• Advertisement


  • Content count

  • Joined

  • Last visited

Community Reputation

122 Neutral

About reapfyre

  • Rank
  1. Wilderness Survival gameplay options

    Thanks so much guys for all your input. You've given me alot to consider for the story and gameplay of my game. I think picking up all the sticks & firewood individually has some merit, it will be easier to calculate just how much wood you'll need to keep the fire going for (x) amount of hours. This could also take in factors such as temperate & weather as to how long a fire will last. I'm also a big fan of marooning stories. I've read quite a few Gary Paulsen books (author of the Hatchet series) and have always enjoyed movies, books and games that capture the many facets of survival and pioneering. Looks like I have a few more books to read (thanks sunandshadow) to see how I can develop the story further.
  2. Wilderness Survival gameplay options

    Thanks for you comments so far guys. sunandshadow: It will be a single player game. I thought hard on how to implement multiplayer into the game type and style but could not think of a good solution. A good idea could be to have a group of players all surviving a plane crash or disaster, in which they'd all need to work together. However I don't think I have the players for that kind of game, perhaps when I'm getting lots of players through the site and in the game, I can go down that road. It shouldn't be too difficult to get all those mouse/keyboard controls working as you suggested, I have Left/Right mouse button controllers and Keys to use in the game, so I agree with you that it'll be best to use the tried and true method there. doomhascome: I've come to those conclusions about the 'survival' style game as-well. As soon as you're 'maintaining' health and your environment, it becomes too easy. I originally thought the game might be a 'Life in the woods' as opposed to 'Survival in the woods'. Basically taking out all possibility of being rescued and getting out, but instead living in the woods deliberately. I will need many story-line/spontaneous quirks to keep the players interested no doubt. One idea I had wasto include Mini-Games that would take a few hours each. For example, I could have 4 different areas of Canada say, in which the player could pick in which he'd like to survive in. Each area would offer different challenges, some would be more fishing oriented, others more rocky with small game animals, others with big game and more dangers, some with extremely cold climates (temperate will play a role). Given that there's a number of different 'mini-games' the players could choose, still all of them would eventually finish with either being rescued or finding your way out. I'm not sure whether a open style, never-ending game is quite possible without the constant difficulties of wilderness survival, and as you said, once you have fire, tent and food, things become a bit too easy.
  3. Hi guys, I'd like to get some feedback for a few specific gameplay ideas which I've come up with for my new game based on wilderness survival. Before I get into the various aspects of possible gameplay, I'm basing the game off my 5 year, part-time project that I've recently completed simply named 'Adventure Game'. It was built with web-technologies such as PHP, HTML and javascript. Although many limitations are presented with web-games that do not use Flash or Applets, I believe I can push these technologies much, much further than I previously have. So for this next game, I've decided to develop a Wilderness Survival/Life in the Woods style Adventure Game. I've been constructing the Design Doc and I've come to the Gameplay section; therein lies quite a few questions. Here's an excerpt from my document on Gameplay: Quote: To build a fire, the player must gather needed resources like wood and kindling from the world to be-able to create one. To hunt, a player must build weapons like a spear or bow, and search for an animal to hunt and to gather food from. To create a shelter, the player must find logs or an alcove suitable for his shelter then find palms or grasses to use as a roof and bedding. So now for the specific gameplay elements of the game: Creating a fire, how would the player go about this? 1. He could move his character out in the forest and click on dead wood objects to collect them, go back to his camp and start the fire by rubbing sticks together or using a spark from certain rocks. (More detailed, more realistic, but more objects in the world) OR 2. He moves his character into the forest, and clicks on a tree to cut it down (may need an axe/cutting tool) and collects wood that way. Then goes back to camp and starts a fire in a similiar way as point 1 (More complex with requiring tools, less realistic as live trees don't burn as good as dead wood, less objects in the world) From a usability point of view, is it too involved? Will it be too difficult for a player to be-able to ascertain what he needs to do? What about the player having to go hunting or fishing? Both require tools of some sort. Hunting 1. In order to hunt, the player needs a spear or bow, does he find this from dead wood or from trees? If it's trees, does he need an axe or cutting tool to be-able to get a bow or spear from trees? And then is there a process for the player to be-able to build tools? There are alot of options for the gameplay of this game, I think one of the more important aspects is the UI. It can't be too complicated, but has to be-able to tackle all the different tasks a player can perform through simple mouse-clicks on objects directly or through action buttons. What do you guys think is the best approach? Simple object clicking or action buttons for all tasks? And how much detail involved in each task (fire, hunting, fishing, tool building)? Perhaps the tool building can be taken out aslong as the player has a starting inventory of an axe or hatchet and a few loose items? Look forward to hearing your thoughts guys. And sorry for the long post. :) -Mark W
  4. Graphical PHP Adventure/RPG (w/ Screenshot)

    Hey Virtual X, Thanks alot for your comments. I really want some great feedback for the next version I'm planning. If you have some spare time, join the forum and post your thoughts - Forum. I noticed alot of people were stuck on the same spot, that is a recent bug I just found, I recently changed how the Map Creation queries were done, it made it alot faster but unfortunately displays only one character per square and whichever character was made first gets displayed and fails to display the navigation links for the logged in character. That is why I'm reseting the database every 48 hours, but for now I've spread the characters that were stuck on the creation spawn point out so that they can all walk again. I know its a stupid bug huh, but thats why I want to completely go for every suggestion and good idea for the new release, v1.4.0. Any one who visited the site, please feel free to post your comments here or in the forum.
  5. Hi Guys, After 4 years of part-time work on it, I finally have something to show you! It's a PHP/MySql graphical adventure/rpg gaming system I've been developing. It's still in a very alpha/basic stage, but it does have a lot of functionality. I've put v1.3.3 up there for all to play, it will however be a closed project once I get enough feedback to create the new v1.4.0! The Current features of v1.3.3 are: WorldMap System - Navigate through a completely graphical environment, with islands/layers of other worldmaps Item System - Buy, Sell, Pickup, Drop, +Bonuses Shop System - Buy, Sell certain items at certain shops Battle System - Exp points, Hp's, Attack & Defense formulas Quest System - Very basic (barely functional) system, currently turned off Multiplayer - You can see other players walk around, but can't interact yet Check out the game website: SouthBlue Studios - PHP Gaming/Development Check out this screenshot: [Edited by - reapfyre on May 18, 2007 5:51:23 AM]
  6. Quest Database Structure/Design

    So if I was to implement the tree view conversation topics.. how could u display that? Note that it is a web-based game, so collasping tree branches etc I could code but I also only use javascript and DHTML, etc for the visual components, no downloading like flash etc. Would the answer list in a tree view look something like this? + 'Work' |_What do you do for work? |_Do you have any work for me? + 'War' |_How long has the war been going for? |_When do you think it will end? + 'King' |_Do you think the new King deserves the throne? |_Who was the King's predeccessor? + 'Evil' |_Why do you think the monsters have come now? |_What has kept the peace so long in the kingdom? And would the grouping menu's look like this? Work War King Evil Quest Skills I guess these are fine if you're asking the NPC all the questions..but what happens when the NPC asks the player a question? Does he select from the 'group' of answers which one to say? But shouldn't he only beable to say, Yes, No, Maybe? In the tree view and grouping view all the answers 'are' available, surely you couldn't answer an NPC's question with another question because they're 'all' available.. How would you use this system properly? The NPC's never ask questions? Would it be the player initializes the conversation everytime and has complete control of how the conversation runs and the NPC is just a bot spewing back information as the player asks it? Just a thought.
  7. Quest Database Structure/Design

    Quote:Original post by Anonymous Poster If tblQuest is a superset for a multi-stage quest, then shouldnt the tblCharQuest have a reference to it (and thus to the sub-stages) and then the one to the particular substage... The database needs to store each quest's status, whether completed or not. Having tblQuest as completed or not will only tell the game whether the entire quest has been completed.. I need to know each individual subquest completion status and tblQuest really only holds the name and description of the overall quest as a whole. This may be 1 row in tblQuestDetail, it may be 50+. Quote:Original post by Michalson "tbl" prefix?... ...comparing MySQL to VB's object naming prefixes is like comparing Charles Manson to Hitler. My soul crushing needs priorities. Since I'm trying to explain in much detail and as simple as I can so that I can get some help from this forum, then yes I will use naming conventions so that when I make a reference to something, people know what Im refering to, it also helps me know what people are talking about when they make suggestions. They made Prefix's for a reason you know. And this is just a screenshot of the relationship diagram, it is not the live database, the database doesn't use prefix's. Thank you all for your help. Timkin you got that right, thats exactly the problem.. It does seem easiest to fix this problem in the interface itself. Ive thought before that I could have 4 Answers the player can choose from. -1 being a random answer picked from the npc->charanswer list. -2 being fixed answers from the answer list. -1 being an answer that was just 'unlocked' from an npc's phrase/conversation. Do you think this will work? or do you think it just wouldn't allow for smooth transitions through conversations? I like both your ideas Timkin and Jon Alma. The menu system for 'topics' should work fairly well, that wouldn't be too hard to add on either since there are some 'answers' that are 'unlocked' from an npc that are available to ask any npc, not just the npc who 'unlocked' it. Those cross-accessible answers could be the 'topics' for the menu system. Thus you could start the same topic with each npc, if that unlocked topic allows cross-npc conversations.
  8. Quest Database Structure/Design

    Well I've been adding more and more things and I've got the Multiple Choice design in the database. I left the keyword system there so that my 'multiple choice answers' actually hold a keyword that activates certain conversations branches etc. I have new answers in the multiple choice table that become enabled once an NPC has said a specific word, then the player can start asking that NPC or other NPC's about the subject he's just learned about. Each player has his own answer list that he 'knows' and, can say things from this list only.. The only problem I have is figuring out which answers should be displayed in the conversation menu.. A player may have 50 Answers in his file, 10 are for a specific NPC who he's talking to right now.. How can I limit those 10 down to 3 or 4? Note that any new Answers he 'learns' from the NPC he should beable to say straight away. So either in the Code or in the database I need to beable to pick 3 Answers the player can say, that aren't just randomly picked from the database, and that are somewhat intelligent answers.. Can anyone help with this? I just don't know how the older games used Multiple Choice systems... any help at all would be much appreciated.
  9. Quest Database Structure/Design

    That would be good actually thanks alot :)
  10. Hello, I've been developing a web based game for a few years now. I have had the simple database structure (as you see below) implemented for the most part of the project, except for the 'Quest System' I've highlighted there. The database i am using is MySQL and PHP for the web side. I've recently added the quest design to the database, however it is not yet implemented into the game. I will go further into the table explainations later. For now, as many of you should see, the quest design will work if you can follow all the paths. "tblNPCConv:" It allows for a 'Keyword' to be said to an NPC, giving the NPC the ability to say a certain text whether it is 'Starting' a specific quest (startquesttest), 'Ending' a quest (endquesttext), or not yet finished a specific quest (convtext). A quest only gets created if the 'QuestDetailID' has an ID in it, otherwise it is just normal Character/NPC conversation and 'convtext' is used. "tblQuestDetail:" This stores the relevant quest data. At present, it only allows for a simple quest of killing a certain monster (monstID), # number of times (kcount). Through tblNPCConv, each QuestDetailID record can flow to the next via the 'QuestDetailID' and 'PreQuestDetailID' which stores any prerequisite ID's. "tblCharQuest:" This holds the links between the Character and the Quests, it stores whether the quest has been completed and also if the row exists, then the player 'has' started the quest. That should cover most of the tables that require explaination, the others are fairly straightforward but if you have any questions, please don't hesitate. So unless I have made some bad errors in this design, it should work in the system quite well. However it only allows for a 'keyword' based conversation system. Now why have I started this post? This system as I said is a 'keyword' based conversation system. I created it like this purely as a quick design to get the quest system started. However I don't want my game to be keyword orientated. I want it to be a multiple choice conversation system. e.g NPC: "Good evening Sir, may I help you anything?" Answer: A. "Good day, I'm looking for some swords, can you help me?" B. "Have you heard about the recent plagues in the area?" C. "No thank you, I'll be on my way." This is what alot of older Adventure type games have, they also most likely had fixed answer systems for certain conversations, being also that you could not have the same conversation twice and each answer depicted perhaps a branch in the quest tree. I know there would be some dynamic conversation systems like what I'm looking for, I'm just having a little trouble coming up with a multiple choice answer system in my database. So does anyone have a few ideas or hints for me? Perhaps you've come across the same problems in your games? If you wanna make any comments on the design too don't hesitate to give some improvements or whichever. Thanks alot.
  • Advertisement