Deprecating the wiki
@@ -1,34 +0,0 @@
|
|||||||
## Instructors
|
|
||||||
|
|
||||||
#### Matilda
|
|
||||||
|
|
||||||
* 20-something, attitude
|
|
||||||
* Acts mature, worries too much
|
|
||||||
* Hates her job
|
|
||||||
|
|
||||||
#### Wyatt
|
|
||||||
|
|
||||||
* Young, about 16, naive
|
|
||||||
* Apprentice Mage
|
|
||||||
* Working part time as an instructor
|
|
||||||
|
|
||||||
## Races
|
|
||||||
|
|
||||||
#### Human
|
|
||||||
|
|
||||||
* Baseline humans, many ethnicities (PCs can be anything)
|
|
||||||
* Most characters would be human
|
|
||||||
|
|
||||||
#### Wabbits
|
|
||||||
|
|
||||||
* Oversized talking rabbits
|
|
||||||
* Human-level intelligence
|
|
||||||
* Only granted civil rights within the last hundred years
|
|
||||||
* Offended by being called "rabbit"
|
|
||||||
|
|
||||||
#### Frogs
|
|
||||||
|
|
||||||
* Large, walking & talking frogs
|
|
||||||
* Strict patriarchal caste system
|
|
||||||
* Low intelligence, high population
|
|
||||||
|
|
||||||
@@ -1,54 +1 @@
|
|||||||
Welcome to the Tortuga wiki!
|
The wiki has been deprecated.
|
||||||
|
|
||||||
This guide should help you to understand this project, as well as helping me to plan out the expected features. This project uses C++11, which is available via GNU (or MinGW) 4.7, or Visual Studio 2012.
|
|
||||||
|
|
||||||
If this wiki is missing something, it means I haven't gotten to it yet.
|
|
||||||
|
|
||||||
## Table of Contents
|
|
||||||
|
|
||||||
You can see the full list of pages [here](https://github.com/Ratstail91/Tortuga/wiki/_pages).
|
|
||||||
|
|
||||||
* [Project Introduction](wiki/Project-Introduction)
|
|
||||||
* [Story](wiki/Story)
|
|
||||||
* Game Backdrop and Aesthetics
|
|
||||||
* Back Story
|
|
||||||
* [Creation Myth](wiki-Creation-Myth)
|
|
||||||
* Game World
|
|
||||||
* Islands of Tortuga
|
|
||||||
* Gameplay
|
|
||||||
* login, logout & server persistence
|
|
||||||
* movement through the game world
|
|
||||||
* combat
|
|
||||||
* items
|
|
||||||
* equipment
|
|
||||||
* exploration
|
|
||||||
* economy
|
|
||||||
* non-player characters
|
|
||||||
* Map Editor
|
|
||||||
* [Map File Format](wiki/Map-File-Format)
|
|
||||||
* Technical Information
|
|
||||||
* [Program Architecture](wiki/Program-Architecture)
|
|
||||||
* [Networking Protocol](wiki/Networking-Protocol)
|
|
||||||
* [Modding Outline](wiki/Modding-Outline)
|
|
||||||
* [Notes](wiki/notes) & [Scraps](wiki/Scrapped-GCD)
|
|
||||||
* [Todo List](wiki/Todo-List)
|
|
||||||
|
|
||||||
## Libraries
|
|
||||||
|
|
||||||
* [SDL](http://www.libsdl.org/)
|
|
||||||
* [SDL_net](http://www.libsdl.org/projects/SDL_net/)
|
|
||||||
* [Codebase](https://github.com/Ratstail91/Codebase)
|
|
||||||
|
|
||||||
## Copyright
|
|
||||||
|
|
||||||
The current version of Tortuga is released under the [zlib license](http://en.wikipedia.org/wiki/Zlib_License).
|
|
||||||
|
|
||||||
Copyright (c) 2013 Kayne Ruse
|
|
||||||
|
|
||||||
This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software.
|
|
||||||
|
|
||||||
Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions:
|
|
||||||
|
|
||||||
1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
|
|
||||||
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
|
|
||||||
3. This notice may not be removed or altered from any source distribution.
|
|
||||||
@@ -1,19 +0,0 @@
|
|||||||
#### Torturial
|
|
||||||
|
|
||||||
The first world a new player enters. Teaches the basics of the game, and gives a level or two of experience. This world is only visited once, when a new player joins the game.
|
|
||||||
|
|
||||||
#### Prime
|
|
||||||
|
|
||||||
The hub of Tortuga's multiverse, this world is part lobby, part trading market, and part safe refuge.
|
|
||||||
|
|
||||||
#### Limbo
|
|
||||||
|
|
||||||
This is where players go if something goes wrong, like the server failing or a loss of connection. It's small and instanced in the client itself.
|
|
||||||
|
|
||||||
#### Tortuga Islands
|
|
||||||
|
|
||||||
This world was destroyed recently (in the game's mythos), relics of the world, and parts of the world itself can be found throughout the multiverse.
|
|
||||||
|
|
||||||
#### Tencendor
|
|
||||||
|
|
||||||
Named after the world of The Wayfarer Redemption, this is a low level world suitable for beginners and new characters.
|
|
||||||
@@ -1,74 +0,0 @@
|
|||||||
## Version One
|
|
||||||
|
|
||||||
This version is designed to be as simple as possible, while still providing a solid feature set.
|
|
||||||
Tiles are zero indexed, with -1 meaning transparent.
|
|
||||||
All tiles share the same tileset, which is loaded separately and not referenced in the map file.
|
|
||||||
This version is stored in plain text format.
|
|
||||||
|
|
||||||
#### File Format Specification
|
|
||||||
|
|
||||||
The map files are layed out like this:
|
|
||||||
|
|
||||||
```
|
|
||||||
[metadata]
|
|
||||||
[data blob]
|
|
||||||
```
|
|
||||||
|
|
||||||
The metadata is a single line of non-negative, space delimited integers.
|
|
||||||
The metadata contains:
|
|
||||||
|
|
||||||
* width of the map (in tiles)
|
|
||||||
* height of the map (in tiles)
|
|
||||||
* the number of layers
|
|
||||||
|
|
||||||
The data blob contains the actual tile data. These are plain text integers delimited by whitespace.
|
|
||||||
The data is read in this order:
|
|
||||||
|
|
||||||
* bottom layer
|
|
||||||
* left most column of the layer
|
|
||||||
* top most tile of a column
|
|
||||||
|
|
||||||
-------------------------
|
|
||||||
|
|
||||||
## Version Two
|
|
||||||
|
|
||||||
This version is designed to be as robust as possible, while still being easy to understand.
|
|
||||||
Tiles are zero indexed, with -1 meaning transparent.
|
|
||||||
Each layer has its own tileset, with the file name stored in the map file.
|
|
||||||
This version is stored mostly in binary format.
|
|
||||||
|
|
||||||
#### File Format
|
|
||||||
|
|
||||||
The files are layed out like this:
|
|
||||||
|
|
||||||
```
|
|
||||||
[metadata]
|
|
||||||
[tilesets]
|
|
||||||
[data blob]
|
|
||||||
```
|
|
||||||
|
|
||||||
The metadata is a single line of non-negative integers.
|
|
||||||
The metadata contains:
|
|
||||||
|
|
||||||
* Tile width
|
|
||||||
* Tile height
|
|
||||||
* width of the map (in tiles)
|
|
||||||
* height of the map (in tiles)
|
|
||||||
* the number of layers
|
|
||||||
|
|
||||||
The tilesets are a list of plain text filenames terminated by semicolons.
|
|
||||||
|
|
||||||
The data blob contains the actual tile data. These are binary integers.
|
|
||||||
The data is read in this order:
|
|
||||||
|
|
||||||
* bottom layer
|
|
||||||
* left most column of the layer
|
|
||||||
* top most tile of a column
|
|
||||||
|
|
||||||
## Version Three
|
|
||||||
|
|
||||||
Version three is similar to version two, except that the tilesets are stored in the map file instead of their names. This however, is not yet a priority. This format could be achieved by "baking" a final map file, which would also include collision and flag information.
|
|
||||||
|
|
||||||
## Possible Tool Pipeline
|
|
||||||
|
|
||||||
The various different versions outlined above are only drafts of the map system. For a complete pipeline, a lot more work is needed, including a definitive specification for the baked and unbaked map file formats, and other editor components such as lua scripting and brush scripts.
|
|
||||||
@@ -1,4 +0,0 @@
|
|||||||
TODO: the modding outline goes here
|
|
||||||
|
|
||||||
TODO: Coding styles & requirements
|
|
||||||
|
|
||||||
@@ -1,34 +0,0 @@
|
|||||||
These are the basic networking protocols used by the client and server programs.
|
|
||||||
|
|
||||||
## Packet Types
|
|
||||||
|
|
||||||
The declaration of this list can be found in libs/common/packet_type.hpp.
|
|
||||||
|
|
||||||
```
|
|
||||||
0: none
|
|
||||||
1: ping
|
|
||||||
2: pong
|
|
||||||
3: broadcast request
|
|
||||||
4: broadcast response
|
|
||||||
5: join request
|
|
||||||
6: join response
|
|
||||||
7: disconnect
|
|
||||||
8: syncronize (unused)
|
|
||||||
9: player new (unused)
|
|
||||||
10: player delete (unused)
|
|
||||||
11: player move (unused)
|
|
||||||
```
|
|
||||||
|
|
||||||
-------------------------
|
|
||||||
## Procedures
|
|
||||||
|
|
||||||
Connecting to and disconnecting from a server:
|
|
||||||
|
|
||||||
1. The client enters the Lobby scene and sends a BroadcastRequest
|
|
||||||
2. The server responds with a BroadcastResponse (including the server's name)
|
|
||||||
3. The client selects a server from the list of responses and sends a JoinRequest to that server
|
|
||||||
4. The server either ignores the request, or adds the client to it's internal client list and responds with a JoinResponse (including the new client's index)
|
|
||||||
5. When the client receives the response, it switches from the Lobby scene to the InWorld scene.
|
|
||||||
6. Pressing the escape key on on the client (while in the InWorld scene) will send a Disconnect message, and will switch the client to the MainMenu scene.
|
|
||||||
7. When the server receives the Disconnect, it will send another (at this stage redundant) Disconnect to the client, and remove it from the list of clients.
|
|
||||||
|
|
||||||
@@ -1,70 +0,0 @@
|
|||||||
## Notes
|
|
||||||
|
|
||||||
The server holds the ultimate version of the world. The server has to handle log ons, logoffs, and world simulation. To do this, the server needs some sort of database system. I'd like to use something that is quick and efficient, which means that I'd probably end up using SQLite or something similar.
|
|
||||||
|
|
||||||
Monster AI/other world effects should be controlled with customizable scripts/specific file formats.
|
|
||||||
|
|
||||||
Should the server program have a UI? Or at least allow some sort of input at the terminal?
|
|
||||||
|
|
||||||
#### Template Item Information:
|
|
||||||
* item type index
|
|
||||||
* name
|
|
||||||
* effect...
|
|
||||||
|
|
||||||
#### Template Item Information:
|
|
||||||
* item index
|
|
||||||
* item type
|
|
||||||
* quantity
|
|
||||||
|
|
||||||
|
|
||||||
#### Equipment
|
|
||||||
Equipment should be items, but should the item object be placed in the equipment slot when it's equiped? Or should the slot gain certain traits, and the item is removed from the game?
|
|
||||||
|
|
||||||
#### Scratchings
|
|
||||||
|
|
||||||
* active time vs wait time battle system
|
|
||||||
* the terrain you fight on affects the strength of spells and attacks
|
|
||||||
|
|
||||||
Server Room:
|
|
||||||
* constructor
|
|
||||||
* destructor
|
|
||||||
* roomIndex
|
|
||||||
* game map
|
|
||||||
* player list
|
|
||||||
* monster list
|
|
||||||
* combat entrance list
|
|
||||||
|
|
||||||
Multithreading the network packets:
|
|
||||||
* queue
|
|
||||||
* function to push to the queue
|
|
||||||
* function to retreive from the queue
|
|
||||||
* Get the client running first
|
|
||||||
|
|
||||||
|
|
||||||
I read in an article about magic being affected by the environment. What if in the ATB system, magic was affected by what type of terrain you were fighting on? Like, if you were in a volcano, fire magic was more powerful, but ice magic was weaker?
|
|
||||||
|
|
||||||
Unless you had an ice crystal to draw magic from, which makes up for the lack of ice magic sources, but the crystals only had limited amount of uses?
|
|
||||||
|
|
||||||
-------------------------
|
|
||||||
|
|
||||||
source: http://www.gamasutra.com/blogs/EvanJones/20130701/195361/Fewer_Options_More_Meaningful_Choices.php
|
|
||||||
|
|
||||||
Compare the tension created by this dynamic to that of the lack of drama inherent in the item system of most Final Fantasy titles. In those games, characters can suffer from a variety of status impairments that last for many battles (poison, blindness, silence, etc.) Each ailment has its own respective curative item that can cure no other ailments. Because the player is not limited by inventory space, she can always carry a wide selection of curative items at all times. Status ailments never feel particularly threatening: removing them is simply a chore to be dealt with rather than an interesting decision to be made. This also reduces the impact of items that can cure any ailment - why should a player be excited to gain access to these panaceas when she’s always had the ability to easily cure any ailment? The choice of what items to bring is rendered unimportant by the large amount of available inventory space.
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
So I'm thinking about Boss Battles for the game. The game will have a drop in-drop out battle system, where if at least one person is still fighting the battle continues, but the people who drop out usually give something up in return (i.e. no exp, lose exp or gold, etc.) This will make permadeath easier on the players.
|
|
||||||
|
|
||||||
Anyway, for Boss battles, I want to encourage several people to take on a boss at once. one way to do this is to make the boss super strong, but I don't really want to rely on that. Another idea was to have several "minion" creatures that the boss uses.
|
|
||||||
|
|
||||||
i.e. You're fighting the Frog King, who summons four Frog Knights at the beginning of the battle. Every time a Frog Knight dies, a new one is summoned, so you're never fighting less than five creatures at once. The battle ends when the Frog King is dead, but the king never attacks you directly, instead summoning new Frog Knights, as well as healing and buffing the knights already on the field.
|
|
||||||
|
|
||||||
To defeat the Frog King, you can't just focus on him, since letting the Frog Knights attack you will almost always result in your death. So to defeat the knights and the king, the best strategy is to stun, incapacitate or draw the attention of the knights to other players, while one person attacks the king directly.
|
|
||||||
|
|
||||||
Now, although this would take a lot of mid level players to bring down, I could scale the number of knights being summoned in addition to the stats of the creatures for when there's only one or two players in the fight. With the drop in-drop out mechanic, I can scale the combat to match the number of players as well.
|
|
||||||
|
|
||||||
Anyway, this is ages away. I just wish development could go faster than it is right now. Making a video game is hard work, doubly so when you're doing it solo.
|
|
||||||
|
|
||||||
P.S. I need to add this post to the GDD.
|
|
||||||
|
|
||||||
@@ -1,167 +0,0 @@
|
|||||||
## Overall Requirements
|
|
||||||
|
|
||||||
An unmodified client must be able to connect to any server, be it vanilla, custom or modded.
|
|
||||||
A server must allow the client to operate correctly.
|
|
||||||
If any information causes issues, it must be resolved.
|
|
||||||
If the source of the issue is the vanilla software, than that is the developer's responsibility to bring the software into line with the expected features.
|
|
||||||
If however, the problem is caused by modified software or assets, than it is the responsibility of the server operator to resolve the issue.
|
|
||||||
|
|
||||||
-------------------------
|
|
||||||
## Server Requirements
|
|
||||||
|
|
||||||
The server needs to handle the following content.
|
|
||||||
|
|
||||||
* server name
|
|
||||||
* server version (including host name & modification status)
|
|
||||||
* maximum player count
|
|
||||||
* logon/logoff protocol
|
|
||||||
* maintaining the client list (handling dropouts)
|
|
||||||
* persistent player data (in a database or custom format)
|
|
||||||
|
|
||||||
#### Game Resource Distribution
|
|
||||||
|
|
||||||
If the client lacks a resource, the server needs to transmit that resource to the client upon connection.
|
|
||||||
Resources transmitted include but are not limited to:
|
|
||||||
|
|
||||||
* map data
|
|
||||||
* graphical assets
|
|
||||||
* tilesets
|
|
||||||
* sprites
|
|
||||||
* audio assets
|
|
||||||
* sound effects
|
|
||||||
* background music
|
|
||||||
* scripts
|
|
||||||
* AI scripts
|
|
||||||
* locational triggers
|
|
||||||
|
|
||||||
#### World Maps
|
|
||||||
|
|
||||||
The maps on a server are called rooms. For the data format, See [Map File Format](wiki/Map-File-Format).
|
|
||||||
This is an example of the structure that a server's world can have. This isn't a requirement, but it can offer the easiest solutions.
|
|
||||||
|
|
||||||
* a singular "overworld", connecting different locations
|
|
||||||
* dungeons, possibly instanced
|
|
||||||
* player owned locations, like pirate ships, depending on a server's theme
|
|
||||||
* any number of possible rooms running at the same time
|
|
||||||
* each room is it's own little world
|
|
||||||
|
|
||||||
#### Game Events
|
|
||||||
|
|
||||||
This is an ambiguous section, covering several situations.
|
|
||||||
|
|
||||||
* instanced dungeons
|
|
||||||
* player combat
|
|
||||||
* timed events
|
|
||||||
* locational events
|
|
||||||
|
|
||||||
#### Active Entities
|
|
||||||
|
|
||||||
All entities on the server have a unique, unsigned index.
|
|
||||||
|
|
||||||
* players
|
|
||||||
* monsters
|
|
||||||
* combat instances
|
|
||||||
* pirate ships/vehicles
|
|
||||||
* loot drops
|
|
||||||
|
|
||||||
-------------------------
|
|
||||||
## Server Architecture
|
|
||||||
|
|
||||||
#### Modules
|
|
||||||
|
|
||||||
* server metadata
|
|
||||||
* server name
|
|
||||||
* version
|
|
||||||
* distribution (official vs custom/name of the owner)
|
|
||||||
* major.minor.patch
|
|
||||||
* available map packs, resources, etc.
|
|
||||||
* player count
|
|
||||||
* maximum player count
|
|
||||||
* global client list
|
|
||||||
* global player list
|
|
||||||
* global room list
|
|
||||||
* global combat list -?
|
|
||||||
|
|
||||||
#### Client Information
|
|
||||||
|
|
||||||
* client index
|
|
||||||
* player index
|
|
||||||
* channel/address
|
|
||||||
* last contact time (ping/keep alive)
|
|
||||||
* ping count (number of times this client has been pinged, disconnect if it's
|
|
||||||
too high)
|
|
||||||
|
|
||||||
#### Player Information
|
|
||||||
|
|
||||||
* player index
|
|
||||||
* client index
|
|
||||||
* handle
|
|
||||||
* avatar
|
|
||||||
* current location (room, coords)
|
|
||||||
* inventory list
|
|
||||||
* equipment list
|
|
||||||
* friends list
|
|
||||||
|
|
||||||
#### Room Information
|
|
||||||
|
|
||||||
* room index
|
|
||||||
* map data
|
|
||||||
* player list
|
|
||||||
* monster list
|
|
||||||
* combat list
|
|
||||||
* loot drop list
|
|
||||||
|
|
||||||
#### Combat Information
|
|
||||||
|
|
||||||
* combat index
|
|
||||||
* room index
|
|
||||||
* player list
|
|
||||||
* monster list
|
|
||||||
|
|
||||||
-------------------------
|
|
||||||
## Client Requirements
|
|
||||||
|
|
||||||
The client needs to handle the following content.
|
|
||||||
|
|
||||||
* user settings (name, avatar, etc.)
|
|
||||||
* logon/logoff protocol
|
|
||||||
* resource downloading/loading
|
|
||||||
* user input
|
|
||||||
* drawing to the screen
|
|
||||||
* playing the correct information
|
|
||||||
* client index
|
|
||||||
* player index
|
|
||||||
* room data
|
|
||||||
* player list
|
|
||||||
* monster list
|
|
||||||
* etc.
|
|
||||||
|
|
||||||
-------------------------
|
|
||||||
## Client Architecture
|
|
||||||
|
|
||||||
#### Scenes
|
|
||||||
|
|
||||||
* SplashScreen
|
|
||||||
* start of the program
|
|
||||||
* load the boilerplate resources
|
|
||||||
* display the kr-studios logo
|
|
||||||
* MainMenu
|
|
||||||
* program hub
|
|
||||||
* OptionScreen
|
|
||||||
* custom config saved on exit
|
|
||||||
* Lobby
|
|
||||||
* find available servers
|
|
||||||
* broadcast to the network
|
|
||||||
* phone home -?
|
|
||||||
* InWorld
|
|
||||||
* the player is in a room
|
|
||||||
* walk around the map
|
|
||||||
* communicate with others on the map
|
|
||||||
* InCombat
|
|
||||||
* the player is in combat
|
|
||||||
* return to the original room when finished
|
|
||||||
|
|
||||||
#### Modules
|
|
||||||
|
|
||||||
* map system
|
|
||||||
* players
|
|
||||||
@@ -1,9 +0,0 @@
|
|||||||
## Project Pitch
|
|
||||||
|
|
||||||
Tortuga is a 2D multiplayer role playing game set in a large archipelago occupied by warring pirate clans. The emphasis of this game is on multiplayer cooperation, competition, and server customization. The game runs on highly customizable server software that can support up to 150 simultaneous players or more. The player characters are tied to the server where they are created and are susceptible to permadeath: deletion of a character upon death.
|
|
||||||
|
|
||||||
## Introduction
|
|
||||||
|
|
||||||
This game is inspired by classic 2D RPGs including Final Fantasy and Chrono Trigger, as well as more modern games including Minecraft, The Mana World and EVE Online.
|
|
||||||
|
|
||||||
This project is currently independantly created and funded, with the goal of creating a game that will engage user's imagination and inspire modifications akin to Minecraft's mod community.
|
|
||||||
@@ -1,2 +0,0 @@
|
|||||||
PlayerEntry:
|
|
||||||
|
|
||||||
@@ -1,4 +0,0 @@
|
|||||||
* Refactor the Wiki
|
|
||||||
* Design the outline for the new prototype
|
|
||||||
* Begin learning the libraries used in the new prototype
|
|
||||||
* Begin the new prototype
|
|
||||||
@@ -1,61 +0,0 @@
|
|||||||
_This is the old scrapped GCD, which I'm using as a basis for the wiki. This has a lot of rough ideas, and that's about it._
|
|
||||||
|
|
||||||
The Game Backdrop
|
|
||||||
The game is set on a group of islands in the middle of a massive sea. The island environments are a mix of tropical and almost mythical locations. The structures in the world are reminiscent of pioneer designs, and steampunk machinery.
|
|
||||||
|
|
||||||
The Game World
|
|
||||||
The game world is made up of interconnecting “rooms” that represent towns, islands, and the surrounding sea. Players can travel around these rooms freely, but certain conditions may be needed to access certain parts of these worlds.
|
|
||||||
|
|
||||||
Back Story
|
|
||||||
The people of the Tortuga islands have a legend of how they arrived. The legend states that when a god saw a small group of sailors clinging to a piece of driftwood, he took pity on them and created the islands in front of their eyes. These sailors went on to have hundreds of descendants, who cover the islands today. Small pieces of knowledge passed down led to the recreation of old technologies, such as the steam powered machines that are used in everyday life. Although the people live in towns and villages allover the islands, very little is known about the islands themselves.
|
|
||||||
|
|
||||||
Crews
|
|
||||||
Players can form crews, which are the equivalent of a clan or guild in other games. Members of the same crew can adventure together, talk to one another across the world, and share experience points with nearby crew members.
|
|
||||||
|
|
||||||
Combat
|
|
||||||
Drop in, drop out active time battles similar to the older final fantasies
|
|
||||||
|
|
||||||
Player attributes
|
|
||||||
//...
|
|
||||||
|
|
||||||
Items
|
|
||||||
|
|
||||||
Equipment
|
|
||||||
|
|
||||||
Adventuring
|
|
||||||
Players can travel around the world in crews or solo. They can fight monsters, explore dungeons, and complete quests.
|
|
||||||
|
|
||||||
Technical
|
|
||||||
|
|
||||||
Networking
|
|
||||||
|
|
||||||
Player Characteristics
|
|
||||||
Each player has one account on each server. These accounts hold data such as user name, character sprite, current location, current inventory, attributes, etc.
|
|
||||||
|
|
||||||
The Screen
|
|
||||||
The screen’s default resolution is 800 by 600 pixels. The layout is shown below. The game world is visible in the top 500 pixels of the screen. A semitransparent communications HUD takes up a small section at the bottom of the world view. Below that is the inventory menu.
|
|
||||||
|
|
||||||
<PICTURE>
|
|
||||||
|
|
||||||
Monetization
|
|
||||||
|
|
||||||
In game equity
|
|
||||||
|
|
||||||
levelling curves: experience, skill levels and currency
|
|
||||||
|
|
||||||
TODO
|
|
||||||
Player attributes (strength, etc.)
|
|
||||||
a fully fleshed out GDD – IMPORTANT! //I know that.
|
|
||||||
Magic/crystals as part of the combat system?
|
|
||||||
Ruins in the center of the islands?
|
|
||||||
|
|
||||||
I don't want my game to rely on combat. That means I'll need other forms of gameplay, like exploration (which I was already intending, to a degree). Exploration relies on actually creating the content to explore. I want the servers to be heavily modified by their owners; they should essentially be Minecraft roleplay servers. That's the sort of game I want, only I want to give the players a reason to role play.
|
|
||||||
|
|
||||||
Server maps will be available as "packs", like a starting area, premade dungeons, etc. that server owners can just drop into a directory and not worry about. However, I'm also going to provide tools to modify the maps, and make new ones. I'm just not sure about a lot of things, that's why I've started on the GCD already.
|
|
||||||
|
|
||||||
game flavour:
|
|
||||||
coral equipment
|
|
||||||
|
|
||||||
everything can only be crafted?
|
|
||||||
Eldritch horrors?
|
|
||||||
combat triangle & other game balances
|
|
||||||
@@ -1,30 +0,0 @@
|
|||||||
## Game Storyline
|
|
||||||
|
|
||||||
* Drop the player into Tortuga
|
|
||||||
* Tortuga is being destroyed
|
|
||||||
* etc.
|
|
||||||
|
|
||||||
## Myth Books
|
|
||||||
|
|
||||||
#### Back Story
|
|
||||||
|
|
||||||
Since before memory, the worlds were seperated across countless dimensions. Only a few powerful mages called "World Walkers" could travel freely between these isolated islands. One particularly powerful world walker called Domino created the first world gates. Since then, the worlds have been open for travellers and adventurers, traders and politicians of all kinds.
|
|
||||||
|
|
||||||
Recently, some worlds have begun spawning natural portals summoning, from the depths of the countless worlds, fierce horrors and rare treasures. These portals, not unlike those created by the world walkers of old, are drawing ambitious adventurers into dangrous and unstable worlds. Some seek fame and riches, others dare to test themselves against whatever fate throws at them.
|
|
||||||
|
|
||||||
#### World Gates, A Brief History
|
|
||||||
|
|
||||||
The world walker Domino created the World Gate Network in an attempt to stabilise the positions of the many worlds relative to each other. Although his efforts failed, minor modifications allowed non-world walkers to travel between the worlds connected to the network. However, one unforseen side effect of the modifications was the creation of "portals"; one or two directional access points between worlds that are, at this time, unpredictable.
|
|
||||||
|
|
||||||
Another, more devistating side effect of increased use of the network, is the destabilization of prevously safe and stable worlds. An unstable world can be identified by an occupant as having constantly shifting geographical locations, having a loss or alteration of colours, and in the later stages, a severe decrease in size before finally breaking apart. Some relics of worlds destroyed this way can often be found in nearby worlds.
|
|
||||||
|
|
||||||
#### Tortuga Island
|
|
||||||
|
|
||||||
The people of the Tortuga islands have a legend of how they arrived. The legend states that when a god saw a small group of sailors clinging to a piece of driftwood, he took pity on them and created the islands in front of their eyes. These sailors went on to have many descendants who cover the islands today. Small pieces of knowledge passed down led to the recreation of old technologies, such as the steam powered machines that are used in everyday life. Although the people live in towns and villages all over the islands, very little is known about the islands themselves.
|
|
||||||
|
|
||||||
|
|
||||||
## Ideas
|
|
||||||
|
|
||||||
"gods of man"
|
|
||||||
"gods of creation"
|
|
||||||
"higher gods"
|
|
||||||
@@ -1,9 +0,0 @@
|
|||||||
* Have multiple players moving around the server at the same time
|
|
||||||
* What if a bounding box could have a vector added to it? -what would this do?
|
|
||||||
* design the character system for the new prototype
|
|
||||||
* design the map system
|
|
||||||
* design a FRIGGIN COLLISION SYSTEM!!
|
|
||||||
* clear out the old GCD
|
|
||||||
* clear out the old notes file
|
|
||||||
* resource distribution
|
|
||||||
* version information
|
|
||||||
@@ -1,19 +0,0 @@
|
|||||||
My game Tortuga will have permadeath; it's actually one of the first design decisions I made. How to implement it, however, is another decision all together.
|
|
||||||
|
|
||||||
A while ago, before the implementation of hardcore mode, I was playing on a Minecraft server that boasted something close to permadeath: your account would be banned for 15 days, so long that it's almost unavoidable that you'd lose all of your hidden items. This was a brutal server; the further you went from spawn, the more dangerous it became, not less. If the natural hazards didn't kill you, another player would.
|
|
||||||
|
|
||||||
I loved it.
|
|
||||||
|
|
||||||
Although I haven't been back to that server since I died for the last time, the experience will stay with me forever. I'd played and died on that server a few times, each time I had to wait for my ban to clear. I never really lost much, since I never survived for very long. Even today, in a single player world, I'm likely to die on the first night.
|
|
||||||
|
|
||||||
After playing for a while, I began to understand the mentality needed to survive there. Always fear other people, never take risks, and never hoard valuable items if they could be better spent keeping you alive. One day, the last day I played, I found a hole in the ground that someone was obviously using as a "hidden" base. I tried to get in, always careful not to trigger any traps. However, while I was trying to get in, the owner came home.
|
|
||||||
|
|
||||||
I was suddenly attacked from behind, I barely had enough sense to dig down, since they were wearing enchanted diamond armour. I had no chance against them. I thought I was safe, digging 10, 20, 30 meters down, but no, they poured lava down the hole and plugged it up. I was a gonner, and I knew it. I was futilely digging and thrashing around in what was now my tomb, about to lose my life. I'd survived for so long, only to lose it all by not keeping a lookout.
|
|
||||||
|
|
||||||
When the game over screen flashed up, I screamed. I screamed, and screamed, and screamed. For 5 minutes, my mind was blank, nothing but hatred and pain and loss. I'm sure you've seen the video of the angry German kid who died in WoW, but have you ever actually experienced that pain? Have you ever worked so hard, and lost it all?
|
|
||||||
|
|
||||||
For days afterwards, that loss was all I could think about. Even now, that experience stays with me. What about that game, that server, invoked so much pain that I almost lost consciousness from screaming? Me of all people, who thought he was invincible?
|
|
||||||
|
|
||||||
I've played games that have moved me, terrified me, made me fall in love and fight for the people that I care about. But never have I played a game that has made me feel pain and loss like that. I died that day. Me.
|
|
||||||
|
|
||||||
Pain and loss are part of life, but not games. Permadeath seems like the obvious choice for creating a sense of loss for the player, but there are so few games with permadeath, and even fewer multiplayer games. Pain and loss can be conveyed in other ways, I'm sure anybody who's played Final Fantasy 7 knows that, and some games are especially well suited to delivering that message. However, for a player to feel like they are the one who's died, that is a challenge.
|
|
||||||
|
Before Width: | Height: | Size: 5.8 KiB |
|
Before Width: | Height: | Size: 1.6 KiB |
|
Before Width: | Height: | Size: 80 KiB |
|
Before Width: | Height: | Size: 14 KiB |
|
Before Width: | Height: | Size: 5.9 KiB |
|
Before Width: | Height: | Size: 3.7 KiB |
|
Before Width: | Height: | Size: 7.4 KiB |
|
Before Width: | Height: | Size: 45 KiB |
|
Before Width: | Height: | Size: 13 KiB |
|
Before Width: | Height: | Size: 49 KiB |
|
Before Width: | Height: | Size: 869 KiB |
|
Before Width: | Height: | Size: 864 KiB |
|
Before Width: | Height: | Size: 970 KiB |
|
Before Width: | Height: | Size: 1.0 MiB |
@@ -1,49 +0,0 @@
|
|||||||
function CalcExp(base, mod, level)
|
|
||||||
return math.floor(base * mod ^ level)
|
|
||||||
end
|
|
||||||
|
|
||||||
function CalcSumExp(base, mod, level)
|
|
||||||
local ret = CalcExp(base, mod, level)
|
|
||||||
if (level > 1) then
|
|
||||||
return ret + CalcSumExp(base, mod, level-1)
|
|
||||||
else
|
|
||||||
return ret
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
function CalcExpTables(base, mod, levelCap)
|
|
||||||
local exp = {}
|
|
||||||
local sum = {}
|
|
||||||
for i = 1, levelCap do
|
|
||||||
exp[i] = CalcExp(base, mod, i)
|
|
||||||
sum[i] = CalcSumExp(base, mod, i)
|
|
||||||
end
|
|
||||||
return exp, sum
|
|
||||||
end
|
|
||||||
|
|
||||||
--the variables
|
|
||||||
base = 1000
|
|
||||||
mod = 1.14
|
|
||||||
levelCap = 20
|
|
||||||
|
|
||||||
--calc the tables
|
|
||||||
exp, sum = CalcExpTables(base, mod, levelCap)
|
|
||||||
|
|
||||||
--output the data
|
|
||||||
io.write("Level\t\tExp\t\tTotal\t\tLaps\n")
|
|
||||||
for i = 1, 60 do io.write("-") end
|
|
||||||
io.write("\n")
|
|
||||||
|
|
||||||
for i = 1, levelCap do
|
|
||||||
if i % 5 == 0 then
|
|
||||||
sep = "\t---\t"
|
|
||||||
else
|
|
||||||
sep = "\t\t"
|
|
||||||
end
|
|
||||||
io.write(i,
|
|
||||||
sep, exp[i],
|
|
||||||
sep, sum[i],
|
|
||||||
sep, math.floor(sum[i] / sum[1] * 10) / 10, --rounded
|
|
||||||
-- sep, sum[i] / sum[1], --real
|
|
||||||
"\n")
|
|
||||||
end
|
|
||||||
@@ -1,255 +0,0 @@
|
|||||||
<?xml version="1.0" encoding="UTF-8"?>
|
|
||||||
<java version="1.7.0_21" class="java.beans.XMLDecoder">
|
|
||||||
<object class="com.horstmann.violet.ClassDiagramGraph">
|
|
||||||
<void method="addNode">
|
|
||||||
<object class="com.horstmann.violet.ClassNode" id="ClassNode0">
|
|
||||||
<void property="attributes">
|
|
||||||
<void property="text">
|
|
||||||
<string>room list
|
|
||||||
client list --?</string>
|
|
||||||
</void>
|
|
||||||
</void>
|
|
||||||
<void property="methods">
|
|
||||||
<void property="text">
|
|
||||||
<string>Constructor()
|
|
||||||
Destructor()
|
|
||||||
Init()
|
|
||||||
Loop()
|
|
||||||
Quit()
|
|
||||||
SetRunning(bool)
|
|
||||||
GetRunning()
|
|
||||||
OpenRoom(args)
|
|
||||||
CloseRoom(roomHandle)</string>
|
|
||||||
</void>
|
|
||||||
</void>
|
|
||||||
<void property="name">
|
|
||||||
<void property="text">
|
|
||||||
<string>Server Application</string>
|
|
||||||
</void>
|
|
||||||
</void>
|
|
||||||
</object>
|
|
||||||
<object class="java.awt.geom.Point2D$Double" id="Point2D$Double0">
|
|
||||||
<void class="java.awt.geom.Point2D$Double" method="getField">
|
|
||||||
<string>x</string>
|
|
||||||
<void method="set">
|
|
||||||
<object idref="Point2D$Double0"/>
|
|
||||||
<double>146.0</double>
|
|
||||||
</void>
|
|
||||||
</void>
|
|
||||||
<void class="java.awt.geom.Point2D$Double" method="getField">
|
|
||||||
<string>y</string>
|
|
||||||
<void method="set">
|
|
||||||
<object idref="Point2D$Double0"/>
|
|
||||||
<double>52.0</double>
|
|
||||||
</void>
|
|
||||||
</void>
|
|
||||||
<void method="setLocation">
|
|
||||||
<double>146.0</double>
|
|
||||||
<double>52.0</double>
|
|
||||||
</void>
|
|
||||||
</object>
|
|
||||||
</void>
|
|
||||||
<void method="addNode">
|
|
||||||
<object class="com.horstmann.violet.ClassNode" id="ClassNode1">
|
|
||||||
<void property="attributes">
|
|
||||||
<void property="text">
|
|
||||||
<string>arguments
|
|
||||||
mailBox
|
|
||||||
</string>
|
|
||||||
</void>
|
|
||||||
</void>
|
|
||||||
<void property="methods">
|
|
||||||
<void property="text">
|
|
||||||
<string>Constructor(args)
|
|
||||||
Destructor()
|
|
||||||
Init()
|
|
||||||
Loop()
|
|
||||||
Quit()
|
|
||||||
SetRunning(bool)
|
|
||||||
GetRunning()
|
|
||||||
GetMailBox()
|
|
||||||
</string>
|
|
||||||
</void>
|
|
||||||
</void>
|
|
||||||
<void property="name">
|
|
||||||
<void property="text">
|
|
||||||
<string>Base Room</string>
|
|
||||||
</void>
|
|
||||||
</void>
|
|
||||||
</object>
|
|
||||||
<object class="java.awt.geom.Point2D$Double" id="Point2D$Double1">
|
|
||||||
<void class="java.awt.geom.Point2D$Double" method="getField">
|
|
||||||
<string>x</string>
|
|
||||||
<void method="set">
|
|
||||||
<object idref="Point2D$Double1"/>
|
|
||||||
<double>343.0</double>
|
|
||||||
</void>
|
|
||||||
</void>
|
|
||||||
<void class="java.awt.geom.Point2D$Double" method="getField">
|
|
||||||
<string>y</string>
|
|
||||||
<void method="set">
|
|
||||||
<object idref="Point2D$Double1"/>
|
|
||||||
<double>49.0</double>
|
|
||||||
</void>
|
|
||||||
</void>
|
|
||||||
<void method="setLocation">
|
|
||||||
<double>343.0</double>
|
|
||||||
<double>49.0</double>
|
|
||||||
</void>
|
|
||||||
</object>
|
|
||||||
</void>
|
|
||||||
<void method="addNode">
|
|
||||||
<object class="com.horstmann.violet.ClassNode" id="ClassNode2">
|
|
||||||
<void property="attributes">
|
|
||||||
<void property="text">
|
|
||||||
<string>input queue
|
|
||||||
output queue
|
|
||||||
input lock
|
|
||||||
output lock</string>
|
|
||||||
</void>
|
|
||||||
</void>
|
|
||||||
<void property="methods">
|
|
||||||
<void property="text">
|
|
||||||
<string>PushIn(arg)
|
|
||||||
PeekIn()
|
|
||||||
PopIn()
|
|
||||||
PushOut(arg)
|
|
||||||
PeekOut()
|
|
||||||
PopOut()</string>
|
|
||||||
</void>
|
|
||||||
</void>
|
|
||||||
<void property="name">
|
|
||||||
<void property="text">
|
|
||||||
<string>Mail Box</string>
|
|
||||||
</void>
|
|
||||||
</void>
|
|
||||||
</object>
|
|
||||||
<object class="java.awt.geom.Point2D$Double" id="Point2D$Double2">
|
|
||||||
<void class="java.awt.geom.Point2D$Double" method="getField">
|
|
||||||
<string>x</string>
|
|
||||||
<void method="set">
|
|
||||||
<object idref="Point2D$Double2"/>
|
|
||||||
<double>489.0</double>
|
|
||||||
</void>
|
|
||||||
</void>
|
|
||||||
<void class="java.awt.geom.Point2D$Double" method="getField">
|
|
||||||
<string>y</string>
|
|
||||||
<void method="set">
|
|
||||||
<object idref="Point2D$Double2"/>
|
|
||||||
<double>50.0</double>
|
|
||||||
</void>
|
|
||||||
</void>
|
|
||||||
<void method="setLocation">
|
|
||||||
<double>489.0</double>
|
|
||||||
<double>50.0</double>
|
|
||||||
</void>
|
|
||||||
</object>
|
|
||||||
</void>
|
|
||||||
<void method="addNode">
|
|
||||||
<object class="com.horstmann.violet.ClassNode" id="ClassNode3">
|
|
||||||
<void property="name">
|
|
||||||
<void property="text">
|
|
||||||
<string>Generic Room</string>
|
|
||||||
</void>
|
|
||||||
</void>
|
|
||||||
</object>
|
|
||||||
<object class="java.awt.geom.Point2D$Double" id="Point2D$Double3">
|
|
||||||
<void class="java.awt.geom.Point2D$Double" method="getField">
|
|
||||||
<string>x</string>
|
|
||||||
<void method="set">
|
|
||||||
<object idref="Point2D$Double3"/>
|
|
||||||
<double>284.0</double>
|
|
||||||
</void>
|
|
||||||
</void>
|
|
||||||
<void class="java.awt.geom.Point2D$Double" method="getField">
|
|
||||||
<string>y</string>
|
|
||||||
<void method="set">
|
|
||||||
<object idref="Point2D$Double3"/>
|
|
||||||
<double>299.0</double>
|
|
||||||
</void>
|
|
||||||
</void>
|
|
||||||
<void method="setLocation">
|
|
||||||
<double>284.0</double>
|
|
||||||
<double>299.0</double>
|
|
||||||
</void>
|
|
||||||
</object>
|
|
||||||
</void>
|
|
||||||
<void method="addNode">
|
|
||||||
<object class="com.horstmann.violet.ClassNode" id="ClassNode4">
|
|
||||||
<void property="name">
|
|
||||||
<void property="text">
|
|
||||||
<string>Combat Room</string>
|
|
||||||
</void>
|
|
||||||
</void>
|
|
||||||
</object>
|
|
||||||
<object class="java.awt.geom.Point2D$Double" id="Point2D$Double4">
|
|
||||||
<void class="java.awt.geom.Point2D$Double" method="getField">
|
|
||||||
<string>x</string>
|
|
||||||
<void method="set">
|
|
||||||
<object idref="Point2D$Double4"/>
|
|
||||||
<double>419.0</double>
|
|
||||||
</void>
|
|
||||||
</void>
|
|
||||||
<void class="java.awt.geom.Point2D$Double" method="getField">
|
|
||||||
<string>y</string>
|
|
||||||
<void method="set">
|
|
||||||
<object idref="Point2D$Double4"/>
|
|
||||||
<double>300.0</double>
|
|
||||||
</void>
|
|
||||||
</void>
|
|
||||||
<void method="setLocation">
|
|
||||||
<double>419.0</double>
|
|
||||||
<double>300.0</double>
|
|
||||||
</void>
|
|
||||||
</object>
|
|
||||||
</void>
|
|
||||||
<void method="connect">
|
|
||||||
<object class="com.horstmann.violet.ClassRelationshipEdge">
|
|
||||||
<void property="bentStyle">
|
|
||||||
<object class="com.horstmann.violet.BentStyle" field="HVH"/>
|
|
||||||
</void>
|
|
||||||
<void property="startArrowHead">
|
|
||||||
<object class="com.horstmann.violet.ArrowHead" field="DIAMOND"/>
|
|
||||||
</void>
|
|
||||||
</object>
|
|
||||||
<object idref="ClassNode0"/>
|
|
||||||
<object idref="ClassNode1"/>
|
|
||||||
</void>
|
|
||||||
<void method="connect">
|
|
||||||
<object class="com.horstmann.violet.ClassRelationshipEdge">
|
|
||||||
<void property="bentStyle">
|
|
||||||
<object class="com.horstmann.violet.BentStyle" field="HVH"/>
|
|
||||||
</void>
|
|
||||||
<void property="startArrowHead">
|
|
||||||
<object class="com.horstmann.violet.ArrowHead" field="DIAMOND"/>
|
|
||||||
</void>
|
|
||||||
</object>
|
|
||||||
<object idref="ClassNode1"/>
|
|
||||||
<object idref="ClassNode2"/>
|
|
||||||
</void>
|
|
||||||
<void method="connect">
|
|
||||||
<object class="com.horstmann.violet.ClassRelationshipEdge">
|
|
||||||
<void property="bentStyle">
|
|
||||||
<object class="com.horstmann.violet.BentStyle" field="VHV"/>
|
|
||||||
</void>
|
|
||||||
<void property="endArrowHead">
|
|
||||||
<object class="com.horstmann.violet.ArrowHead" field="TRIANGLE"/>
|
|
||||||
</void>
|
|
||||||
</object>
|
|
||||||
<object idref="ClassNode3"/>
|
|
||||||
<object idref="ClassNode1"/>
|
|
||||||
</void>
|
|
||||||
<void method="connect">
|
|
||||||
<object class="com.horstmann.violet.ClassRelationshipEdge">
|
|
||||||
<void property="bentStyle">
|
|
||||||
<object class="com.horstmann.violet.BentStyle" field="VHV"/>
|
|
||||||
</void>
|
|
||||||
<void property="endArrowHead">
|
|
||||||
<object class="com.horstmann.violet.ArrowHead" field="TRIANGLE"/>
|
|
||||||
</void>
|
|
||||||
</object>
|
|
||||||
<object idref="ClassNode4"/>
|
|
||||||
<object idref="ClassNode1"/>
|
|
||||||
</void>
|
|
||||||
</object>
|
|
||||||
</java>
|
|
||||||