Imagine, for a moment, that you are writing a basic, cliched RPG. Working late, you are sucked into the game. Literally. And you soon discover that the game world... isn't quite the way you wrote it. This is Realism, and the only way out is further in.
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The project now has an IRC channel, #realism on irc.freenode.net. If the project interests you, pop in and say hello. It's pretty empty in there, and it gets lonely writing code with no feedback. Barring computer crash (and I run Linux, so they are very rare), as long as I (FunnyMan3595) am in the channel, I'll read what you wrote when I get back to my keyboard. Yeah, I sound like a lonely guy crying out for attention. Which is okay by me, because that's pretty accurate. :) Seriously, folks, even a hello helps, because it reminds me why I care about this. And if this doesn't work, I'll start on the old Jewish mother bit, which might be funny, seeing as how I'm neither Jewish nor a woman, let alone a mother.
From the project statistics, I see I've got a few people looking at the project. Hi! Sorry there isn't much to see yet, I'm working on fixing that. So far, if you snag a copy from Subversion, you'll find a basic Zork-like interface, and if you wander around, you'll find shops with nonfunctional items and a whole posse of monsters. There's a simple boss straight south of the starting point, but you'll have to work your way around to it. The only reason the boss isn't going to kill you is that the regular monsters will do that already. The only healing so far is a simple HP tick as you move, so a short chain of bad luck, running into the higher-level monsters near the boss, or even just wandering too far (before you level up a bit) will kill you. If there's anybody crazy enough to be considering following a project so solidly in infancy, here's what you can expect in the long run: * Your choice of user interfaces: Graphical, Rogue-like, Zork-like (Plain text, suitable for a screen reader.) Heck, if I find someone gull--er, nice--enough to make it, there could even be a 3D interface, since the engine doesn't care what UI is running on it. * Solid, deep plot, with moments of creepiness and lots of humor. * A large world that changes as the game progresses. * A magic system that makes Sleep, Petrify, and so on be useful at all levels. * "Arrgh! Why can't I hold more than 9 of any item?" "Because your code is lousy. Pull out your Reprogrammer, you've got enough Bytes to fix that one." * NPCs that remember what you've said and done to/for them in the past. * All the variety in items, spells, abilities, characters, monsters, locations, and NPCs you've come to expect from a full-scale commercial RPG.
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