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techbot

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  1. techbot

    Let's Make an MMO

    EVENTS!!! I've been thinking in terms of missions, but it's obvious that I should be thinking in terms of events. 1) I need to make at least one RPGmaker game, so I can upgrade my vocabulary. 2) I need to think of how each player would have their events status saved. What makes up an event? Dialogue, triggers, exchange of items.
  2. techbot

    Greetings from Anarchist Game Dev

    😁The world needs more anarchist fairy dust.
  3. I'm looking for a writer. First story is guaranteed payment so you are not wasting your time trying this out (but DM me first). Happy to pay 1/2 upfront for all agreed subsequent stories/missions. Writers is credited and paid, but copyright is transferred to me. The right to edit (to maintain canon) is reserved by me. The game itself is online, multiple naratives. with most missions and main arcs ending with "the hero setting off in the sunset to continue their battle" ie a kind of status quo. The game is very left wing. I would like it to be sex positive without beinig erotic or overtly sexual. (I really disliked the sex aspect in the Witcher). But have no idea what that entails. I liked how Far Cry 6 deals with these topics. The setting is post-apocaliptic wasteland with various citystates and towns to be visited and explored. At present the stories need to be wrapped around player bringing objects to NPCs Killing NPCs Player triggers a switch. (I'll add more here as the mechanics are implemented) So the stories will be written via dialogue and notes letters than can be picked up by player. This is for an online RPGmakewr style game but not RPGMAKer itself. At first stories will be submittedd in text form, but later will be added via an online stories/mission system.
  4. techbot

    Greetings from Anarchist Game Dev

    An itch.io address 🙂 a spot for collating your online games like remichan. I'm interested in how anarchy, mutual aid and community can be investigated or portrayed in games.
  5. techbot

    Let's Make an MMO

    The basis of Domain Driven Design is what's called ubiquitous language and along with MVP is one of the aspects of my old work life that I'm using in current game dev and will be especially usefull if anyone else gets involved. To this end I'd recommend this page as a starting point. It does not mean adopting all of the terminology but it points to what might need to be clarified or redefined with the scope of this domain ie : An Online Narrative based RPG. https://tvtropes.org/pmwiki/pmwiki.php/Main/RolePlayingGame https://tvtropes.org/pmwiki/pmwiki.php/SoYouWantTo/WriteAnRPG Somewhere amongst these it links (i'll need to find it directly ) it basically breaks RPGs into 3 main categories. Dungeon Crawler Narrative Sandbox Stating that it is best to focus on one and do it well rather than try and implement all three. [edit: found it] https://tvtropes.org/pmwiki/pmwiki.php/SoYouWantTo/WriteAWesternRPG
  6. techbot

    Greetings from Anarchist Game Dev

    Do you have a twitch.io address? Do you play guitar? I use Rocksmith https://store.steampowered.com/app/221680/Rocksmith_2014_Edition__Remastered/ It's amazing, but my guitar playinjg isn't
  7. Set in a post-apocalyptic wasteland, 50 to 100 years after a civilization ending battle between humans and superheroes on one side and AI on the other. The apocalyptic event that ended both the planet's final limited resources and the war itself was triggered by the exiting of the richest man on the planet, off the planet to Mars in one of his many rockets. The cataclysmic events which included earthquakes, continental upheaval and the melting of the polar caps resulted in the decimation of all major cities. England and Wales became a maze of hundreds of tiny islands, Scotland highlands remaining unaffected , the lowlands are like the rest of the old United Kingdom. Belgium, the Netherlands, Luxemburg - No longer exist. The final remnants of the ages of Kings and Queens is over. Africa and Australia are hundreds of huge islands separated by the areas originally below sea level, now lakes and seas of many shapes and sizes and a hundred dangers. Oil is scarce and what little is left is difficult to refine. Air travel is non-existent. Flight is almost non existent save for battery powered drones. Batteries are in high demand, are rare and expensive. There are four emerging city states and the expectation to add a new city state every 6 to 12 months. Nothing goes in or out of the Arctic, a land once covered in ice. Since the war it remains the Dark Continent. It’s not known if Santa Claus still lives at the North Pole. Current City States Online Dublin Pop ¼ Million Style: Steampunk, Radioactive Swamplands (Children Of Men, Reign of Fire), Irish Mythology A distorted mirror image of Bree Whilst everything is powered by steam, this means the large electrical hydro stations supply most of the electricity to the city. The remaining is powered by individual stations or steam engines owned by various factions or ethanol provided by the walled towns and villages that pepper the Neo Eireann islands. Cairo Pop ½ Million Style: Egyptian symbology with Dieselpunk, Desert (Mad Max), King Solomon's Mines-Indiana Jones A distorted mirror image of Rohan More access to the remaining petroleum deposits (tho lacking the pre war infrastructure) Cairo boasts more prewar diesel based vehicles than the others but Cyberia Pop ⅛ Million Style: Cyberpunk, Dungeonpunk, Invasive Species, Star trek/Logan's Run style post war colonies run by idealists and idealougues. A distorted mirror image of Rivendell Gated community of the rich and powerful from the other three cities. Built around a series of giant subterranean pre war bunkers Designed for the enormously rich but not rich enough to leave the planet to live out the nuclear fallout before emerging some 20 years with a cache of pre war pre AI technologies to reassert their global positions. New Washington Pop 1 Million Style: Cyberpunk, Retro Arcades, Post Consumer consumerism (Night City or Blade Runner) A distorted mirror image of Gondor Powered by a huge pre war nuclear reactor buried deep beneath the surface at the heart of the giant walled pyramidal city. City States In Preproduction Maya Pop 1/4 Million A distorted mirror image of Moria Style: Inca, Rainforests, Dungeonpunk, A South American City state that provides a commercial centre for thousands of tiny towns and villages that populate the South American Continent. Neo Rome Pop 4 Million A distorted mirror image of Numenor Style: Roman Greco, Volcano, Lava Mines and caves With influence stretching from the British Isles to the Adriatic sea This Neo Roman Greco City state, reflects it’s Imperial and Christian background with the Vatican City it’s smaller twin sibling. Future Planned City States PanAfri Pop 1 Million A distorted mirror image of Valinor NeoMoscow Pop 1 Million A distorted mirror image of Minas Tirith Mutants, Cyborgs, PSIbots and Superheroes. The Wartasaurs, The Rabbit People, The Mousemen, The Boars, The Lizard People, Orcs, Trolls, Vampires, Minataurs and the Pig People. A result of Pre and post war DNA modifications and the radiation. Nothing of which hasn’t been written before. Most stick to themselves forming factions, tribes, ghettos and towns. But there are many who travel to or inhabit the city states, as representatives of gatherers for their tribes. The difference between a Psibot and a Cyborg is: a Cyborg is a human with implants, the modification affects limited to the organ being replaced, PSI bots on the other hand were born, or rather grown by the AI consciousness during the war as an answer to the increasing powers of the various superheroes and metahumans. The AI computed that CPU was better grown than created from the increasing rare metals and minerals. The AI army was made of organic and nanite components and their control over their organic and nanite functionality bordered on magic. Severed from the hive mind after the destruction of the AI , these Psibots were left to rot in battlefields and dump lands. Some however survived and developed a limited sense of self. Loathed by the survivors of the war, these reclusive beings most often become rat catchers and zombie killers, whilst a few have joined mercenary and pirate factions. Most however eventually lose their sense of individualism and return to their catatonic state. You play a Psibot recently found(after 70 to 100 years) in a dump and brought to Mr Blue the repairman - a master of Crafting and general friend of Psibots. Since the war, most of the remaining superheroes are employed by Corporate executives and some of the wealthier politicians as bodyguards. Superheroes and Psibots were (and still are to some extent) mortal enemies. Tho today unless a n executive sees a profit in interfering with a Psibot for whatever reason they are not going to sanction possible loss to their property (the superhero) for the sake of a feud. on the other hand, when growing an individuality. Both have to deal with the trauma of disjointed memories of the barbaric nature of superhumans unleashed or the cold efficiency of the Psibots. It is perhaps unfair to compare the two. Psibots, while merciless in their killings and utterly terrifying to the humans, had no sense of hatred or cruelty, no more than a hammer or a nail. They were tools. Crafting and Commerce with Mr Blue “The Art of Crafting” says Mr Blue “s knowing that the price of something and the value of something are rarely the same”. Nobody knows if Mr Blue is a wizard. Nobody really knows if wizards exist. But it is said that Mr Blue has a repair shop in every City State and a junkyard just outside its walls. It’s said that no matter where or when you go, If you enter his little workshop you’ll see him city behind his bench fixing an old toaster from the 1940’s or a transmogrifier from 2040 or converting an electric toothbrush from the 1990s into a tachyon inverter. How many City states are there? How many Mr Blues are there? Each repair shop, has a workshop were many of the locals learn Mr Blues craft and convert the rubbish brought in by the destitute, the scavengers, the Floresmen and the PsiBots, into working components and gadgets, or broken down into plastic chips to be converted into crystals - the foundation of the PsiBots powers. Nanites:Silicon and Carbon … sand and plastic. The cornerstones of a good rat catcher. Truth is most PSi bots are dedicated zombie killers and the cities only remain standing because of them, but they don’t know that. And anyone that does is saying nothing. In a world littered with garbage, it is fitting that the lowest of the low, the Psibots, feed on carbon reconstituted from the planet's plastic bags and fishing nets. It is said that Mr Blue will buy just about anything you have to sell. Areas where the radiation is just about low enough to survive has had entire areas reclaimed from what was once the refuse dumps of well-to-do suburban pre-war societies. Miles and miles of tin cans, nappies, motor vehicles and the crap of an entire race of beings with no regard for their own home has been converted into almost livable communities. It’s not much but enough to create places with maybe a doctor and or a teacher or some farmers with crops and wild flora and fauna. A lot of which would be unrecognisable pre-war. Each day merchants are seen leaving the Blue Workshops with cartloads of recycled toasters, or refrigerators or FM transceivers or Phase Magnets, maybe accompanied by a few mercs or if it's really valuable cargo a Psibot. The journeys might be as short as from the junkyard outside the walls of the city to the shops and stalls inside the city. Or they might be week and month long journeys to the other known cities. Often treacherous, plagued by mutants and roque superheroes. Rabbit people, Wartasuaoroeses, Rat people and the single gendered MouseMen scour the deserts and waste lands looking for easy prey. Mutants, the result of genetic modifications, radiation levels or both, equal humans in number. Originally used mainly for aesthetic reasons, the 1% had long since gravitated towards the life enhancement and novelty that these modifications provided them and their offspring. But Humans, Mutants superheroes and Psibots are all outnumbered by the Floresmen - Homo Floresiensis. Long extinct pre-homo sapiens brought back by pre-war scientists to be a new workforce to prop up the Capitalist ideal amid the decline of petroleum resources. Freed during the great apocalypse the race is perfectly suited to the greater wastelands - seemingly immune to radiation. Their numbers unknown, living completely secluded save for rare moments at market fairs, their continuous supply of goods to Blue Junkyards and as an unrelenting force when retrieving one of their kin (dead or alive). Their adaptation to the harsh world of today surpassed only by the Psibots. This is the second age of Homo Floresiensis. There are stirrings in the North… The little Hobbits bring stories to Mr Blue, so too do the merchants and the travellers, there are stirrings in the North. Tall buildings once quiet now spew plumes of smoke and fire. But no one enters or leaves save for the carts of machinery and pods. Zombies are increasing in number and state. Not the stupid bumblings of the newly undead but the evolved intent of zombies with a hundred years of synaptic restructuring. Orcs and Trolls, once shy and nocturnal have become bold and increase in number. Could the AI have returned? What of the Psibots, can they be trusted? Usually loners, many Psibots have recently congregated and formed factions of their own. Would they re-connect with the hive mind if given the opportunity? Factions: Political parties, Criminal Organisations, Street gangs, Secret Societies, Corporations, Militia, Revolutionary Freedom Fighters, Guilds, Bandits, Tribes, MotorCycle Clubs and Religious Sects all fighting for survival, all vying for agency however they know best. The Techbot are a group of Psibot monks forbidden from joining any faction thus in essence making them a faction too. Opening Scene Location Dublin : Part 1: Headquarters of Unknown Dublin Underground revolutionary movement. Part 2 : Mr Blues workshopMr Blues workshop. Red: Street Surgeon (Angry then friendly) Green: Revolutionary One ( Abrasive) Orange: Revolutionary Two (Friendly, talks a lot) Mr Blue: Repairman (Emotionless) Main Mission 1:1 Wake Up You blink. Two humans are observing you with fear. You are restrained. One human speaks. Green: Do you know who you are? You do not understand the question Orange:Do you have a name? You do not understand the question Green: Do you remember how you got here? No. (silence) Green: are a bot. Kinda half human half robot, Orange: but not like a cyborg. That's a human with implants, you were born this way. Green: If you’d call it being born. Orange:Go easy on it. A friend of ours, Mr Blue, found you in his Junk yard. He’s got junk yards and repair shops in every major city. Not that there are that many since the war. Anyhoo that’s where you come in. To beat the super heroes the AI came up with you guys. It figured with resources depleting an’ all, it needed to grow CPU power not make it like before (from sand and rare metals), single consciousness but bred like clones, half organic - half nanites. The Psibot. Green: And everybody just wiped everybody else out. Orange: Now most of that technology is beyond our knowledge illegal or forgotten. Green: With the AI destroyed the Psibot just fell dead on the battlefield, except some started rising. No memory, some couldn’t even speak or walk, most died. Orange: But a few gained a sense of identity. Like you Green: They are pretty much hated because of the technology - because of the nanites, but they are also in high demand as mercenaries, because of the nanites. Green: Is any of this getting through? No …. You blink Green: Here take this. You need it to keep you alive. It’s a shot of the potion. If you don’t take it every 24 hours your nanites will not be able to function and you will die. You take the potion Time passes. You blink Green: Here take this. You take the potion Main Mission 1:3 Basics Red: You fucking kidding me, You brought a Psibot into this city? Are you fucking mad? If the Techbot… if they find out they will kill you for fucking with one of their kin, if they don’’t find out one of the corps will kill you and take it. Orange:It’s not an it, it’s a them. It’s name is Psibot. Red: Fucking original. Look I do ‘borg … implants …human implants. Red: I don’t know shit about the Psibot. Orange: First off we know they can interface with any human cyborg implant, ANY. So that’s a lot of ground covered already. Surgically insert whatever needs to be inserted and the nanites will do the rest. As for Psibot upgrades they’re there to be found. During the height of the war there were hundreds of thousands of Psibot, now there are a few hundred… if that. All that tech is out there waiting to be recycled, just like every other bit of tech we still have left. You blink Green: Here take this. You take the potion Main Mission 1:4 Training Orange:You need to begin your training. Orange:Your right hand can summon a nanite katana or a nanite blaster. Both of these can be upgraded by chips at FAW so as soon as we crack the safe insert the chips and you’ll find exiting the building a lot easier. Orange:You’ll need the upgrades. Most corporate execs have superheroes as bodyguards, Daredevil Captain Flag, the Black Terror all them old school fuckers so used to tellin’ us what is what. Now they grind like the rest of us.Once the safe is opened and the alarm is raised, it will be up to you to handle the super heroes. Do this and you are free, you are on your own. Main Mission 1:5 Prologue Green: The deal is simple, You help us break in FAW and you get your potion, we get the weapons What about it? You blink Green: Here take this. You take the potion Green: If you don’t help us tonight you won’t live another week. We have no more potion. You compute: “You revived me knowing I have a limited lifespan”. Orange: “Look, it’s not as bad as you think. There are a lot of Psibot out there so the demand for the potion is high but so too is the supply .You simply need to make sure you have enough income to cover your outgoings understand? And be careful with the upgrades, you start on that path and you’ll need more income to cover the higher quality needed.” Orange: “can stay with us for a while but it will be better if you get your own place before one of your kind finds us. They won’t understand. They will help you get a supply of potion and maybe they will take you in … or train you or something.” " I don’t really know what Psibot do” You maximise your energy You maximise your health You enter a helicopter like craft Orange:They won’t be expecting us by air. Since the war there is not been enough oil to maintain airforces. Any alternatives were blown out of the sky. There are drones and small atols, but nothing that can go any distance. Won’t they blow this out of the sky too? You’re thinkin’ Most anti aircraft will be pointing out of the city towards the wastelands and the other cities. Our journey is but three miles. This is a one way flight. We get up there, we leave through the front door. Main Mission 1:5 Battle You upgrade your nanite katana You upgrade your nanite blaster You pick up 12 potions You fight Daredevil and his boomerangs. 8 potions are destroyed. You and your team escape. Your FAW reputation is decreased by 1 Your Peoples Freedom Fighters reputation is increased by 1 Main Mission 2:1 Mr Blue: You will need an apartment. One that’s secure, safe and cheap. I’ll ask around. Red: As it so ‘appens I’ve come across a Psibot upgrade, it’s some kind of ocular enhancement device. And I’m giving it to you for nothin’ on account of you keeping your mouth shut about me when you me up with other Psibot. I wanted to notify them asap but it wasn’t my place. Mr Blue : Don’t worry about that . You did the right thing . I’m sure The Techbot will be glad that a faction went out of its way to protect one of their kin Red: What you needs is a silicon transmogrifier. You can literally turn sand into nanites - silicon. Takes time but it can be done. Nope, no idea where he’d get one. Also he should get one of them universal translators. Since he can interface with any human borg implants he’d be able to use one of ‘em. An’ since nearly everyone who works uses one on account of there being so many peoples languages and so few language learnin’ schools, nobody would notice the difference. ‘Cept of course his brain is on view for everyone to see,under that glass helmet. But he could wear a hoodie. You wake up in Mr Blues warehouse. You blink Here take this. You take the potion Main Mission 2:2 Silicon transmogrifier Main Mission 2:3 Universal translators Main Mission 2:4 Meet The Techbot Main Mission 3:1 Make Some Money Side Missions: Dublin 001 : Meet the team and get the quantum computer. Dublin 002 : Retrieve the bike from the local bullies The plot twist here is the gang are the good guys. The player helps them prevent bad drugs getting on the street in exchange for the bike and thus make allies. Dublin 003 : Destroy the Neon Advertisement Making friends with the neighbourhood. Setting up your alliances and reputation. Dublin 004 : Search the Junkyard An introduction to crafting Dublin 005 : Protect the shipment An introduction to commerce and the secondary mechanic: recruiting NPCs for non realtime missions. Dublin 006 : Kill three zombies Main PVE Game loop Dublin 007 : Steal the new formula Upgrades Dublin 008 : The Weed Grower Seeds Semi legal activity Dublin 009 : Protect the protesters Plot twist - De arrest a protester before they are shoved in the paddy wagon. Dublin 010 : A friendly chat with the local slumlord Plot twist. Instead of the landlord repaying the deposit to the tenant as agreed resulting in the player playing the deposit to the tenant and taking over the apartment Dublin 011 : Release 10 pressure valves Steampunk City requires constant monitoring of water valves in city and suburbia. Dublin 012 : Take Out the Scabs. Results in Player’s faction taking over Slumlords entire portfolio. Dublin 013 : Fuck the Water Company! Instead of blowing anything up the bomb is actually to blow up the road after the water company is annexed in the name of the local community. Dublin 014 : Baggage Heist Dublin 015 : Intimidate the Nightclub owner. Results in Player’s faction taking over Nightclub Dublin 016 : Remove the competition by setting them against each other.
  8. techbot

    Let's Make an MMO

    Meanwhile I've figured out the ideal PVP for this type of world. I call it the secondary mechanic and I've seen it in Far Cry 6 and No Mans sky. The secondary mechanic is more like resource managment or crafting and is similar in abstract concept to text adventures or Oregan trail. As your Player progress, they acrue NPCs that they can send out on "expeditions", similar in theme to the misisons done by the player. You never see the mission in action, only the results the next day. So as this world is very faction based, a player may or may not be in a faction, they also may or may not, lead their own sub-faction. These sub-factions can be min/maxed and maybe even have different builds for different kinds of missions allowing for strategy (without the PVP being inside the server-realtime-runtime.) It limits the damage a player can do to another and prevents toxic behaviour. It limits the damage to strategic and narative based. It encourages team work to create defences against these attacks The PVP does not get in the way of the RPG narative Waddya think?
  9. techbot

    Greetings from Anarchist Game Dev

    👍Got it. Will check them out. Looking forward to them.
  10. techbot

    Let's Make an MMO

    To prototype this MVP, I've created 16 missions. I still have to fill out some of the textboxes and select the NPCs (via dropdowns). But I'll have that done tomorrow. Next step is to have the server runtime: Read in this mission data and when the player enters the correct room(gridmap) that has an NPC with missions attached to it , setup the NPC mission handler and the NPC mission mark. This could take me weeks, (I try to get 2 hours of dev a day- but that often means less than 30 minutes coding etc). I think 16 missions is enough to test the system at quantity without going overboard. Individual missions can remain unpublished until ready. Note: to complete a mission the player clicks on the mark npc with the quest item in inventory. There is no option to hand over item or engage in dialogue. Once you click on the mark, the inventory is updated, the mission status is updated and the mark gives its dialogue (A textbox I forgot to add to the mission content item). I posit that this is the minimum required to build a coherent online world. The PVE, crafting, resource managment etc are dealt with elsewhere but are used to serve the above main game mechanic. After that I reckon I'd start expanding the dialogue system and adding more options to the mission building system and allowing for the mission system to avail of the dialogue system. I'll report back when I've tied the server runtime to this mission content creator.
  11. techbot

    Let's Make an MMO

    Here is my MVP* for online RPGmaker style multiplayer missions. (Given: there are zombies patrolling the various areas to provide basic PVE. ) Creating a mission consists of: Select a handler NPC to provide the mission stage and give handler dialogue. Based on having a prereqisite item the player is immediately given the reward. (This is now the prerequisite for the next mission stage. ) Select another NPC as a mark and place the mark in a game area. If it is the first mission stage there will be no preqrequiisite only the reward. If it is the last mission stage there will be no mark only the rward. Otherwise each stage is identical. There can be as many or as little stages as the games master wants for this partlicular mission or side mission. Here *MVP or Minimal Viable Product is part of a design philosophy of providing the very bare bones of a product that can be expanded upon iteratively. The point being the above would be the least amount of design required to create an online multiplayer mission input system and it points in the direction of improvements that can be added without requiring a rewrite of the code. With the simple idea of providing the item (that could be unique) as a prerequisite for the next stage removes the need for things like player levels, attributes, keys and locks etc, but keeping the option to add these at a later date. Since the code remains online, players don't have to update anything when patches or new content is released.
  12. techbot

    Greetings from Anarchist Game Dev

    Hi AVGB, cool to meet you. Do you find yourself applying anarchist ideals to your games? There's a lot of games I've enjoyed that would totallly compromise my ideals in the name of play. I've already found loads of ideas (especially the maps screen shots) going through the threads. I need to play some of the members games.
  13. techbot

    Greetings from Anarchist Game Dev

    I have MV, VX Ace and XP but I only got them for reference. I am using my own code and specific transport, physics and graphics libraries. It's the storytelling aspect of RPG maker that I'm most interested in. How to turn a story into a game.
  14. techbot

    Let's Make an MMO

    Thats 'good enough for me. I'd rather discuss the concept of an online engine (and my reason for posting) in this necro post and then post my own WIP thread for my own game when I've worked out some of the kinks. One of the reasons I posted here was testing the waters as to whether a home grown alternative to RPGMaker would be tolerated as [other] . It would have made no sense for me to pour my heart out into a WIP thread only to have it deemed off-topic. My argument being I'm interested in the spirit of rpgmakers. I'm interested in disussing the experiences of the creators here, in creating worlds and narratives. The only interest I have in the actual implementation details ie which type of RPGmaker editor is, for finding common ground when discussing technicalities. For example I would never have thought of having a ladder tile trigger the player avatar to swap direction when moving down until i saw it mentioned in a post somewhere. Now it is my job to reproduce that in multiplayer. But I'm mostly interested in what a creator would expect of an online 2d tiled rpg multiplayer. How long are the missions, submissions, campaigns, number of npcs, types of missions and how they are implemented. How to create flow and pace. And fun And if there is someone who wants to be an online gamesmaster and actually implement an instance of the engine with any of the above mentioned scenarios Generic open world Fantasy Open World Dark Fantasy Open world Zombie Survival Pirate (interesting to have the server physics engine recreate boats instead of people) then if they scale down their expectations as Remi Chan suggests, they have a chance of implementing something. ________________________________________ As for regular content - this is the crux of what I am working on at the moment. Let's assume there are two main kinds of regular updates. Game mechanics and content. Game mechanics is new code. Content is new missions. At present I am trying to imagine an online mission creator that allows one to swap/import/export missions. EG Step 1: Gamesmaster will select the mission handler from a drop down of NPCS. Step 2: Gamesmaster will input mission requiremtents before NPC offers mission to player. This is done into a textbox , with a language that will be parsed by the system eg: Mission 5.6 { Requirements: Level:12, Inventory:[SwordOfDestiny, Crown of Justice] Reputation [Cyberians:12, NewRomans:10] Missions [1,2,4,5] Current stage :[1,2,3,4,5] } Step 3: Gamesmaster will select new NPCS in game areas (dropdown to select area and number input boxes for x,y cordinates) to be triggered by player and then removed. This repeatable field includes NPC , NPC dialogue, item to be added to player inventory (if any), - Can be used as requirement for next stage. flag to be triggered(the stage the player is at) Step 4 repeat ________________________________________ A mission is a collection of sub-missions which are identical in json shape. This JSON shape can be expanded on to allow for interaction beyond player and NPC to eventually include interactions between player and switches, buttons, monsters etc. So how does that sound to an RPGMaker creator? Can one imagine missions and sub-missions being descibed in a notation form similiar to Json not necessirly for Rpgmaker. Just the concept of describing a mission. Is this how RPGmaker does things in the background? Drupal has a permissions system that controls access. So certain people can be given access to map making and content creation features without compromising security. Feel fee to point out anything I've missed or ask me about areas I haven't covered yet.
  15. techbot

    Let's Make an MMO

    I wouldn't get hung up on the MMO bit. I write the code for multiplayer, I'm guessing 20 (maybe up to 100) concurrent players under current situation. But I'm not sure . I have no interest in "Massive" excpept undestanding what technicalities are involved like sharding (which my system allows for) see: https://docs.colyseus.io/scalability/ The game is not an "open world" meaning the server does not have to update every player about every other player. It has rooms or areas, that can be added iteratively without adding extra weight to the servers. Or the "in RPGmaker" bit because I'm interested in the style but not the codebase. I'm writing my own system using some core open soure code out there and my own stuff to tie it all together. My online RPG is already 7 months in development. It is 2D and assets cost 20 quid a piece. The style is perfect and consistent and updated with new sets every month or two. see https://kokororeflections.com/shop I currently own licences for about 30 tile sets. NPCs and player avatars : https://sanderfrenken.github.io/ I've been running servers for 20 years. https://www.tilaa.com/en/ (I couldn't care what the triple AAA industry is doing) I use the Drupal Content design and management system (CMS) to design dialogue, items, weapons, NPCs, Missions, and other content. But I don't use the CMS to present the content to the public which is it's normal function. This is probably the most unique thing I bring to the table and maybe what makes the project viable. https://www.drupal.org/ I use this system to convert a pretty bad book I wrote that had too much dialogue into the script for the game where having dialogue over narrative is actually a plus. As for commerciality, one possiblility might be to support the engine (not my game itself) via Patreon since the idea is to make the system available open source. In short my goal is to exchange knowledge on what makes a great RpgMaker game great and how one might transition that experience online to multiplayer , in return I make what I have learned available for others.
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