Are there any design logs, blogs, or demos still around? Looks like I can learn a lot from this.
My point was that lots of space is blocked off by the terrain itself, even if you have 20 by 20 tile maps ("
400 whole tiles! 25 users can fit easily into that!" -> Not when half of it is taken up by the walls and terrain, and all a griefer has to do is stand on the chokepoints).
That game doesn't implement the 'walk between tiles' thing I mentioned, though it does implement the pull/push method. Also, if two players walk onto the same tile at the same time, they both occupy that tile.
The game was discontinued -
the forum is still up though, so you can kinda see some history there over four years. The design-related posts are hidden in a locked portion of the forums, so you can't get at that, but the map editor, script engine, and unfinished game world has been made available as a 'single player' version of the old online game. Source code is not available.
The game was an action-RPG, not a turn-based one, so I'm not sure how much it'll help you - plus, as mentioned, it's no longer 'online'. After the project collapsed, the lead developer released a single-player version for the 20 or so active players to mess around with.
I didn't program the game - I was an
artist/mapmaker/scripter/community-manager/whatever-hat-was-needed, so don't ask about specific implementation details, because I don't know.