Re: The games are all crap; let's make a decent one.

From: Emlyn (onetel) (emlyn@one.net.au)
Date: Wed Jul 19 2000 - 18:24:06 MDT


> On Thu, 20 Jul 2000, Emlyn (onetel) wrote:
>
> > I know it's been tossed about before, but I'm wondering if the various
> > computer geeky extros might like to put together a TH game? Between
> > those with coding skills, artists, musicians, and game design talent
> > (anders, that's you), we've got the right people. I know none of us
> > has a lot of time, but together maybe we can make something. I'd be
> > thinking an opensource project (via sourceforge). I'm sure I contacted
> > someone here about doing a game some time ago, and never followed up
> > (sorry). If there were a few of us, we'd all be comitted (to each
> > other).
>
> That sounds like a great idea - I'd love to see what you have in mind.
> Perhaps the first thing to do is get setup at sourceforge: That'll give
> you a place to start posting some ideas, and set up a couple of discussion
> lists to get some brainstorming going. If you're doing something exciting,
> I'd be interested in getting involved.
>

Well, I'm not at that stage yet at all. I thought we could benefit from
doing what we do best on this list for a while; gasbagging. We'll see if
something comes of it. No rush.

> I've been interested, on and off, in some sort of distributed mud-like
> system. I'd like, for instance, to be able to walk through a door and
> seamlessly be talking to another server. Or manipulate objects whose
> behavior is being computed on another machine somewhere else. You'd figure
> out some system where by objects (a stove, a book, etc.) declare the ways
> in which they can be manipulated (open, close, read, etc.), along with
> verb mappings, then anyone can drop new objects in, run it's innards
> anywhere, and let people play with it. Some sort of Corba'ish/RMI deal.
>
> -matt
>
>

That's a cool idea. I've got ideas about an object-oriented combat system
(and other system) where everything is defined in terms of a few base
abilities, and new abilities/skills/objects override those abilities with
more specialised versions;

For instance, you might have a (very simple) combat system defined in terms
of BaseAttack and BaseDefense abilities; they have some scores associated,
and there is some algorithm for conducting battle using them. However, your
nano-samurai might wield a katana, and might have a skill called Katana,
which is a specialisation of a skill called Long Swords, which is a
specialisation of a skill called Swords, which is a specialisation of a
skill called Melee Weapons, which finally is a specialisation of BaseAttack.
Each specialisation would add more weird side effects, modify a base score,
and determine things like the cost to acquire the skill. Also, specialised
versions would introduce restrictions; ie: to use "Katana" skill, you must
actually be holding a Katana.

This idea can be mapped onto a verb system; some of the verbs are understood
by the system, and the system itself uses them in various ways.

Emlyn



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