Skip to main content

RPG

I surprised myself by putting down a few (and I do mean a few) lines of code defining an RPG in Java. It's not much, but it's a start, and I tend to finish things I've taken the first steps on.

It was in taking these first steps that my brainstorming quickly pointed out that most RPG mechanics are unashamedly Dungeons and Dragons rip-offs. This is because they're based on a system of a few core attributes (from the original Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma) and derive some mods from that which determine odds of success. Well, I'm experimenting with breaking away from that tradition and seeing where it takes me.

My overall goal is to put together Roguelike with both ground and space travel elements. I've actually a lot of interesting brainstorming about some stuff I can do with that, but, as Chris Crawford recommended in his excellent, "The Education of a Game Designer" article, I've decided to stick to a simple design for now and produce a simple "go cart." The actual goal is the practice of putting it together. I'm not really looking to be a game programmer, but I figure as a designer I need something to put together a model in, and the more I dabble with java the more it becomes second nature.

In other news, the North American open beta for Cabal Online opens February 1st. (Official OGPlanet Website) From what I've heard, it's quite a few notches up from the usual Korean Bang fare, but it also has open PvP and that invites grief play. Why do they always have a fatal flaw? Oh well, I plan to give it a spin regardless.

Comments

Popular posts from this blog

Resonant Induction Really Grinds My Gears... In A Good Way

From about 2pm yesterday until 8pm today, I've been dabbling with my latest custom mod mix for Minecraft 1.6.4, which is this time very much Universal Electricity focused.
Aside from the usual GUI enhancers and Somnia, the primary contenders in this mix were:
Calclavia Core - Of course: this is the base of the Universal Electricity system.Resonant Induction - This seems to be largely focused on increasingly more advanced methods of refining ores divided across 4 ages of technological progression.  It also includes some really cool things such as assembly lines.  I'll primarily be talking about just a few blocks out of this mod today.Atomic Science - A mod dedicated to generating more of those lovely universal electricity volts via the power of splitting the atom.  Build your own nuclear reactor!  Deal with nuclear meltdowns!  You maniac!ICBM - A mod dedicated to generating more destruction using those lovely universal electricity volts (and more than a little gunpowder), it cer…

Empyrion Vrs Space Engineers: A Different Kind Of Space Race

In my quest for more compelling virtual worlds, I have been watching Empyrion: Galactic Survival a lot this bizarro weekend, mostly via the Angry Joe Show twitch stream.  What I have concluded from my observations is Empyrion is following in Space Engineers' shadow, but it is nevertheless threatening the elder game due to a greater feature set (the modding scene notwithstanding).

Empyrion is made in Unity, whereas Space Engineers is built on a custom engine.  While this does put Empyrion at a disadvantage when it comes to conceptual flexibility, its developers nevertheless have a substantial advantage when it comes to adding features due to a savings of time spent that would have gone into developing their own engine.  Examples include:
Planets.  Empyrion already has planets and space to explore between them, whereas in Space Engineers planets are in the works but still awhile away (so you just have asteroid fields to scavenge).Enemies.  Space Engineers' survival mode boasts onl…

Greasing The Grind: Adding Lasting Appeal To Virtual World Sandboxes

Game design, being about entertainment, is not as much science as art.  We're coming up with interesting things that the human mind likes to chew on that "taste" good to it.  Different people find different things, "Fun," and a game designer is tasked with coming up with fun, appealing things.  As pertains to virtual world sandboxes, I identified three of them.

Challenge Appeal.

Dwarf Fortress and Fortresscraft Evolved have the same end game appeal preservation mechanic: wealth equals threat.  The more money your Dwarf Fortress is worth, the bigger the baddies who will come for you, including a bunch of snobby useless nobles who do nothing but push dwarves around and eat.  The more energy you make in Fortresscraft Evolved, the more and bigger bugs come to shut down your base.  Rimworld does something a little different based off of which AI Storyteller you choose, but it generally adds time to your wealth accumulation when deciding what kind of threats to throw a…