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Domain Name.......... project-1000.net
Creation Date........ 2006-08-11
Registration Date.... 2006-08-11
Expiry Date.......... 2007-08-11
Organisation Name.... "Bob" XXXXXXXX
Organisation Address. P O Box XXXXX
Organisation Address.
Organisation Address. EmeryVille
Organisation Address. 94662
Organisation Address. CA
Organisation Address. US
its a good day for project1000 ^^
as provided to you by aiur @~~~ 6:46 AM 0 \comm\e.nts
i would like to find a dependable host for our project very soon. i have the bulletin board php files. this will also give me insight to configuring php.
as provided to you by aiur @~~~ 6:58 AM 0 \comm\e.nts
So should we keep it simpler? Like no other players building houses in other players towns? Just building a town should be simple enough..it's raw data mainly..like earth 2020 or whatever it was called, just numbers..such as some database:
player Blahblah
houses: invididual house data like type (shop, inn, etc), tile data, any other data (like which town folk live in the house)
trees: type (fruit maybe? pine? etc)
We should be wary of how much data we keep but it can be kept rather low with simple numbers and a file naming convention that follows suit (like for a certain tile we can send 1, 2, 4, 5 or something like that which 1 could be the land it's found in, 2 the type (tree, brick, etc)..well you get the idea, and our file structure for images could follow suit so when the page draws the tile it'd look for www.blah.com/1/2/4/5/Image.gif..you know?
as provided to you by Bob @~~~ 9:24 AM 1 \comm\e.nts
i think we should be wary of what we can and cannot do. i dont think that learning and programming this stuff is an issue but rather what we can pull off from using webservers. we should educate ourselves more about how web based games work and what kind of workload we will be placing on the servers.
more load = more cost.
as provided to you by aiur @~~~ 8:32 AM 1 \comm\e.nts
Here's what I'm thinking..We should quantify as much as possible; that is, keep things as stats and numbers, but also have the visual interface where players could walk through the town old school rpg style
What am I talking about? Like buildings, the player would have x number of buildings, x number of trees and so on and so forth. This would allow not only for the more indepth old school rpg experience but also allow us to design a simpler interface for the more casual players who would rather deal with their town in a more "sim city" sort of way, and the player could choose how they want to interact with the world
Ok, ok..let's start at the beginning here, make sure we're on the same page and what have you..The game is an rpg meets sim city type experience. The player gets a town, or a plot of land, and can build a town..well..ok, maybe the player shouldn't be forced to have land to build a town, but that's definitely the main point of the game..ok ok, let me try to muse some more here..
I was thinking of it like a huge huge world, with different lands that have different kings and different customs and all that..the player is a knight or whatever (if there are job classes then they're just a person who's whatever) who sets out to settle..now this is a maybe, but maybe they can either find a plot of land or they can try to build a house in another players town..Is it getting too complicated? I don't know..
What are you picturing the game as?
as provided to you by Bob @~~~ 7:26 AM 0 \comm\e.nts
I was thinking buildings should be their own entity. Instead of players placing tile after tile and forming a building that way, players should design buildings first and then have them built in their town. This will help as far as things like player wars, and what type of building it is (is it an inn? a shop?).
So the player won't just build some brick tiles, then some wall tiles, and call it a building. The play could design buildings (have floor plans or whatever) and town folk would build it for a cost. Then the game would know how many buildings a player has in their town, what the buildings are (so we could know things like how many shops and inns a player has). If there's ever town wars, buildings could get destroyed and appear ruined, etc.
as provided to you by Bob @~~~ 8:24 AM 0 \comm\e.nts
Town folk should play a role in the players town. They should be able to have job classes and provide various roles to your town, for instance:
Architect; The player could go to them and design their buildings (Buildings are something else I need to address)
Builder (or a better name); They build the buildings the player wants to place in their town
Landscapper; Allows the player to plant trees and grass and other such things
Merchant; Sells things in the players town
And so on. They could even have various levels of their job class, such as a builder being able to build a better quality building or some such.
as provided to you by Bob @~~~ 8:16 AM 0 \comm\e.nts
Notes 08.02.06
Ever player will run their own town
- Space and Traveling issues
Characters
- PCs will have non unique names
- Players have viewable paper dolls to dress and equip
- Job class system?
- GM or EXP?
- Players will react to each other in localized chat rooms
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Notes 08.03.06
Towns
- Towns will be controlled individually with limited creaability
- Players are given plots of land to add on
- They may purchase add ones with game currency or real money
Notes 08.06.06
Towns
- Multiplayer towns should be only availible to guilds (?)
Notes 08.08.06
Movement
- Will be keyboard based movement (full movements)
World
- Tiled maps
- Tiles differ according to area (winter or barren areas)
as provided to you by aiur @~~~ 7:45 AM 1 \comm\e.nts
My first post, and it's at work, but at least something's here now
as provided to you by Bob @~~~ 7:33 AM 0 \comm\e.nts