Welcome to the Browser-Base Game Zone forums!
Our games might be similar in the way that www.ogame.org and www.war-facts.com and www.universegenesis.com are similar. But not much more than that.
Well the game is basically an RPG, but instead of buying all things from npcs players have to make them. And they have to make all the towns and all the buildings.
Another issue is the ever popular, how to deal with death?
I guess you could call the game an rpg/sim/4x/tickbased hybrid.
Now in theory players could conquer other players assets and be assholes and do it for kicks, but mainly its a check on someone who grabs all the res areas really fast.
I have made another game for private use. Its a space browser game. I have also made some lesser games just in js for my personal use and also an interactive map for an imaginary world. I know lots of people like to grief, i am working on some ways to limit that.
I really do have a problem with land control.
How long will it take to move on square?
Quote from: AltarofScience on October 29, 2011, 05:14:54 PMI have made another game for private use. Its a space browser game. I have also made some lesser games just in js for my personal use and also an interactive map for an imaginary world. I know lots of people like to grief, i am working on some ways to limit that. It definitely helps to have a game finished, but I would also open it to the public. Interacting with players will answer some of your questions. Many things will look different then.QuoteI really do have a problem with land control. No wonder Under the conditons you presented I have no clue how it could be done even theoretically.QuoteHow long will it take to move on square?The RPG part and 4x parts require completely different travel pace (RPG - ultra fast, 4x - relatively slow). I don't think you can marry these without crippling one or both.Personally, I think you try to fit too many games in one game. Just make one (RPG or 4x) but a good one.
i have a slight problem. how do i code the storage system? like, resources will be able to be stored in the players inventory, but they also need to be stored in many other places. so players can build storages of various kinds basically anywhere, and then caravans.
how can i let players sell spells to people, and not have those players give away the words?
another issue i have is with my magic system:i want to have it set so that while exploring players can find ancient books which hold spells and words. players can use this to make spells. players can write grimoires. players can then sell grimoires to other players and those players can then use those spells if their level is okay. also spell writing skill is separate from magic skill, so even if you have words you cannot necessarily write your own spells.should i make it so that players have to find a particular word in game? like if i sell one player a grimoire with some spells with words and he doesnt have spell writing, could he then out of game mechanics tell another player the words, like in chat, and that player can now use the words? or does a player only have access to words that were sold to or found by them? if spell words are a resource for spell writing, how can i let players sell spells to people, and not have those players give away the words?perhaps a grimoire doesnt actually contain the spell words, but just like a picture, and players cast spells from grimoires? then even if you bought the book, its not the same as selling the word itself. so that way you could use a spell, but couldnt use words in that spell to write your own spells without buying the actual words. i know i am not articulating super well.
Quote from: AltarofScience on November 08, 2011, 02:10:58 PMhow can i let players sell spells to people, and not have those players give away the words?You can't That's why I avoid such mechanics. BTW, your overall design is very prone to multiaccount cheat, you would need very strong cheaters tracking system to not let the game fall apart in the first week.Do not let people give or trade spells. Or make a fixed exchange system (you have to give tier I spell to get tier I spell), of course they will still cheat (by creating multiaccounts to exhcnage spells they miss), but less Or make sharing system (each guild has a library with members sharing a limited number of spells - there was a topic about it "social aspect of being a wizard" IIRC).
Quote from: AltarofScience on November 08, 2011, 02:10:58 PManother issue i have is with my magic system:i want to have it set so that while exploring players can find ancient books which hold spells and words. players can use this to make spells. players can write grimoires. players can then sell grimoires to other players and those players can then use those spells if their level is okay. also spell writing skill is separate from magic skill, so even if you have words you cannot necessarily write your own spells.should i make it so that players have to find a particular word in game? like if i sell one player a grimoire with some spells with words and he doesnt have spell writing, could he then out of game mechanics tell another player the words, like in chat, and that player can now use the words? or does a player only have access to words that were sold to or found by them? if spell words are a resource for spell writing, how can i let players sell spells to people, and not have those players give away the words?perhaps a grimoire doesnt actually contain the spell words, but just like a picture, and players cast spells from grimoires? then even if you bought the book, its not the same as selling the word itself. so that way you could use a spell, but couldnt use words in that spell to write your own spells without buying the actual words. i know i am not articulating super well.I am very curious to hear more about the mechanics of spell writing in your game. I've been brainstorming about user-created "actions" like this lately and wondering how to manage it procedurally.
I'm not sure what you mean by procedurally? Basically spell words are a kind of language, its really simple of course. Some words denote elements, and some other things, like paramental. Some words denote strength, some words may reduce mana cost, some words relate to range, or aoe. Since combat is turn based cause text game, no cooldown or words for cooldown. although in theory i could take a page from dominions and use action points, and then some words could modify action points. So if you have some words you write like this:spell type(element, buff, debuff, shield) as many power mods as you like, range mods, mana mods, time mods, type(projectile, touch, etc.), aoe or multi target mods.for fighting monsters its turnbased, im not sure how to run pvp. probably some sort of ai for both players. enchantments will be somewhat similar. i mean, in the demo there is no magic or combat, its just alchemy econ stuff, so i still have to work things out.
Since resources are generated procedurally, their names are derived from their stats. ...There are only plant resources in the game currently, 1275 of them in 14 subtypes.
Basically players can explore, collect plants, identify plants, build alchemical equipment, mix potions, sell potions to npcs, and so forth.
Quote from: AltarofScience on November 08, 2011, 04:01:57 PMI'm not sure what you mean by procedurally? Basically spell words are a kind of language, its really simple of course. Some words denote elements, and some other things, like paramental. Some words denote strength, some words may reduce mana cost, some words relate to range, or aoe. Since combat is turn based cause text game, no cooldown or words for cooldown. although in theory i could take a page from dominions and use action points, and then some words could modify action points. So if you have some words you write like this:spell type(element, buff, debuff, shield) as many power mods as you like, range mods, mana mods, time mods, type(projectile, touch, etc.), aoe or multi target mods.for fighting monsters its turnbased, im not sure how to run pvp. probably some sort of ai for both players. enchantments will be somewhat similar. i mean, in the demo there is no magic or combat, its just alchemy econ stuff, so i still have to work things out.Sorry AltarofScience I think I have misunderstood you. I though that spell creation and alchemy were connected, but it sounds like they are not. I guess then I am really asking about how alchemy works. You had said these bits of information earlier:Quote from: AltarofScience Since resources are generated procedurally, their names are derived from their stats. ...There are only plant resources in the game currently, 1275 of them in 14 subtypes.Quote from: AltarofScience Basically players can explore, collect plants, identify plants, build alchemical equipment, mix potions, sell potions to npcs, and so forth. If the resources are generated procedurally, how does alchemy and potion making work? With spells the outcome sounds straightforward where a base element's stats are modified using keywords that add/subtract from those stats.I'm wondering how limited the range of potions a user would be able to make from the resources, and if the outcome would be easily understood by the user. For example:-if the game explicitly defined potions as only for healing then users could only create healing potions and maybe the outcomes would only vary on how much they heal-if instead a potion's properties are based on some rule-set so that when resources are combined they will relate in some novel way to other game objects and this outcome is that sometimes that the potions will be called healing potions by the players. (simple example of a "rule": if a potion's id is odd then it will heal for all player's with odd numbered ids, but be poison for all even numbered ids) . Might be a stupid idea, but like I said, I was brainstorming recently how to allow for a wide range of results with the possibility of not having to predefine the outcomes of all combinations.(Apologies if I still don't understand how your game works )
in fact potions can interact with both spells and items during crafting, but that doesn't have so much to do with alchemy itself.all resources in the game are generated procedurally, and some resources besides plants can work in potions. in the case of the demo of course we only have plants. potion recipes are generated procedurally. I can set or randomize the total number of combinations which will result in a potion. however, if you use a correct formula you will always get a potion. potions have over 100 possible effects, although in the case of the demo they don't actually do anything, you are just selling potions or raising alchemy or w/e, and the game creates a store that buys all potions. in the final game players will buy the potions based on their effects. what happens is that i generate all the resources in the game, again in this case just plants. then i run the recipe script to generate the recipes. although i have not written this part of the code, as recipes are generated they will be given effects. alternatively i could create the recipes and then run a separate code that calls out all the ids and inputs the potions effects in a separate table linked by the reid(the name of the id for recipes). potions can give bonuses to spellmaking, all kinds of crafting, heal, be poisons applied to weapons, cause explosions, deal acid damage, possibly be used for scrying, and many other things. potions will have an effect type, strength stats and maybe some other stats. these are generated by a procedural code, mainly using the rand function i guess, and possibly some other math to make certain kinds rarer than others. remember that games are really just scripts that manipulate a database, mainly using math, and since math is a universal language, i can solve any problem with properly applied math. i can have as many effects for potions as i desire, as many strengths as i want, basically do anything i want to do. now i did have a problem because procedurally generate resources need unique names, but i solved this by making the names based on the stats of the resource. and then to get a recognizable name instead of 5-46-8, or 5, -4, 6, -8, the first player to discover a resource gets to assign it a name which will replace the name in the database forever more.see, there aren't 2 parts of a game code, server side and client side, there are three: server, client, player. Outsourcing aspects of the game to the player saves me loads of time, lots of processing power and server resources, allows me to do things that i could not do with just a scripting language and a database, or which would otherwise require me to spend lots of time and provides many other benefits. so in fact i can design as many affects of potions and enchanting and magic and crafting as i want, and they can have as many modifiers as i care to define.