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About Jastiv

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  1. Another idea is you could join a project team and do things like mapping, levels, artwork or music. Project teams seem to always be looking for more developers and never find any. You might think, oh, why should I do that when I could work on my own game where I can control the game play, but without some kind of pseudo code, you arn't going to be able to describe the game play accurately anyway.
  2. 13 plus years and counting on my Multi-player online RPG project, but that's with some cavets, and that is with two people working on the project on and off. 1. lots of pauses in development, including years with no work on the project 2. I used a lot of pre-exisiting code (ended up replacing most of the artwork) all open source client and server, a complete game, more or less, but not something that I would want to play. So basically it is a hard fork of an existing project ( completely different project goals) 3. At the time I started the project, I didn't know how to program in C (the server) or Java(the eventual client after we dropped x11), I got someone else to do some of the programing for me, while I did a lot of the art/project admin stuff. 4. Done, nope, playable, yes, fun, well maybe, we fixed some of the stuff that made it too hard for newbies. 5. Still considered alpha, most of the major features not implemented yet.
  3. Jastiv

    Advice needed

    That is why I wrote Wograld and dedicated my life to it. I realized this would be a problem in the past, present, and future if I don't do something about it, so I decided to make a completely open source free culture content game and put it out there. Now my only problems are 1. finding alpha testers. ..... 7. profit. If I were in your shoes (I'm not) I would just work on some free software games. Try a small project, not something like the linux kernel.
  4. Jastiv

    How not to do Alpha Testing

    Many years ago, my husband had a co-worker who used to work in the games industry. Apparently he got an exciting position as an alpha tester for games. He had to move all the way out of California. He tested games, but apparently, he wasn't paid enough to afford to live there, so he had to move back to New England when the money ran out. I'm not really sure who befitted from that arrangement, the guy, surely not, after all he didn't end up making any money and just lost it while playing incomplete buggy games. The company, well, they paid an awful lot so someone could live in a high cost to live area, instead of being able to support someone living in a lower cost area. Surely there is a better way to get alpha testers for games now than this lose/lose arrangement.
  5. I know a lot of people are using cmake now, but is anyone using autoconf, automake, libtool etc? I'm using it, but I really don't understand it as well as I need to make changes in my projects server install process.  (client is Java, so it uses ANT)   You know software is using it if it comes with a ./configure make sudo make install build process.
  6. Wograld, my multi-player online game uses a C server and a Java client.  The sever is admittedly a difficult install with multiple steps, but Wograld (both client and server) is open source under gpl v2 or later. www.wograld.org   I'm not sure how robust it is, I haven't gotten many people to test it partly due to the difficulty of install.
  7. Now the idea of MMO being based on the number of players doesn't sit quite right with me.  Some games can scale up or down in the number of players and still be playable and fun.  There is no reason to get a massive server for ten simultaneous players, on the other hand, if MMO's are defined by the number of people playing, they can't really be MMO's until they launch.  They shouldn't focus so much on being massive, and instead focus on getting the game play right, and then gradually grow the user base.  This way seems like it would have less risk to it, and less chance of creating a failed game that everyone hates because the game mechanics suck.   Also, sometimes a server instance might be limited to a couple thousand people, but you might just set up a number of servers based on the number of users that you have the want to play the game.  Is only allowing a couple thousand in an instance not massive enough?   That said I think any game that meets the mmo definition needs the following items. 1) persistent world, it needs to be available most of the time, sure you can have some down time, up to an hour a day, but much more than that and its not really persistent. 2) not a bunch of instanced worlds like diablo2 or those type of games.  You don't just set up a world instance for the players and then take it down after they all leave.  Its not really quite an mmo then, but more of a network playable adventure game. 3) number of players, this one is open to interpretation.   Its hard to call a server with 0 or 1 players on it massive, no matter how many players the server can theoretically or actually handle, on the other hand where do you draw the line.  Does it need to be over 1000?  Is 500 ok?   how about 200?  I'm not sure there ever was a clear answer on this one, in theory or in fact.
  8. A lot of the diseases in games don't kill you, just temporarily effect your stats, like a debuff, or curse. Besides they don't have to be communicable, or maybe communicable only in certain circumstances, like say, just party members in the same dungeon.
  9. Well, if it is a persistent multi-player game, you could charge for the server, and for extra features/privileges on the server without having to worry about making a bounty.
  10. I think I'm going to have to take a good hard look at crafting in my mmo. I suppose being a pvp mmo crafting would already be exciting enough not knowing if you are going to die collecting resources, but I don't really want to stick with the click on a tree, get some wood game mechanic for lumberjacking, for instance, black smith and mining are other skills that frequently get tedious. I also hate that the amount of time mining is always way more than the amount of time smithing.
  11. If you want to play a game with diseases, you can play my game, (still an alpha) wograld, or the game it forked from (crossfire). Some of the other game mechanics in crossfire are not too appealing and we are still working on to fix some client user interface and performance issues in wograld. Anyway, the game has diseases you get from touching door knobs, opening chests etc and, poisoned food drops from monsters sometimes. There are cursed items you cannot easily remove once you put them on.
  12. You could make the tutorials like little mini quests. One thing I hate about a lot of tutorials though, you have the choice to do the tutorial or skip it, but once you skip it, you can't go back to it. You leave newbie isle forever never to return. On the other hand, I don't believe in immediately dropping newbies in a dangerous spot filled with high end monsters and/or pkers.
  13. I think of all the mmo's I've played, I would have to say that runescape has offered the best quests, (Ultima Online had the best player run events, but I would consider that a different category.) Unlike world of warcraft quests, runescapes quests often times involve using multiple skills, including crafting and combat skills, solving various types of puzzles, and running around the map exploring things and talking to different npcs. The down side of runescapes quests was, just like the old fashioned puzzle games, getting stuck on them for a long time and having to look at the hint guide to finish some of the harder ones. Another downside to them is they really are not replay able at all unless you start a new account. Most of them are single player, that sort of seems to go strange with the more mmo aspects of the game, but the few ones that are multi-player are somewhat of a pain in the to wait around for a quest partner( although not that bad, I got it done in a day)
  14. My project team is now looking for Java developers. For those who don't know, Crossfire is a free software multi-player online role playing game that uses Java for its latest jxclient. Admittedly the site is a bit of a pain to navigate to find the jxclient, but its there, somewhere. Anyway, I forked the project before they ever came out with the jxclient, and if someone could change the jxclient to work with the modified 45 degree degree iso-metric tiles that would be great. You would be working with an already established code base and get a good look at the inner workings of a client/server set up. Its only 2d for now. My project is called Wograld, and you can find out about the latest updates and needs at www.wograld.org. Another thing that needs doing is the Java development for the map editor, gridarta. Gridarta needs a patch that allows it to work with the wograld tile set along with the current options of attranik, diamonin and crossfire. If you are not up to the tasks, you shouldn't go on about how you would like to work on a java project, because java knowledge does not drop out of the sky.
  15. Jastiv

    Getting Started

    My 2d game, Wograld, has folders and folders of pre-drawn tiles. The tiles are put together on the 45 degree isometric grid. I suppose there are other ways to do it, but I got this old code from another project so it just makes more sense to me that way. I would say it is closer to b than a.
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