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About Wysardry

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  1. Wysardry

    Passage of time in multiplayer games

    Kavik Kang: Real life on an entire planet is way more ambitious than the game I'm talking about. For one thing, the land area would be more in line with a smallish island and the player character would be restricted in what they could do. Their role would be an adventurer, so they would only have skills appropriate for that way of life. They couldn't (for instance) become a farmer, shopkeeper or fisherman. The level of detail would also be much reduced compared with real life, as much of it would not be needed. Although I haven't played it, I can tell that Darkest Dungeon is very unlike what I have in mind as it is party based, single player and turn based. In single player games where you directly control more than one character, combat would be difficult without at least a pause option. Party based RPGs seem more like a hybrid of RPG and strategy game though. I play them occasionally, but I prefer single character games as it's easier to immerse yourself in the role of the character. 1024: I mentioned something similar to that idea in the last paragraph of my previous post. It might be something worth exploring during the prototype phase. I also thought that some features that the player normally skips in single player games could be made interesting enough to be done at normal game (faster than real world) speed. For example, NPC controlled travel methods could be fast enough that the player doesn't get too bored during the journey. Like the gryphons in World of Warcraft. Instant travel options would also help, like the waygates in Diablo II and Torchlight. Training could involve the player character being coached by an NPC in real (game) time, with sparring sessions, target practice etc. The biggest obstacle is still resting and sleeping, as I haven't yet come up with a way to make that interesting or interactive that doesn't depend on a plot device. I'd really like the solution to be applicable to any similar game.
  2. Wysardry

    Passage of time in multiplayer games

    I'm struggling a little with what you're describing, because I haven't envisioned this game as having a strategic layer. Although I had considered allowing the player character to be viewed in a third person perspective, it wouldn't change how the world was interacted with. It would still be in real time, rather than paused or turn based. As with MMORPGs, the game would not pause if you opened an inventory or map screen, and you could still be attacked by an enemy if your character was standing near one, shops would open and close, NPCs would wander about as usual etc. I know single player RPGs do usually pause time when you open certain menu screens, but in a multiplayer game you can't expect everyone else to wait for you to finish whatever you're doing. I agree that any large RPG will need to have a certain amount of abstraction if it is to be made in a reasonable amount of time. That's one of the reasons I intend to use low detail artwork (intricate bump-mapping adds nothing to gameplay). I think removing all references to the passage of time would be going too far, however. Having shops open and close on a schedule adds to the believability of the game world and time limits in general can create a sense of urgency to certain tasks. Maybe the player doesn't need to know the time to the exact minute, but they should have a general idea of what day it is and whether it is morning, afternoon, evening or night. As most - if not all - "real time" computer RPGs have game world time pass more quickly than in the real world (so maybe 6 game hours = 1 real hour), I was thinking that game time could potentially be speeded up or slowed down slightly for each character to get them back in sync without it being too noticeable. After all, in the real world time does seems to pass at different speeds depending on what you're doing.
  3. Wysardry

    Passage of time in multiplayer games

    In single player games, it is common for game time to pass quickly when resting, waiting or using some sort of automatic travel, as there is little to be gained from making a player do nothing while that happens. Most of the ones I've played just show some sort of loading screen - usually with an image and a gameplay tip - whilst the world is updated. I'm not sure that making some parts real time and others turn based would help much, as some characters could still be in different areas and time systems, so would still get out of sync. What I have in mind is not exactly like any one existing game, so I'll use several different examples to explain. I see it as having quite a large open world. Not Daggerfall huge, but bigger than Morrowind, Oblivion and Skyrim combined. Some areas will have tougher enemies than others. It will have first person perspective with a skills based advancement system something like The Elder Scrolls. Some NPCs will be able to train player characters in certain skills for a price. There will be a day and night cycle, and seasonal weather variations. Some shops will have restrictive opening hours and most NPCs will have some sort of activity schedule, including eating and sleeping. Player characters will be able to travel on foot, ride their own horses or use transport controlled by an NPC, again like The Elder Scrolls. Enemies and loot would be finite, to some extent. Dead bandits wouldn't respawn after they've been killed, but as time passes others might migrate to the area where they were killed (bringing more loot with them). Some towns will have special events on certain days of the year, like Daggerfall. This might include competitions that player characters can get involved in, like Chicken kickin' and the archery contest in Fable. Player characters won't absolutely need to rest every day, but if they don't they will have to drink special potions to reduce fatigue, as in Might and Magic VI etc. In towns there wouldn't be as much going on once the shops are closed, so that would also encourage players to rest their characters. However, stealing secret plans or spying on someone would best be done after dark, so stealthy characters might not sleep when other characters do.
  4. Wysardry

    Passage of time in multiplayer games

    Ideally, I would like player characters to affect the world as much as they would in a single player game. For example, only one character could earn first place in this year's archery contest in Littletown and only one could reclaim the Sword of Ultimate Doom from the Goblins of Deepest Dungeon. There would be enough other contests, swords, goblins and dungeons to go around though. Most multiplayer RPGs don't hold my interest for very long because the developers don't allow players to have any lasting effect on the world. There isn't any real sense of progress if the same ogre can be killed multiple times. I'm not sure how easy it would be to avoid paradoxes when one character's past is another character's future, particularly when the number of players increases. Your example with the boss works if the (game) future player kills him, but what about if the (game) past one does while the future one is nearby? ("What do you mean I just spent 15 minutes taunting a dead guy?") The idea of limiting how out of sync players can be is a good one, as is offering a choice to become in sync again. This could be done whenever someone wanted to do something that takes a while, such as sleeping, training and travelling.
  5. Wysardry

    Passage of time in multiplayer games

    I'm not asking about just a few seconds. If one character rests for 8 hours and another doesn't, you can't expect the first player to just sit and wait for the other to do something to make up the time difference. If you allowed characters to continue playing out of sync you could end up with any number of paradoxes.
  6. Wysardry

    Passage of time in multiplayer games

    Yes, all or some of the player characters could be in the same place at the same time, as playing co-operatively would be an (encouraged) option. Time would only become an issue if individuals decided to do things that take a different amount of time, like sleeping or travelling, and put themselves out of sync with the others. I would rather not go the usual MMORPG route by removing sleep options, having every shop open 24/7 and allowing players to teleport long distances.
  7. Wysardry

    Passage of time in multiplayer games

    I'm not familiar with Avalon Hill, but I'm not sure that breaking time into segments would help. I tend to avoid turn-based RPGs as they seem to emphasise the game part much more than the role-playing. For me, it is harder to immerse myself in the world or my character if everything pauses between commands.
  8. Wysardry

    Passage of time in multiplayer games

    I had considered asking the other players if it was okay for one of them to initiate a time skip action for them all, but couldn't think of a way to please everyone if someone refused. This would be even more difficult if the players were split into separate teams doing different tasks. Achron looks interesting, but it would likely be a nightmare to create an RPG version with any depth. I've added it to my Steam wishlist though, as I do play strategy games from time to time, so thanks for that.
  9. I am looking for suggestions on how the passage of time could be handled in a multiplayer RPG, particularly the ways a players could alter it. Most single player games allow the player to wait, sleep and/or fast travel, which causes their character to jump forward in time by a set amount to skip the boring parts. If this was allowed in a multiplayer game, players could become out of sync with each other. Does anyone have any suggestions on how this could be handled (other than not allowing those actions) in a game with 1 to 8 players?
  10. I'm not sure if it's what you're looking for, but AppGameKit can create games for the Raspberry Pi.
  11. Does GAMBAS include game graphics and sound/music commands? I couldn't see any mention of them on the site.
  12. Oberon_Command: Thanks. I didn't realise that FreeBASIC was still being developed.   smr: The last time I tried Visual Studio, there were a lot of dependencies that had to be installed along with it, which put me off using it again.   Alberth: It's mostly personal preference as I grew up using BASIC on various 8-bit home computers. I have since dabbled with C, Perl and PHP, but wasn't as comfortable using any of them. BASIC has become more structured over the years, and many versions are now compiled instead of being interpreted, so there are fewer reasons (for me) to use other languages.
  13. Does anyone know of any actively developed (regularly updated) BASIC compilers suitable for creating simple games, other than PureBasic, AppGameKit and GLBASIC? This would be for programming on Windows 7 or 10 computers.
  14. Wysardry

    Game engine with realistic water?

    I've discovered that Heroengine has a spline-based, "ribbon water" river tool that allows you to create rivers and streams at different heights and widths, which might be an option for anyone wanting to create a massively multiplayer online game (I'm not).   There's a 3 minute Youtube video at showing how to use it.
  15. Wysardry

    Game engine with realistic water?

    Cryengine also seems to have good water simulation. It includes a river placement tool, but doesn't currently allow them to slope.
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