New Project Old unknown Idea is coming back
by William Fox · in Game Design and Creative Issues · 04/17/2006 (4:52 pm) · 2 replies
Long Long ago on a computer very small we played with game concept
and now after a couple years of rehashing it the design is taking a new shape
the design of the game play itself is the novel new item even though many
games came about from small bits of conversation years and years ago
I am reluctant to discuss it in detail or even in general on a public forum
however I will say that boredom from grinding battles and experiance
and issues with predictable random NPC events is not present in this design
Every player in the game effects the game in some way
Perma-Death is present but in a totally unique method of implementation
Content is a byproduct of players playing not authors publishing
our team is working to complete the first working model where the primary
design concepts become seen by others
after examing over 30 possible studio / engine packs we feel that GG has the most to offer
not necessarily in one area but in total product, information, resources, and support.
A decision has been reached to forego stunning graphics in lieu of total concept creation
We wont be rendering that path at a per stone level but should provide a visual world
that is adequate to desplay the features and processes that will make this game
a prototype for future MMO's
why ? because it addresses the main causes of player migration
no one leaves a game because someone else has a more visually stunning world
its a matter of BOREDOM there is no random event that remains random after thousands of
gens and regens in a grind till you fall asleep game.
For this reason we have the past years designing a system where random doesnt exist
played like chess at tennis speed will definetly create a world where the higher ranked players
are the better players not just those with the longest running accounts
will reopen a MMO to casual players, no longer will casual players feel insignificant in the
content picture or feel way under leveled to enjoy thier online experiance
It been a long tough design project and the details will first be made public thru a release of
client beta .. no support website with previews or background will be presented until the beta phase is achieved. Compilation will begin in the next 10-14 days
many of the resources we need are waiting on our systems
and at last the BIG decision has been made
TGE will be our medium because it offers more to us than any other package we have previewed
oh HI everyone OLD FART here been around awhile so I dont stink anymore :)
and now after a couple years of rehashing it the design is taking a new shape
the design of the game play itself is the novel new item even though many
games came about from small bits of conversation years and years ago
I am reluctant to discuss it in detail or even in general on a public forum
however I will say that boredom from grinding battles and experiance
and issues with predictable random NPC events is not present in this design
Every player in the game effects the game in some way
Perma-Death is present but in a totally unique method of implementation
Content is a byproduct of players playing not authors publishing
our team is working to complete the first working model where the primary
design concepts become seen by others
after examing over 30 possible studio / engine packs we feel that GG has the most to offer
not necessarily in one area but in total product, information, resources, and support.
A decision has been reached to forego stunning graphics in lieu of total concept creation
We wont be rendering that path at a per stone level but should provide a visual world
that is adequate to desplay the features and processes that will make this game
a prototype for future MMO's
why ? because it addresses the main causes of player migration
no one leaves a game because someone else has a more visually stunning world
its a matter of BOREDOM there is no random event that remains random after thousands of
gens and regens in a grind till you fall asleep game.
For this reason we have the past years designing a system where random doesnt exist
played like chess at tennis speed will definetly create a world where the higher ranked players
are the better players not just those with the longest running accounts
will reopen a MMO to casual players, no longer will casual players feel insignificant in the
content picture or feel way under leveled to enjoy thier online experiance
It been a long tough design project and the details will first be made public thru a release of
client beta .. no support website with previews or background will be presented until the beta phase is achieved. Compilation will begin in the next 10-14 days
many of the resources we need are waiting on our systems
and at last the BIG decision has been made
TGE will be our medium because it offers more to us than any other package we have previewed
oh HI everyone OLD FART here been around awhile so I dont stink anymore :)
About the author
I recently turned 60 years old I have 5 children and 11 grandchildren And just learned my youngest is due With number 12
#2
be released this week here at GG as RTSStarterKit-1-4_Beta1.zip
I am moving forward with plans to next step
we need to implement databases to TGE as a standard feature
and I hear im going to get a chance to build a TLK solution for
VS2005 rumor has it , though I havent been able to verify it, that
TLK does not directly port over to the RTS pack.
things I am still working on
in order to make RTS run with TGE 1.4 I had to alter 3 .cs files
in the example\common\server directory
meaning in doing so the FPS starter doesnt load as released
if installed with RTS in shared TGE install .. this i need to address
i am thinking just adding seperate subdirectories to :
example\common\server for each "KIT"
these special sub dir's would hold KIT specific versions of
prefs.cs
server.cs
clientConnection.cs
allowing for combination KITS to have special files and not require
a full unique install for solution builds
this is just a compatibilty issue for users who download install over TGE defaults
and then spend weeks wondering why it dont work
Multiplayer in RTS is working fine just like the 1.3 build version
however I still feel strongly that TEAM colored health bars are need
for unit owner Identification
this is not an easy change to make as 3 things are needed
1 team specific colors are already avail for mip map display
however the heatlh bars are hardcoded in
guiRTSTSCtrl.cc
mDamageFillColor.set( 0, 1, 0, 1 );
that would be set color to 0 % red 100% green 0% blue 100% opacity
at the point this is implemented there is no conditional process statements
you can not access team info or static char buff at this point in this file
it will attempt to process before anyone reaches server launch point
therefore no team of any kind exists.. basically no error compiling
and non running exe build
dealing with this issue is more of I want to do it than it is a need to do it
however I still feel the processing of health bar as only when selected or mouse over
condition is not right for a multiplayer RTS there needs to be some sort of
Team indentifier to each unit
yes i could cheat and just make six seperate texture files for each unit type
but thats a bandaid on a mortal wound
the TGE 1.4 needs a database build solution
fully documented step by step on a clean install
for many users with questions of how to and what does it
provide.
I will be providing this in the very near future
my domain host informed me that i can not access my SQl server
and databases from a TGE .exe. It is possible but not in compliance
with my host's rules for use of server.
So I am seeking a remote server solution for now I have a dedicated one on my net
and lastly RTS needs a client load where a FPS unit can enter and battle
RTS units this will in part pave the way for total compatibility between
the current TGE release and RTS KIT and will I feel really enhance
the value of the RTS Starter Kit
05/16/2006 (10:01 pm)
Having finished my rebuild of the RTS pack which shouldbe released this week here at GG as RTSStarterKit-1-4_Beta1.zip
I am moving forward with plans to next step
we need to implement databases to TGE as a standard feature
and I hear im going to get a chance to build a TLK solution for
VS2005 rumor has it , though I havent been able to verify it, that
TLK does not directly port over to the RTS pack.
things I am still working on
in order to make RTS run with TGE 1.4 I had to alter 3 .cs files
in the example\common\server directory
meaning in doing so the FPS starter doesnt load as released
if installed with RTS in shared TGE install .. this i need to address
i am thinking just adding seperate subdirectories to :
example\common\server for each "KIT"
these special sub dir's would hold KIT specific versions of
prefs.cs
server.cs
clientConnection.cs
allowing for combination KITS to have special files and not require
a full unique install for solution builds
this is just a compatibilty issue for users who download install over TGE defaults
and then spend weeks wondering why it dont work
Multiplayer in RTS is working fine just like the 1.3 build version
however I still feel strongly that TEAM colored health bars are need
for unit owner Identification
this is not an easy change to make as 3 things are needed
1 team specific colors are already avail for mip map display
however the heatlh bars are hardcoded in
guiRTSTSCtrl.cc
mDamageFillColor.set( 0, 1, 0, 1 );
that would be set color to 0 % red 100% green 0% blue 100% opacity
at the point this is implemented there is no conditional process statements
you can not access team info or static char buff at this point in this file
it will attempt to process before anyone reaches server launch point
therefore no team of any kind exists.. basically no error compiling
and non running exe build
dealing with this issue is more of I want to do it than it is a need to do it
however I still feel the processing of health bar as only when selected or mouse over
condition is not right for a multiplayer RTS there needs to be some sort of
Team indentifier to each unit
yes i could cheat and just make six seperate texture files for each unit type
but thats a bandaid on a mortal wound
the TGE 1.4 needs a database build solution
fully documented step by step on a clean install
for many users with questions of how to and what does it
provide.
I will be providing this in the very near future
my domain host informed me that i can not access my SQl server
and databases from a TGE .exe. It is possible but not in compliance
with my host's rules for use of server.
So I am seeking a remote server solution for now I have a dedicated one on my net
and lastly RTS needs a client load where a FPS unit can enter and battle
RTS units this will in part pave the way for total compatibility between
the current TGE release and RTS KIT and will I feel really enhance
the value of the RTS Starter Kit
Torque 3D Owner iHugMedia