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About Jastiv

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  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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)
  10. 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.
  11. Jastiv

    Dungeons of Dredmor skill/spell icons

    Those are nice.
  12. Jastiv

    A word to soon

    Yeah, user interface and windowing systems are hard. Our lead programmer got stuck on the windowing system, and I have not been able to figure out how to help him.
  13. Jastiv

    Wherein I attempt to reimagine the basic MMO design

    I don't like leveling in mmo's for the same reasons. There is too much disparity between high level players and low level players to make pvp fun. We already know the higher level will win hands down, so it is no contest, making it boring. In pvm I have also found it to be a problem because what is challenging for the higher level players is too hard for the lower levels, and low level content is too easy for the higher levels. It is a lot of fun to fight in the same dungeon with your friends, but if some of you are playing everyday, while someone else only gets on a couple times a week, there is going to be this level disparity that makes it not so fun anymore. My project [url="http://www.wograld.org"]Wograld[/url] is going to be skill based rather than level based, a system more like Ultima Online,
  14. Jastiv


    I've often found these forums too overwhelming, so I actually spend a lot more time working on the game then reading these forums. That is probably a good thing for my game, with the exception that my project team is smaller than I would like it to be.
  15. Jastiv

    Baby camera steps

    One thing I find motivates me besides baby steps is bloging about my project then going back and reading past blogs about the project.
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