a designer

Posted by AltarofScience on 23 September 2012 - 07:03 PM

A designer who can either do art well or code well. Otherwise what good are they?


#4974295 Choices within games and their effect on the player's path through the game

Posted by AltarofScience on 28 August 2012 - 06:58 PM

The problem is when the choices only affect a small part of the game play, especially if the changes don't affect the end or the beginning. It's lame to be expected to replay a game for 15% differences or less.


Conversely if choices are too important players will whine and bitch that they didn't get to do every exact thing and have every exact outcome that they wanted. And god forbid making poor choices affects your ability to finish a game instead of altering some random story aspect.


#4974001 Customizable GUI's Using HTML/CSS

Posted by AltarofScience on 28 August 2012 - 12:53 AM

As you may or may not know I have forked the Glest Advanced Engine to work on a somewhat unorthodox RTS-like game. The game is, due to being a Glest fork, open source and designed to be easily modded. I don't necessarily expect my game to be widely modded, but the engine will be used for 7 games of fairly different types, although all RTS-like. For these reasons I want to have a GUI that is easily modified in all aspects.

This engine uses C++.

I was wondering if their are any good libraries, which are open source, that allow for HTML4-5/CSS3 files to be used to modify the GUI. Over at 0 A.D. they talked about stuff like Webkit and Awesomium and Berkelium, but I was wondering if people who are more expert in game programming and design could think of any more or better options. Awesomium is no longer open source I believe.

I basically want to have easily moddable styles for panels/menus/buttons and also Civpedia style manual type stuff.


#4959137 Embarking on the big one.

Posted by AltarofScience on 14 July 2012 - 03:34 PM

He said design is easy, he didn't say good design is easy. In a sense programming is not the hard part. Assuming you don't want AAA speed optimizations.

However programming is the tedious part. You have a big complex game with lots of interconnecting parts and that is why you spend months weeding out tiny little logic errors that make your game totally unplayable.

The reason design is easy is that its FUN. Game design, especially when you discuss it with other like minded people, is just fun. Not balancing, which is arguably not game design, but deciding on features and mechanics. Just like the idea for a novel is fun, but do you think actually writing a novel is fun? No. No one will ever, ever, ever write your novel unless you pay them a lot of money, even if your idea appears to be really good. Unless you are James Patterson. Can't remember the last time he wrote his own novels.

Do a thought experiment:
If you could just type your idea into a text document and have a computer make it, would you?
If you could just drop a list of objects and a theme and mood and get a fabulous art library, would you?
If you could click a button that is called make up an idea, and then you had to program and model to make that idea a reality, would you?

That's why game design is the easy part. You do game design because its fun, you do programming and modeling because you have to to make a game.
Sure I really enjoy certain aspects of programming. I like writing some C++ and seeing something happen on a screen. But a lot of the time its just tedious typing, even if I know what I want to write in C++, the actual typing of it is not fun.

A billion people have game ideas. How many of them make a game? Someone who has a CS degree has probably made some pretty serious software.


#4956597 Dedicating my whole life to creating my dream game. Going to college

Posted by AltarofScience on 07 July 2012 - 02:31 AM

Consider the possibility that the link is actually spam, and not really a lifestyle the OP has espoused. Consider also the wackiness level of dedicating one's whole life to one game idea.
What I'm saying is, let's maintain a healthy skeptical frame of mind as regards this topic, and wait to see when the OP comes back and what else he has to say.


That is pretty offensive. In a sense I am dedicating at least the next decade, if not my whole life to one game idea. I used to post here and mmorpg.com quite a lot about an MMO design.

Currently I am creating a series of 7 RTS games that are genre hybrids include significant aspects of other genres in order to get close to the way said mechanics would work in my mmorpg idea. Each game explores a different part of my MMO idea. I am currently on the first one which explores the more general idea of the game and its design philosophy. Others explore crafting, magic, construction and so forth.

As to how that relates to your post, I know myself to be a person who is intensely focused on essentially a single game design/idea. So I think its pretty insensitive to call this person's post wacky. Its possible that he will end up not creating that game, but its also perfectly possible that he would spend many years on it and finish it.

Spiro goes even further in calling another person's life choice idiotic. Being so rude is not necessary.

This person's post was clearly a good choice because he learned important things like that he should probably pursue a more general CS degree and live a bit healthier. And this was all done without asserting that he was wacky, and its clearly meant to be read as stupid in this context, or the more blatant idiotic from spiro.


#4934759 Non Standard RTS Model

Posted by AltarofScience on 25 April 2012 - 08:27 AM

In the interests of reducing unnecessary complexity as well as file size I have decided it would be a better idea to implement custom levels based on number of kills instead of morphs. So each basic unit has 3 morphs but gains more skill in that area through having kills as opposed to the player having to morph them each time. I am currently deciding on the number of levels to implement. Definitely no more than 20.


#4934433 Starting a team as a Game Designer?

Posted by AltarofScience on 24 April 2012 - 07:47 AM

You cannot prove your worth as a designer without having produced a product. Just like programmers or artists. Yet as a designer how can you prove your worth if you need to prove it before anyone hires you, but you can't prove it because no one will hire you?

The answer is to do something else in games, like programming or art, and then make suggestions to your project lead and other members, and then they say hey, you have a great idea, assuming you actually do, and then the next suggestion you make gets more weight. And you have to keep pushing that cycle till you can get a quality portfolio of stuff you helped design, and then you can get a lead design job.

Alternatively you can make games in simple formats to showcase design talent. Modding, flash games, 2d games, board games and so forth.

So if your question is how you can prove design skills without any programming or art skills, the answer is that you really can't. And there is no such thing as a freelance game designer either.

Although you could hire people with your own money. Then they are employees and will do what you say so long as you pay their salary.


#4934179 Starting a team as a Game Designer?

Posted by AltarofScience on 23 April 2012 - 11:55 AM

My current project is a very complex mod for GlestAE, yet the only requirement is some knowledge of XML. Or rather its more efficient to copy paste the xml and change what is inside the tags rather than writing your own tags. To make a scenario you need some Lua scripting, but that isn't a big deal. I use GAE because I ca already program and thus can handle Lua easily and because xml is basically html so that is also easy.

If you do not want to work with either XML or Lua and you have the money to burn, you can make plenty of design stuff inside of StarCraft2 although SC2 doesn't allow you to distribute the game free like GAE does.

Be warned though, the chance of you forming a team based on a SC2 demo is quite small. In the first place you would have to create your own RTS engine because you can't actually sell an SC2 mod and that takes quite a long time.

Really though the chance of being a pure designer is miniscule. I can't think of even 10 good examples off the top of my head. And as many have stated, most game programmers are in it to make games, probably their own games that they got into programming to make. Artists are somewhat similar. But artists can make art without making a game and can also come easily from non game fields.


#4930405 Spell Systems with Depth

Posted by AltarofScience on 11 April 2012 - 05:17 PM

I am not sure how much energy you should draw from nature. I do know some magic systems, ala the Name of the Wind where you have to draw power from a source like that. I dunno. Depends on the limits of that system I guess?

In my game I am creating a complex spell system. The grammar is a little different. You have this:

Base word, standard mana cost, damage type, damage
Type word, projectile, touch, target
Effect word, single target, aoe, multiple target
Mana word, modifies mana cost

Various other modifiers. You can mix damage types and various other things to make new damage types.

So in that it is a player created spell system with a grammar its relatively similar.

I was also thinking of ways to summon minions, maybe bind, or mind control some minions also. I REALLY love minion master style gameplay.

I think that interesting magic systems are totally underrepresented in RPGs, especially MMORPGs.


#4930297 Outside the box - different professions that would work within an MMO

Posted by AltarofScience on 11 April 2012 - 10:41 AM


I was thinking about getting some more sciencey stuff in games. Like using simplified organic chemistry to implement poisons and acids.

This!

Now expand a profession out of it in such a way that you think a player might enjoy that profession for inordinately long periods of time inside an MMO where they might also raid, pvp etc. i.e. create a functional profession that is enticing to the player, useful in the larger aspect of an MMO (genre is irrelevant). Be creative. You might reference back to Jefffereytitans posts and my responses with regards one way that might be handled.

The teacher one as you go through the posts has probably evolved into a secondary i.e. common to all players, type of profession which to be honest was a result of your initial post.


Okay thats a little more clear. You are more concerned about new mechanics rather than professions. An if I add this mechanic what possible things can it be used for.

The orgo chem thing is a subset of alchemy. Basically creatures have various body chemistry with stuff in their blood and cells and some chemicals can react. So you try to find a way to do that. Typical stuff like cyanide blocking cell respiration. So you could maybe test or sample blood and then try to find a chemical which can mess with their chemistry. Also some animals may have magic energy in their system and it may nullify poison so maybe you get some Otataral style dust to counteract that and let your poison work. Conversely something might be killed merely by applying the anti magic dust if its critical to life systems.

You may also make antidotes and such this way. Further you could create potions that improve health and growth and nutrition, say you were a breeder and wanted to raise new plants or animals.


I actually did design a really complex magic system with interactions with crafting and enchanting that was quite unique compared to what I've seen discussed or implemented. but I think I have taken up enough posts here. I want to see what other people have come up with.


#4930245 Outside the box - different professions that would work within an MMO

Posted by AltarofScience on 11 April 2012 - 07:56 AM


Strange thing though, when you finish that last level, there is nothing left but those professions. Maybe it is something that people didn't think of -- why reroll a character, if you can retain your killer face-eating orc and make him pursue a degree in artistic smithing. There would be a lot of new content, and his (the player's) level would only help to ward off the monsters -- he would finally have time to entangle himself in a proper story-line. No rush or competition, just a journey of discovery.


And thus you unravel the purpose of this entire thread -- creating meaningful time-sinks outside the straightforward "level up and then do end-game at which point sit around bored or leave until new content"

Your virtual cookie now contains a fortune Posted Image


The issue with being stuck doing nothing is that in themeparks you are limited by how fast the dev team can make a new expansion and then raise the level cap and add new items to craft. In a sandbox with no level cap, item decay and so forth its much easier. If there is no dev defined story you don't have to wait for new chapters. Imagine a George RR Martin style 6 year wait for the next installment of story. Blargh!




PARTNERS