Dak Lozar

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About Dak Lozar

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  1. What is fun? (MMORPG)

    Quote:Hart said: I dont really like player citys. it is good to give players a greedom to do things, but i dont really like having too many citys in a game world. also players dont usaully design them as well as if they were already implemented by the devs. but i would like it if guilds would be able to have control of citys. now they wouldnt really be able to control the players directly, like autamatically taking taxes from them. but they woud be able to set a tax, and the people in their guild + the npc guards of the city would enforce the tax and the other laws that players could set up. guild could fight for control of the city and the ruling guild would be able to set taxes for using different features of the city. the ruling guild could also set the NPC gaurds on a certain strictness though, like if a guard sees a player who has a certain amount of lawlessness(something players get for doing bad stuff like player killing and what not) they attack him. the ruler could also pay people for bringing in a player how has a certain amount of lawlessness. Our design called for a few cities at game start, these cities would remain under the devs control, because we wanted to ensure that there was a city in which laws existed and new players could declare initial citizenship. Our other city was to be a place where the player that enjoyed a bit of lawlessness could get their teeth dirty. Our design included all of what you have described above, guild dues, taxes, guards etc... The creation of a city would take more than just three guilds coming together to form a city, it would require a substantial sum of in-game money. We considered the creation of a city to be a high-end game - once players achieved city creation then the fun would really begin. First of all they had a choice of governing types - let's say for example that a city was formed and it was a pure democracy (think Greek) then when that city was formed the first thing that they would have to do is vote on city leaders - every citizens vote would need to be cast, once the leaders where selected they would go to the task of establishing rules for the city, these would have to be voted on. We had many more plans, and in fact, I'm sure that since my leave about 17 months ago that they have expanded on many aspects of the game... I really hope that they get funding soon... a) because I want to play the game and b) because I may get to actually work on the game :)
  2. What is fun? (MMORPG)

    Quote:Original post by Lupus83 Unfortunately, most (all?) MMPORPG's follow the simple equation: free speech + anonymity == asshole. 60% of the players in an online game will be jackasses. That takes a lot of the fun out of it imo. While this is probably a correct assumption and may even be the experience that most of us have had at one time or another I think that this adds a level of realism to MMO's that people that are "playing a game" just don't really want to deal with. In RL some people are butt-heads. But society has rules that keep things in balance - in an MMO there just isn't enough "game rules" to keep things in balance. In RL, if someone wants to encroach upon anothers rights there is generally a rule or law that gives the victim the ability to 'defend' themselves. In an MMO, your only recourse is to report the offender and hope that the admins/GMs/support staff decide to 'punish' the offender. While I was with Elysian working on Ages of Athiria we coined a phrase that really became or mantra - "We design the tools, the players create the rules." Essentially, players could form guilds, a couple guilds could come together and create cities and once a city was established the members of that city could create rules/laws. If a group wanted to create an area that had laws that effected in game social behavior they could do so via the 'tools' that the creation of a city opened up to that group of players. Anyone that broke the rules would face the penalties that were established by that city - be they a citizen of the city or a visitor. Conversely, if a group of guilds decided that they wanted a 'lawless' city then they had that option. You can read more about what they are doing on the website... We were trying to give the players the ability to govern themselves... that, I believe, is what is missing from MMOs.
  3. Quote:Original post by Telastyn <SNIP> I don't know. My instincts say it's simply micromanagement in a genre that already has too much, but I'd prolly have to try it to make sure. Two things: 1) If the game mechanics are built such that the tediums is bearable or otherwise less intrusive to the gameplay it could work. 2) This could be the creation of another genre.
  4. As a follow up to this conversation I’d like to add that a few years ago I was toying with the ideal of incorporating the game play from a RTS and that of Transportation Tycoon (TT) (see Mixing Tycoon w/ RTS). In TT you were the owner of a transportation company, creating roads, laying rail and building airports to move raw materials, passengers and goods around the map. As an example, my favorite thing to do was build a rail line from a iron ore mine to a steel mill where it would produce steel then you’d move the steel to a factory where goods were manufactured and you could further transport those goods to cities. It was a pretty sophisticated system and I think if you "dumbed it down" some it would make for a perfect method of supporting the play that has been suggested above. I still think that the mixing of RTS and TT would be an awesome game… hmmm, someday I might actually get around to writing a design document... ;)
  5. Resources on designing plugin architectures

    You can check out an article that I wrote here and there are other articles that may be of use here
  6. OK, I've been driving myself crazy trying to figure out how to pass a pointer (from objects that I have created on the C++ side) to functions in the Lua script. I know that everyone here will probably tell me to use luaBind or one of the other tools but I'd prefer to figure this out on my own without using luaBind or similar. A simple example might be the following: // // C++ class // class cGameObject { protected: ULONG m_ObjectID; public: cGameObject() : m_ObjectID(0) { } ~cGameObject() { } }; so, in game code, I might have a factory or some other mechanism that creates game objects, but here I just new the pointer: ... cGameObject* pGO = new cGameObject(); now, I think that I have figured out how to create userdata that Lua will know about, like so: cGameObject** ptr = (cGameObject**)lua_boxpointer(luaVM, pGO); so lets say that I have a Lua script that will perform some operation on the cGameObject, in this example, set the object id: function GameObject:SetObjectID() self.m_ObjectID = NewObjectID() // NewObjectID() is an exposed function from C++ end so, with all those things in place I now need to know how to be able to call the Lua function SetObjectID() from my C++ created object. Any help is appreciated!