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Hello everyone! This page will be used to discuss the contents of the start page.
The reason I chose to do this instead of simply using the default discussion page, is because this format will allow us to have the same thread like conversations if we want too, while at the same time be able to make more substantial edits and tweaks to the information presented.
The default discussion page appears to be geared more towards a basic chat type interface, which is fine for just commenting. Actively planning the contents of a page or system however requires more flexibility.
This page WILL allow anonymous editing for those who wish to contribute to the project but do not feel inclined to set up an account, and also for those of us who are just too lazy to click the extra two buttons to log in. :P
I have started by adding sections for the main concepts that I think will require some degree of discussion. ^_^ They are all pretty important.
I think we can agree that attributes are important, so a good start on the game system would be to decide which attributes are needed and which are not. I personally feel that there should be two layers of attributes.
One layer could be thought of as primary attributes. They are the outward characteristics that make up what the world sees, and how the character interacts directly with the world.
The second layer would be base attributes, or secondary, or whatever we want to think of them as. They would all contribute in some way to the overall makeup of the character. Some would effect the character's appearance, and some would affect their primary attributes. It could be thought of like this. The top layer of attributes are the primary attributes of the character. The secondary layer of attributes, are like the character's DNA.
For the purpose of setting up game play, the primary attributes will be more important. The DNA can be worked on as time goes on. People will see the primary attributes more directly after all.
~~Emry
Why not simply have virtual DNA then. Lol! Think of all the potential points of customization or variance for these base values. And ascribe them "genes" Place these "genes" on specific loci on a chart or matrix or even set of matrices. Each matrix would have it's own areas that it tends to affect, and the matrices would be in pairs. It would require being able to parse, but without parsing and databasing you couldn't run an mmo anyway.
You get basically what I'm hinting at. These would be virtual chromosomes. They would set things such as hair color, eye coloration, skin tone, musculature, and even gender. We could even use some real genetic tricks. Put random boosts and defects based of actual genetic conditions. For example Epilepsy could result in the character having to make saves to avoid damage against certain lighting effects that are benign to most people or taking extra damage against photogenic attacks(Color spray), but it would grant bonuses to damage inflicted by said person while berserking as well as making it easier to berserk. One could also decrease some of the defensive penalties incurred by berserking seeing as they would be built into the penalties normally taken. I could think of more, but I've got to go for now.
~~Zachron
That is kind of the idea I had. I don't know how far we should go into genetic "defects" though, beyond the fact that some traits will leave a character more inclined towards lower starting stats, or lower stat caps.
I do like the idea though of applying a classification or rating to each trait to determine how it interacts with others. You know, the whole Dominant, Co-dominant, recessive thing.
Maybe apply a rating of 1 to 5. "Genes" of a higher dominance level are dominant. Genes of a lower dominance level are recessive. If they are of the same dominance level, then they are co-dominant.
~~Emry
I think that all in all the game server should be broken up into several processes based on what each part is doing. In this way, the server can actually run on several physical machines if needed so that each activity can recieve a proper amount of attention from the machines resources.
The main world server(s) could handle the worldmap itself. It would track the terrain, and any changes to that terrain, as well as serving as a place to keep track of the locations of creatures, characters, and items within the world.
Another process could keep track of NPC's, and the associated AI. Another machine could keep track of weather paterns, and plant life. Another could keep track of monsters and other creatures.
~~Emry
I think this one will eventually be a biggy. What kind of information needs to be sent back and forth between the server and the client? What kind of information needs to be sent back and forth between two servers? A lot of the theory behind the server and client will need to be worked out before the protocols will start to become complete.
Discussion of the protocols at this point will be greatly theoretical, so no programming skills are required. :)
The following was inserted in the main page by a random friend of ours. :P
It's not working!
wooo!
I am still arround. I have just been really busy. :)
I will try to make more frequent posts in the future. ^_^
~~Emry
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mainpagediscussion, Rev. 12, Last changed on 2007-01-29 17:15, 283 page hits
