From: <Rag...@we...> - 2004-05-18 19:47:07
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Miguel, > Ragnar, is there anything new on Gladiators? Depends on your state of information. I didn't hear any echo on my work. Did it arrive safely? No feedback until now. Shall I say: Frustrating? > Well, I have several request that I would like you accomodate ( try to ) on > Gladiators design: > - Unify Player and Gladiator, so Player is a gladiator If I don't want to drop the "persistent world"-idea, I cannot make it one. But nonetheless, I can hide the player behind the gladiators. The constellation 1 player = 1 gladiator is just a special case of this design. If most players choose this, I do not intend to stop them. > - Think about ways of making it fun Cool combat, that's what it must be. Like watching a chop-suey beat-em-up. But that's not theoretical design-work, basically, but grapic-animation. I do not intend to invest much further work in design, but instead I'm busy learning how to animate. I'm also busy cont(r)acting programmers for the client. So, my work isn't visible at the moment, but working hard I am. > Whatever you do, please keep in mind that the goal is to make it fun, I don't forget this. Actually, nothing else will remain but a fun-game... ...seriously, what I designed and what is implemented isn't anywhere close, isn't it? So I concentrate on "hiring" programmers that can implement my ideas on the client. Btw: Your improvements on the server-side work great, I'm already fumbling with python, to get into the shoes. Your backside-implementation makes work easier for me a lot! :-) > that it is really important to target the expected enviroment on arianne, > that is, design a game for allowing players to have fun without having to > depend on other players. I can't comment on this... massive-multiplayer... that's what is told to other players and developers... I'm keeping to that basic theme... I can't go back to less than three players at the moment... but I keep trying... ok? > As soon as a get mapacman to work, I will start to convert Gladiators code > to python and I will code the client in Python too ( I hope to be able to > split presentation of content ). I hope I have programmers to get this done until then. If we don't get reinforecements, I don't think we can put up an interesting game running... a game-engine, yes, maybe, but not a full-featured game. You have the same on opinion on this as well, don't you? Ragnar-GD _______________________________________________________________________ Moechten Sie Ihre SMS noch ausdrucksstaerker und emotionaler gestalten? Fuegen Sie einfach ein Bild hinzu! http://freemail.web.de/?mc=021194 |
From: Miguel A. B. L. <mig...@ho...> - 2004-05-18 21:20:31
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> > Ragnar, is there anything new on Gladiators? >Depends on your state of information. I didn't hear any echo on my work. >Did it arrive safely? No feedback until now. > >Shall I say: Frustrating? Sorry :( Yep, the file arrived perfectly. Maybe it needs more eyes on it? Do you want me to post a job request for a few RPer to read and discuss RP features? I have setup a wiki page for the design of Gladiators ( gladiatorsXP ) > > Well, I have several request that I would like you accomodate ( try to ) >on > > Gladiators design: > > - Unify Player and Gladiator, so Player is a gladiator >If I don't want to drop the "persistent world"-idea, I cannot make it one. >But nonetheless, I can hide the player behind the gladiators. The >constellation 1 player = 1 gladiator is just a special case of this design. >If most players choose this, I do not intend to stop them. There is a conceptual problem with player<>gladiator, a Player OWNS several gladiators. But gladiators PLAY|FIGHT on Arena It is very hard to represent that kind of relation properly on the Arianne server. I soon will provide a API for server side scripting, I do hope that that new work enlights more about what can be done easily and what not, and help us to work more on getting thing easier. Right now Arianne has no problem on serving your suggested hitlocation combat system. > > - Think about ways of making it fun >Cool combat, that's what it must be. Like watching a chop-suey beat-em-up. > >But that's not theoretical design-work, basically, but grapic-animation. Several 3DS with the animations? It could work. >I do not intend to invest much further work in design, but instead I'm busy >learning how to animate. I'm also busy cont(r)acting programmers for the >client. Tell me what you are exactly looking for and what requirements aspirants should has and we can use Sourceforge to search them. We do really need someone that can do nice OpenGL programing. >So, my work isn't visible at the moment, but working hard I am. Ok, just one suggestion, from time to time post about the status and even screen captures of whatever helps to motivate people and motivate yourself :) Whatever you send me ( well... not whatever ) will hit main page if you request. > > Whatever you do, please keep in mind that the goal is to make it fun, >I don't forget this. Actually, nothing else will remain but a fun-game... > >...seriously, what I designed and what is implemented isn't anywhere close, >isn't it? exactly, i based on your idea to implement something as fun as I could on 4 days so that I can keep adding features to server to support the next round of clients. >So I concentrate on "hiring" programmers that can implement my ideas on the >client. Search for Python people and Open GL people. > > that it is really important to target the expected enviroment on >arianne, > > that is, design a game for allowing players to have fun without having >to > > depend on other players. >I can't comment on this... massive-multiplayer... that's what is told to >other players and developers... I'm keeping to that basic theme... I can't >go back to less than three players at the moment... but I keep trying... >ok? ok, I catch the hit. The point is that arianne is now whatever but massive :D Anyway, i would really love to remove the massive word from Arianne, we target small ( 256 ) communities of players splitted in different servers ( each comunity ). When we have something more ellaborate I will start to recruit people for a closed beta. I am sure we will get 100's of them. > > As soon as a get mapacman to work, I will start to convert Gladiators >code > > to python and I will code the client in Python too ( I hope to be able >to > > split presentation of content ). >I hope I have programmers to get this done until then. If we don't get >reinforecements, I don't think we can put up an interesting game running... >a game-engine, yes, maybe, but not a full-featured game. We will have them :) The point of reinforcements is that they should reinforcement the amount of people working, not the amount of people causing problems. Anyway, I do expect to have Gladiators working on Python ( and so linux ) around mid-July. I am actually very busy for the next month with my exam. >You have the same on opinion on this as well, don't you? Na, I am not scared about the future. There is no nice game? Who cares? I do really enjoy developing Arianne. :) Regards, Miguel Keep faith. Arianne will rule :) _________________________________________________________________ MSN 8 with e-mail virus protection service: 2 months FREE* http://join.msn.com/?page=features/virus |
From: Stephen I. <Ste...@br...> - 2004-05-19 12:19:58
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> > Ok, just one suggestion, from time to time post about the status and even > screen captures of whatever helps to motivate people and motivate yourself > :) Whatever you send me ( well... not whatever ) will hit main page if you > request. Create a Blog on Wiki! :) Steve |
From: <Rag...@we...> - 2004-05-19 17:34:10
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Miguel, Thank you for your encouraging mail. I was just dropping bottomless, when your hand grabbed me at the sleeves... :) > Maybe it needs more eyes on it? Do you want me to post a job request for a > few RPer to read and discuss RP features? I have setup a wiki page for the > design of Gladiators ( gladiatorsXP ) Yes. YES! Cool idea! For my own good, I'll at first try it for myself, and ask you when I hit trouble. Just send me privately what I need to get on it (password etc.). > It is very hard to represent that kind of relation properly on the Arianne > server. Ok, that's a reason. For time being, I'll keep with you here. 1 player, 1 Gladiator. Just keep me allowed to implement multi-gladiator later. Ok? > Right now Arianne has no problem on serving your suggested hitlocation > combat system. Good news! :-) > >But that's not theoretical design-work, basically, but grapic-animation. > > Several 3DS with the animations? It could work. Yes, I think so. I'm not doing study on my own, I'm consulting my friends on this. > >I do not intend to invest much further work in design, but instead I'm busy > >learning how to animate. I'm also busy cont(r)acting programmers for the > >client. > Tell me what you are exactly looking for and what requirements aspirants > should has and we can use Sourceforge to search them. We do really need > someone that can do nice OpenGL programing. ...and Python. Yes, that's exacctly my view on it. Still, I'll have to get clear with the software for animation, as this may dictate which middleware (i.e. client-engine) to choose. If there is, in example, now easy way to do the complete animation-toolchain with quake2-engine, blitz-3d has to be re-considered. I hope you get the point. I hope that within one or two weeks I have the tool-chain running, and then I can specify our requirements more precisely. That ok? > >So, my work isn't visible at the moment, but working hard I am. > > Ok, just one suggestion, from time to time post about the status and even > screen captures of whatever helps to motivate people and motivate yourself > :) Whatever you send me ( well... not whatever ) will hit main page if you > request. :-) ...I'm still prefering someone else doing the animations, but, well, it *is* fun... somehow I think, well, was told, I have some talent... well... perhaps, perhaps... :) > exactly, i based on your idea to implement something as fun as I could on 4 > days so that I can keep adding features to server to support the next round > of clients. Miguel, given the circumstances, your work meant progress, which we dearly needed at that time. I still have to prove that I can redo the same volume in the same time... ;-) > Search for Python people and Open GL people. Yep. As told above... > ok, I catch the hit. > The point is that arianne is now whatever but massive :D 8-) > Anyway, i would really love to remove the massive word from Arianne, we > target small ( 256 ) communities of players splitted in different servers ( > each comunity ). As this is 1.) workable, and 2.) realistic, ok, go for it. > When we have something more ellaborate I will start to recruit people for a > closed beta. I am sure we will get 100's of them. Hehe... unexpected things tend to happen all the time... just read the post-mortem of multiplayer-launches... ;-) ("Well, we prepared for 2000, but wouldn't have been disappointed if it were just 1000. Then, it were 20000..." lol...) > >I hope I have programmers to get this done until then. If we don't get > >reinforecements, I don't think we can put up an interesting game running... > >a game-engine, yes, maybe, but not a full-featured game. > > We will have them :) I'm a bit more optimistic now... :) > The point of reinforcements is that they should reinforcement the amount of > people working, not the amount of people causing problems. Anyway, I do > expect to have Gladiators working on Python ( and so linux ) around > mid-July. I am actually very busy for the next month with my exam. ...good luck! The Python-thing was - and again is - an attractive feature. Good, that it sees light of day now! :-) > >You have the same on opinion on this as well, don't you? > Na, I am not scared about the future. There is no nice game? Who cares? I do > really enjoy developing Arianne. :) I'm never scared. Frustrated, sometimes, yes, but never scared. Ok. I'm now getting low profile, until my tool-chain is up and running. Ragnar-GD wanna-be "animator" :) __________________________________________________________________ Zeigen Sie Emotionen mit der WEB.DE Bild-SMS! Das Bild ist gratis, Sie bezahlen nur den Versand. http://freemail.web.de/?mc=021196 |
From: Miguel A. B. L. <mig...@ho...> - 2004-05-19 20:35:48
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> > Maybe it needs more eyes on it? Do you want me to post a job request for >a > > few RPer to read and discuss RP features? I have setup a wiki page for >the > > design of Gladiators ( gladiatorsXP ) >Yes. YES! Cool idea! For my own good, I'll at first try it for myself, and >ask you when I hit trouble. Just send me privately what I need to get on it >(password etc.). Wiki is totally public, just click on edit text. > > >I do not intend to invest much further work in design, but instead I'm >busy > > >learning how to animate. I'm also busy cont(r)acting programmers for >the > > >client. > > Tell me what you are exactly looking for and what requirements aspirants > > should has and we can use Sourceforge to search them. We do really need > > someone that can do nice OpenGL programing. >...and Python. Yes, that's exacctly my view on it. Still, I'll have to get >clear with the software for animation, as this may dictate which middleware >(i.e. client-engine) to choose. If there is, in example, now easy way to do >the complete animation-toolchain with quake2-engine, blitz-3d has to be >re-considered. I hope you get the point. I hope that within one or two >weeks I have the tool-chain running, and then I can specify our >requirements more precisely. That ok? Blitz is already reconsidered. It is not portable nor open source. I can't implement a 3D engine myself, nor I have the interest to use Ogre 3D or similar... so I will code a 2D client for it. But i will do my best to support a 3D client. _________________________________________________________________ Add photos to your messages with MSN 8. Get 2 months FREE*. http://join.msn.com/?page=features/featuredemail |