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From: <Sim...@br...> - 2002-09-23 12:29:04
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Hi, a few thoughts about our project website (not the game site): Desired contents: - collection of useful links (example games, other resources) - short description and status of the project - developers guidelines (overall design, conventions - yet to be established) - maybe FAQ - specific contact persons ? The questions that arise immediately are: - How can we all add content here? - Will there be one person who manages the site? - Will it be a quick and dirty HTML solution, or do we develop a customized system - maybe XML based? If we can use an XSLT engine like Resin on sourceforge, I'd suggest an XML solution and offer my workpower for it. I don't think it would be an overkill, since it can be kept quite simple. I'm not familiar with the sourceforge system, but I think it already provides solutions for the following issues, so we don't have to reinvent them: - bug tracking - documentation - CVS repository - tasks and subprojects Maybe we should also make use of the public forums when it comes to discussion of specific questions. I'd also recommend everyone to show h(is|er) personal skills ( goto http://sourceforge.net/people/editprofile.php ), which can be helpful in finding out the competences within our team. excitedly looking forward to co-working with you, Django |
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From: moxliukas \(P. Kudaras\) <mox...@de...> - 2002-09-23 11:49:04
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> This is the bit I'm looking forward to and its implementation into a > SQL Schema, I've got some ideas but will air them when there is a > general approval as to this is the direction we all wish to take... Actually this is quite a subtle problem: making an online game means that SQL is the most obvious way to store game data, but suppose we make a standalone version of the game? Surely people are not going to install a SQL database just to play a game? How would SQL DB solution scale? Petras Kudaras aka moxliukas |
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From: Dave B. <ba...@ma...> - 2002-09-23 11:39:27
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At 12:54 +0100 23/9/02, moxliukas \(Petras Kudaras\) wrote: >So far we have pretty much decided that we should do a RPG with a theme >related to Perlmonks. The game should have a web interface (at first) but we >should probably design it having in mind that we will probably want to add >more interfaces (GUI, text based, etc). We want to make a multi-player >version but that could be too difficult for a start so we can probably start >doing a single player version first (possibly with rudimentary multiplayer >features like the list of top scorers on the website). Sounds good to me, it could be built up over time, making it too complex at the start especially with a disparate development group could be 'the kiss of death'. The RPG & PM theme sounds good to me, though I liked the idea of a card/board variation, between maybe levels? I was originally for the idea of making it multi player but as you say, it would be difficult, so we should walk before we run. >Please correct me if I have misinterpreted something in the discussion and >comment if you still have any suggestions on the above paragraph. > >If we are settled on those issues, we could start thinking more about the >game itself and its rules. This is really one of the most creative tasks of >this project ;) This is the bit I'm looking forward to and its implementation into a SQL Schema, I've got some ideas but will air them when there is a general approval as to this is the direction we all wish to take... Dave |
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From: moxliukas \(P. Kudaras\) <mox...@de...> - 2002-09-23 10:59:46
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Hello all, So far we have pretty much decided that we should do a RPG with a theme related to Perlmonks. The game should have a web interface (at first) but we should probably design it having in mind that we will probably want to add more interfaces (GUI, text based, etc). We want to make a multi-player version but that could be too difficult for a start so we can probably start doing a single player version first (possibly with rudimentary multiplayer features like the list of top scorers on the website). Please correct me if I have misinterpreted something in the discussion and comment if you still have any suggestions on the above paragraph. If we are settled on those issues, we could start thinking more about the game itself and its rules. This is really one of the most creative tasks of this project ;) Waiting for ideas. Petras Kudaras aka moxliukas |
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From: Dave B. <ba...@ma...> - 2002-09-22 18:04:17
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At 19:50 +0200 22/9/02, Petras Kudaras wrote: > > Ideas... >> 1) A name for the site/game (PlayPerl, PerlPlay, PlayMonks) >> 2) Identity - a logo & colour scheme >> 3) Simple design at first so that everyone from Lynx to latest Gen >> browsers can view the site. > >As I was reading this, a thought struck me -- should we do one website or >two separate ones? > >We could have everything in one website and information about the project >itself in the "about" section, or we could have two separate ones: one for >the game itself and the other one for the project. > >The website style would heavilly depend on which path we take. > >Please comment on this. I reckon it would be two sites, at least for now, the 'project' info/website would be contained within SourceForge whilst the game site would be separate, at least that's how I see it. SF can contain notes, the home page, forums et al, that's what I was thinking anyway, why reinvent the wheel? The secondary 'gaming' site would be host to just the game, that would make debugging, stats, job control/permissions more manageable... [?] YMMV ;^) Dave |
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From: Petras K. <mox...@de...> - 2002-09-22 17:51:24
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> Ideas... > 1) A name for the site/game (PlayPerl, PerlPlay, PlayMonks) > 2) Identity - a logo & colour scheme > 3) Simple design at first so that everyone from Lynx to latest Gen > browsers can view the site. As I was reading this, a thought struck me -- should we do one website or two separate ones? We could have everything in one website and information about the project itself in the "about" section, or we could have two separate ones: one for the game itself and the other one for the project. The website style would heavilly depend on which path we take. Please comment on this. Petras Kudaras aka moxliukas |
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From: Dave B. <ba...@ma...> - 2002-09-22 14:47:51
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At 16:21 +0300 22/9/02, moxliukas wrote: >Hello all, > >We have had quite a good discussion so far and as others have suggested, we >should put some sort of information about the project on our website >(http://cplproject.sourceforge.net) for all the world to see. > >So far we can provide a general description of our project (pretty much the >same as a project announcement on Perlmonks) and some sort of FAQ (based on >the list of questions that have been circulated in this mailing list). Is >there anything else that we can already put on a website? > >If we want to start working on our website we will need some sort of a >website design. It probably needs to be as simple as possible. Would there >be anyone interested (and having the right skills) in doing the design? We >would probably discuss the design you will provide and then put it out for >the world to see. > >Any thoughts? I'd be up for doing a (basic or otherwise) design, my HTML skills are pretty good (been doing it since early '94). I agree we should start off simple, what would people like to see? Ideas... 1) A name for the site/game (PlayPerl, PerlPlay, PlayMonks) 2) Identity - a logo & colour scheme 3) Simple design at first so that everyone from Lynx to latest Gen browsers can view the site. Dave |
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From: moxliukas <mox...@de...> - 2002-09-22 14:14:42
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Hello all, We have had quite a good discussion so far and as others have suggested, we should put some sort of information about the project on our website (http://cplproject.sourceforge.net) for all the world to see. So far we can provide a general description of our project (pretty much the same as a project announcement on Perlmonks) and some sort of FAQ (based on the list of questions that have been circulated in this mailing list). Is there anything else that we can already put on a website? If we want to start working on our website we will need some sort of a website design. It probably needs to be as simple as possible. Would there be anyone interested (and having the right skills) in doing the design? We would probably discuss the design you will provide and then put it out for the world to see. Any thoughts? Petras Kudaras aka moxliukas |
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From: Thomas S. <Tho...@ms...> - 2002-09-22 13:48:07
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Something we might want to consider as well if we go this way (PM based e= nvironment) is to ask Wombat on Perlmonks for some of his ideas. He at on= e point was considering running a PM Role-Playing Game. And since everyone else has introduced themselves, allow me to do so: My name is Thomas Stanley, also known as TStanley on Perlmonks, and my no= rmal job is that of a Unix administrator. However, at the moment I am act= ually part of the U.S. Air Force since I was activated back in April. At = my Air Force Base, I can get my hands on a Linux server to do some develo= pment, and at home (I travel to and from on my days off) I can access bot= h Windows and Linux. ----- Original Message ----- From: Dave Barr Sent: Sunday, September 22, 2002 8:05 AM To: cpl...@li... Subject: Re: [Cplp-dev] An idea for a game At 13:10 +0300 22/9/02, moxliukas wrote: > > >We could pick up the Monastery as environment - several >> >rooms where players and game characters like Node Reaper >> >interact in some ways. There could be ways to throw in >> >challenges to be solved, and an XP-like score system. >> >I'm not a game expert and don't know the right terms for >> >what I mean. I'd say it could be a mix of text adventure, >> >trivia, chat, role game and maybe some AI characters. >> > >> But would not such a game take away resources from the site? Unless >> people are going to increase their donations, Vroom might not go for = it. > >I think what he meant was only borrowing characters and concepts from >perlmonks, not actually generating traffic and tying the actual perlmonk= s >with the game. At least that's what I understood and that was where the >discussion heading. >Correct me if I'm wrong. Absolutely, this would be a separate server/system, perlmonks is =20 bogged down enough without gamers using up more valuable bandwidth. I =20 believe where we are heading with this is a PM theme... though I =20 could be wrong. Anyway its great to see so many ideas getting thrown around, lets keep it= up. Dave ------------------------------------------------------- This sf.net email is sponsored by:ThinkGeek Welcome to geek heaven. http://thinkgeek.com/sf _______________________________________________ cplproject-developers mailing list cpl...@li... https://lists.sourceforge.net/lists/listinfo/cplproject-developersGet mor= e from the Web. FREE MSN Explorer download : http://explorer.msn.com |
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From: Dave B. <ba...@ma...> - 2002-09-22 11:56:50
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At 13:10 +0300 22/9/02, moxliukas wrote: > > >We could pick up the Monastery as environment - several >> >rooms where players and game characters like Node Reaper >> >interact in some ways. There could be ways to throw in >> >challenges to be solved, and an XP-like score system. >> >I'm not a game expert and don't know the right terms for >> >what I mean. I'd say it could be a mix of text adventure, >> >trivia, chat, role game and maybe some AI characters. >> > >> But would not such a game take away resources from the site? Unless >> people are going to increase their donations, Vroom might not go for it. > >I think what he meant was only borrowing characters and concepts from >perlmonks, not actually generating traffic and tying the actual perlmonks >with the game. At least that's what I understood and that was where the >discussion heading. >Correct me if I'm wrong. Absolutely, this would be a separate server/system, perlmonks is bogged down enough without gamers using up more valuable bandwidth. I believe where we are heading with this is a PM theme... though I could be wrong. Anyway its great to see so many ideas getting thrown around, lets keep it up. Dave |
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From: moxliukas <mox...@de...> - 2002-09-22 11:04:09
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> >We could pick up the Monastery as environment - several > >rooms where players and game characters like Node Reaper > >interact in some ways. There could be ways to throw in > >challenges to be solved, and an XP-like score system. > >I'm not a game expert and don't know the right terms for > >what I mean. I'd say it could be a mix of text adventure, > >trivia, chat, role game and maybe some AI characters. > > > But would not such a game take away resources from the site? Unless > people are going to increase their donations, Vroom might not go for it. I think what he meant was only borrowing characters and concepts from perlmonks, not actually generating traffic and tying the actual perlmonks with the game. At least that's what I understood and that was where the discussion heading. Correct me if I'm wrong. Petras Kudaras aka moxliukas |
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From: moxliukas <mox...@de...> - 2002-09-22 10:54:17
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> My name is Mathew. I am Marza on the Monks site. [...] > As to gaming well I have been doing that for awhile. I am probably one of > the original D&D guys as I started when it was just 3 little books. Still > have them somewhere. Have not played the paper style in a looong > time. Heck still have all the lead guys somewhere too. Welcome! It is really nice that you have a lot of experience in games, because so far none of us seem to have worked on game development. I am sure your experience will prove very useful for us and we will have a lot to learn from you in terms of game design and ideas. Glad to have you on our team, Petras Kudaras aka moxliukas |
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From: Mathew S. <msh...@sy...> - 2002-09-22 01:45:51
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>How complex do I want this project to be? Simple but a path to build on it. >What are the goals of the project? Learn some game theory along with leaning the code. >What features do I need/want to include? AI would be a great feature as some don't really want to play against others. However, this should be added later I would think. >Stand alone application or web-based? Web based can be a pig, especially if we get heavy into graphics. Well I guess it would depend on the amount of people that use modems? >Cross platform? Absolutely. On the monks we are have many platforms. We should probably limit to two to start. Probably Linux and Win32. >Single or multi-player? Start Single and add the multiplayer? Multi can be hard as 3DO released Heros4 ( A line with multi capability) without the multi option. They added it later. >Allow play over a network(if multi-player)? Yes. >Text-based or lots of graphics I would think a combo of both. Would we want to start out with text and do a Zork type of thing? >and of course... >How am I going to solve the problems and challenges using Perl? Oh I forgot to say. My wife is a graphic designer. I could probably talk here into doing things. ;-) |
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From: Mathew S. <msh...@sy...> - 2002-09-22 01:37:07
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I guess I should introduce myself. My name is Mathew. I am Marza on the Monks site. I would label myself more of a junior programmer as I am a Wan/Lan Engineer for a small company. I have been doing the Perl thing for about a year. Mainly Win32 as we are mainly a Dell shop. I do get some unix time in. What scripting I have done are more along the lines of system administration automation(ie virus software checks, auto upgrades, etc.) Just started dabling with RedHat. As to gaming well I have been doing that for awhile. I am probably one of the original D&D guys as I started when it was just 3 little books. Still have them somewhere. Have not played the paper style in a looong time. Heck still have all the lead guys somewhere too. Mainly computer games now RPG, strategy, and war. Looking forward to working with you all! Mathew |
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From: Mathew S. <msh...@sy...> - 2002-09-22 01:32:10
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If anybody played the Might and Magic series, they should remember they had the acromage game which was a card game you played in Taverns We could include something like that or as suggested the trivia game. I like the idea as it breaks the routine of the standard hack and slash rpg. At 11:41 AM 9/21/2002 -0400, Michael Eaton wrote: > > Well I hope that we will start coding pretty soon - like in a > > week or two. Even if we haven't decided on the game rules by > > that time, we can start coding our website at > > http://cplproject.sourceforge.net to keep anyone interested > > with the project, but not on the development team up-to-date > > with what is going on ;) > >I agree. I always hate to go to a SourceForge project and then not see >a "Home Page"... > > > True. RPG is most fun but also the most difficult one - both > > in ideas and coding IMHO. > > > > > The board-type games could be things like trivia (something akin to > > > Jeopardy, Trivial Pursuit, etc.) that would be flexible enough for > > > either a single-player or multiple players as well as having > > > customized categories, questions and answers. > > > > <idea> > > Or, you can incorporate trivia game in an RPG game, so that > > if you want to pass to the next level, you need to solve some > > trivia problem. </idea> > >That's a great idea. :-) > >Since there are already 10 members that want to contribute to this >project, it would be nice to hear what they think. > >mike > > > >------------------------------------------------------- >This sf.net email is sponsored by:ThinkGeek >Welcome to geek heaven. >http://thinkgeek.com/sf >_______________________________________________ >cplproject-developers mailing list >cpl...@li... >https://lists.sourceforge.net/lists/listinfo/cplproject-developers |
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From: Mathew S. <msh...@sy...> - 2002-09-22 01:28:06
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At 06:15 PM 9/21/2002 +0300, moxliukas wrote: >----- Original Message ----- >From: Dave Barr <ba...@ma...> >[...] > > Well, I actually like the idea of an RPG over a board type scenario, > > but that's only my opinion (not knocking the idea/s though!). > >As I have already mentioned, I also like the RPG better, but this style will >provide more challenges. > > > Michaels solution from an earlier mail of a 'turn based system' seems > > to me to be a potential winner, rather like the 'votes' on PM. Other > >Yes, turn based system is the way to go. It will eliminate the time zone >problem. >However this is interesting in how we implement this: we have cron on *NIX >systems to run scripts at the time when midnight comes to sum up the game >scores for the day, but what about Windows? Is "at" scheduler enough for >this? It also provides some portability problems. Surely something to ponder >about ;) One thing I do remember with a similar approach game. Many of the players figured out when the new turns rolled so many would start playing like 1/2 hour before the new turns so they could get many at one session. Don't know if this is a problem but just mentioning it. |
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From: Mathew S. <msh...@sy...> - 2002-09-22 01:24:55
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Hmmm I don't know about the card games as I have seen my workers here playing the versions on Yahoo. The games is more for the developers but would we not need a base of players for bug detection etc? As the time zones, we could make the game so that it is 24 hours play time. I do remember a game that was back in the BBS days (no I am not that old! ;P) Basically it centered on the concept of guilds. You had guild leaders, guild halls, merchants, etc. You did things like defended your guild hall against the others as you could get your funds raided, graffitied on the guild message board. There was also an underworld that you could do for adventuring. It was not really interactive but if your turns ended and you were at a spot, you could get attacked by other players. Basically, your player becomes an NPC to them. So you go to bed wake up the next day and found that SO and SO killed you and took your stuff. There should not be any legality stuff because this was about 20 years ago and I know the guy basically gave up with computers.... Just my .02 At 10:04 AM 9/21/2002 -0400, Michael Eaton wrote: > > Just to put in my 0.02c I actually like your (Petras) idea of moving > > away from the standard RPGs (D&D, Call of Cthulhu etc), the > > underlying design of the game 'should' be capable of supporting many > > themes (maybe something to think about?). Having a Perl theme linked > > with PM seems to me a good idea, we'd get more support from the > > community and it would be an original approach to an old idea, not to > > mention quite amusing (I like the idea of doing battle with > > NodeReaper). > > > > I'm in this mainly to see how a collaborative project can work, we > > use CVS at my work but SouceForge 'seems' a good idea, has anyone > > used SourceForge before? We should also sort out at some point who > > has the skills to do each job HTML, SQL,Perl, Graphics design etc. > > > > Having a 'real-time' "talk/fight/trade/whatever" system wouldn't > > really work IMO as the time zones would mean only certain players > > would ever meet each other at certain times, this will require some > > nifty thinking to come up with a new approach. > >Just to throw a curve-ball at you guys, what would you all think about >something other than a game? I agree with Dave that time zones will >affect the design of pretty much any game we think of, but it wouldn't >affect a more practical application (something business or >home-related). Since this is a learning project, it obviously needs to >hold the interest of those involved, but it also needs to be big enough >so there are enough tasks to go around. > >I realize a game is something many will be interested in, I just hope we >don't get bogged down with making a decision. The only other project of >this type that I've even been remotely involved in has taken almost 2 >years to even decide the direction they want to go (it's a Delphi >project for creating a business application framework). > >The way I see it, as it relates to games, is like this: > >1. Multi-player, RPG-type game >2. Single-player, RPG-type game >3. Single-player, board-type game >4. Multi-player, board-type game >5. Multi-player, card-type game >6. Single-player, card-type game > >As for the RPG-type games, I think we all agree that it would be cool to >tie it to Perl Monks somehow and integrate things like Node Reaper, etc. >The challenge here would be to create something original that wouldn't >limit either the "theme" of the game or the ability of people spread >over the planet to play. > >The board-type games could be things like trivia (something akin to >Jeopardy, Trivial Pursuit, etc.) that would be flexible enough for >either a single-player or multiple players as well as having customized >categories, questions and answers. > >Card games....well, anything goes here...there are a lot of games out >there, many require single players, many require multiple. > >Thoughts? > >mike > > > >------------------------------------------------------- >This sf.net email is sponsored by:ThinkGeek >Welcome to geek heaven. >http://thinkgeek.com/sf >_______________________________________________ >cplproject-developers mailing list >cpl...@li... >https://lists.sourceforge.net/lists/listinfo/cplproject-developers |
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From: Mathew S. <msh...@sy...> - 2002-09-22 01:13:01
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Interesting Idea. We could propose and they might like it. But would not such a game take away resources from the site? Unless people are going to increase their donations, Vroom might not go for it. Doesn't hurt to ask though! ;-) At 06:12 PM 9/21/2002 +0200, Simon Leidig wrote: > > Well, I actually like the idea of an RPG over a board type scenario, > > but that's only my opinion (not knocking the idea/s though!). > > Michaels solution from an earlier mail of a 'turn based system' seems > > to me to be a potential winner, rather like the 'votes' on PM. > >Hi, > >I like the idea of a turn based, PM related board game. >We could pick up the Monastery as environment - several >rooms where players and game characters like Node Reaper >interact in some ways. There could be ways to throw in >challenges to be solved, and an XP-like score system. >I'm not a game expert and don't know the right terms for >what I mean. I'd say it could be a mix of text adventure, >trivia, chat, role game and maybe some AI characters. > >But that might be too complex to start with. Maybe we >should try to find a simple but highly extensible basic >structure - a turn based model perhaps. > >just my EUR 0.02 > >Django > > >------------------------------------------------------- >This sf.net email is sponsored by:ThinkGeek >Welcome to geek heaven. >http://thinkgeek.com/sf >_______________________________________________ >cplproject-developers mailing list >cpl...@li... >https://lists.sourceforge.net/lists/listinfo/cplproject-developers |
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From: Joshua K. <kr...@be...> - 2002-09-21 20:44:56
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All, I am very impressed that I pulled my typical sleep till noon and I found 21 messages in my inbox. I hope this enthusiasm remains throughout the course of the project. This will be my mandatory introduction. I am Josh Kruck, krujos on pm and yahoo messenger. I work for a software company full time and do a little Perl development there, but its mostly C / C++. My development is entirely on UNIX, although I do have a windows box to check my email occasionally. I am also a college student, or what remains of one. I am getting my last two credits this semester (Golf and a theater production... the things you can put off). I would like to propose something to the game Idea. Form what I have read it seems that we will be building a rpg. This is good for me since I love those games... Most of the discussion has focused on turn based vs. ... I would like to propose a semi turn based system akin to muds and newer rpg games like Baulders gate or Never Winter Nights. Basically movement is unrestricted, so a player could walk from room to room, look at items, equip items etc. without any restrictions. If another player walked into the room, or tried to interact with you (strike up a conversation, cut your head off etc.) the server would update you and allow you to choose your response. I think this methodology has two advantages. #1 Playing is not restricted, (i.e. you don't run out of turns) you don't run out of things to do or NPC's to kill etc. #2 It keeps the game much more interesting because there is a real time feel to the game. Concerning players logging off and such I believe that has been addressed in previous posts with saving and things of that nature. Regards Josh |
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From: Joshua K. <kr...@be...> - 2002-09-21 20:28:55
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Hmmm... I just thought about this one... Will the game have an end? Like achieving the ultimate goal and then you are done. Or should it be an ongoing thing with people gaining points but not reaching the end? Petras Kudaras aka moxliukas You could always do something like the old mud games. You attain the level of master, through xp or whatever and then you become a creator / administrator and start writing quests, offering help to other lesser experienced players etc. Josh ------------------------------------------------------- This sf.net email is sponsored by:ThinkGeek Welcome to geek heaven. http://thinkgeek.com/sf _______________________________________________ cplproject-developers mailing list cpl...@li... https://lists.sourceforge.net/lists/listinfo/cplproject-developers |
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From: moxliukas <mox...@de...> - 2002-09-21 19:50:13
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> > Stand alone application or web-based? > > I think many of us are assuming this will be web-based, but we'll > definitely want to get consensus on it. I would think that we should do it in such a way that it would be easy to provide alternative interfaces (GUI via wxWindows, GUI via Tk, console, web, wap, what-not). This would probably mean that we will need to at least provide some sort of API. At first I thought that it could be done in a simple TCP client/server model but this would be an akward way for the web interface (which will probably be the main one). So, maybe we could make it via SOAP or XML-RPC interfaces? This is open for discussion but I would think that we should not "lock ourserves" in a web interface only. > > Cross platform? > > I think it has to be. Yes. As far as I know there are programmers from very different backgrounds here, some doing mostly Windows programming, some strictly from unix world and some doing both. For example I am usually developing on Windows, but I also have a FreeBSD machine. So yes, we should strive for cross platform applications IMO. > > How am I going to solve the problems and challenges using Perl? If we are really stuck, perlmonks.org should help ;) > > I suggest that we answer these (and probably many other) > > questions before we go too far into the planning of the > > actual game. From the answers to these questions we could > > write up a short but useful definition of the project. I > > think this would help the group to focus on specific goals. > > We could also post this on the sf page for new prospective members. > > Agreed. Me too. > > btw, does anyone have experience with game coding? Not really. Petras Kudaras aka moxliukas |
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From: Michael E. <mj...@si...> - 2002-09-21 18:34:08
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> When I think about approaching a project like this, the first > things I would think about might be: > > How complex do I want this project to be? Start simple and then progressively move into something more complex. > What are the goals of the project? Overall, it's learning, but I think you're talking about he goals of the specific project we choose, correct? > What features do I need/want to include? ?? > Stand alone application or web-based? I think many of us are assuming this will be web-based, but we'll definitely want to get consensus on it. > Cross platform? I think it has to be. > Single or multi-player? > Allow play over a network(if multi-player)? > Text-based or lots of graphics > and of course... Well, you've seen the discussion up to this point. :-) > How am I going to solve the problems and challenges using Perl? Perl? Who said anything about using Perl for this project? <gd&r> > I suggest that we answer these (and probably many other) > questions before we go too far into the planning of the > actual game. From the answers to these questions we could > write up a short but useful definition of the project. I > think this would help the group to focus on specific goals. > We could also post this on the sf page for new prospective members. Agreed. > btw, does anyone have experience with game coding? Nope... mike |
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From: Andrew B. <an...@br...> - 2002-09-21 18:27:38
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Hello list, Good discussion so far. (This has been live for, what...twelve hours?) When I think about approaching a project like this, the first things I would think about might be: How complex do I want this project to be? What are the goals of the project? What features do I need/want to include? Stand alone application or web-based? Cross platform? Single or multi-player? Allow play over a network(if multi-player)? Text-based or lots of graphics and of course... How am I going to solve the problems and challenges using Perl? I suggest that we answer these (and probably many other) questions before we go too far into the planning of the actual game. From the answers to these questions we could write up a short but useful definition of the project. I think this would help the group to focus on specific goals. We could also post this on the sf page for new prospective members. Then we could start to divide the project into tasks/areas and, like Dave said, find out who's best at what. Some members may be more creative and thus focus on ideas & concepts for the game, some may just want to code, etc. btw, does anyone have experience with game coding? Regards, Andrew ...or juanbro if you care |
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From: moxliukas <mox...@de...> - 2002-09-21 17:30:00
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> on, I code for *nix. As for updates a cron job could be fired up > every hour and a timestamp tested against a players time zone, if > midnight in their time zone then the updates occur... just a thought. The way it is done on perlmonks is that votes are distributed during midnight localtime of the perlmonks server. Thus you need only one check a day and this keeps a "turn" for all users nicely in sync. Petras Kudaras aka moxliukas |
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From: James M. <th...@in...> - 2002-09-21 17:02:32
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Hey, all. I suppose I should introduce myself vaugely, since this is my first post. I'm James Mastros, [theorbtwo] on perlmonks and AIM. I've mostly used perl for as a practicle extracting and reporting language, strangely enough. I've also done a decent amount of CGI and LWP work. Mostly I do quick-and-dirty needs-to-be-done-last-week internal-use stuff. I'd like to propose as a project a multiplayer nethack-alike game. Essencialy, the game would be much like nethack, except you wouldn't be the only PC (Player Character) in the world. There would have to be some extra rules, spells, etc, of course... you would have to have some way of (somwhat) safely staying at the end of your playing. I was thinking of a number of ways to do it... An "Inn" type of store, where you could pay a certian amount to stay in complete saftey for a given amount of time. Spells of temporary stoning, invisibilty, grave generation, wall-merging, etc... There might be the option to send mail in-game... though having the mail deamons take time dependent on the distance between the two players is a must. You should be able to talk to all players within a certian radius of you. I was thinking about having explicit options to trade equipment, and I'm thinking its a bad idea -- you should have to drop the items, drop money, move, and pick up. That way, you get the proper oppuritunity to steal or cheat each-other. It may be possible to mail items... but perhaps it should be non-free. I'm also thinking that games shouldn't be turn-based, in that you shouldn't have a limited number of turns you can make per day. There are two major reasons why you'd want to. The first is to level the field rel. how much time people have to play the game. That's not a good thing, IMHO -- people who play more should be able to do better -- or worse, if their skill level is such. The other reason is to limit the amount of time people spend monoplizing a modem playing "doors" instead of chatting, emailing, and suchlike on the BBS. That isn't really a concern for us -- the amount of bandwidth a game like this would take up would be very minimal, even if we're terrably innefecent about it, and with TCP/IP, you don't have a limited number of possble connections. -=- James Mastros PS -- Please excuse my terrible spelling. -- __________________________________________________________ Sign-up for your own FREE Personalized E-mail at Mail.com http://www.mail.com/?sr=signup |