Ok,
many many new ideas and classes layed out. Its nice to see something like this being born and whats better is being a integral part of it.
Thankyou peepz for helpin out.
It's royal epicness will be described as follows:
Items can have artificial intelligence scripted to them: ie: players can control an object with a magic spell. it would in essence turn the static object into a mob.
useful feature of the day...
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people could take shots and jump to different areas while fighting. Other users could pose a threat to the attacker or victim by jumpin in on the battles. Of course AI will determine worst threat and attack while doging bullets/other forms of attack from weaker opponents. Would make fairly interesting in a realtime client ie:flash or java <shudder> or C++ standalone client <probably awesomest option> that renders graphics from a downloaded package downloaded to hard drive and sound too. If we create in a class form we could handle far out stuff.
Like say we could have the user buy a personal radar that he could implement either externally or internally (as a quicker radar at the cost of a piece of their humanity, essentialy turning human close to cyborg.
another topic
aiming engine
-- user could select his default target area (ie. user wants to have the autotarget target the head of their victims) the program would calculate probability of user accomplishing this based on the characters stats, if the user can actually find a head (if it doesn't it can switch to next definable location but not change users default setting).
Some example stats are accuracy, how experienced he is with his weapon, other modifiers like infravision (positive modifier in dark places, negative modifier in light places if say they buy infra-optics an attachment to the eye that improves clarity of vision in dark areas however in light areas they must shut off image lest they burn out their vision).
Also if we wanted computers in the game (hey not everything has to be a dreary dungeon filled with blood and tears), we could have hackers (ie people who bought something to tie into the network could hold cyber battles and such). Depending on type of connection would determine how vulnerable their body is to detecting attacks from the physical world while concentrating on the computer and gaining access to other computers in the game to have cyber battles against other users. Type of computer could be desktop, laptop, pda, terminal, cellphone, micro, embedded into person (ie: person actually gets cyberware implanted into body for access to the network inside the game). On that last option it would leave the persons physical body more vulnerable to attacks as some of the objects might fully embed the user in the cyber world and leave their physical form on the outside world frozen. So if some security guard came in while they were hacking they could attack and the person might get a critical hit against him depending on his awareness of the outside world from inside the terminal. The person could also suffer a mind shock if pulled out from integration into the network fairly quickly (ie. user has to fight security guard that attacked him and must unplug out without loggin out or activating the detach software). Internal programs can be bought to assist in cybercombat. They could load this into their connecting device to like say help em dodge a certain level encryption in a file server. Some computers can be on a seperate network too.
Say you enter a building as part of a quest. The quest is go into building headquarters, take out guards, go to the thirteenth floor, interrogate doctor monroe, get information on password for a computer on the 19th floor. So you take the elevator to the 19th floor and access computer there using the password you got outta that pig monroe. Security guards can have a timed movement code. You can set the path of their patrol. And player can analyze and use appropriate countermeasures. Like they could cast 'invisibility' while hacking at the closed network terminal. But in order not to be detected they would have to stop typing whenever the guards within range, lest the guard here them.
As well automobiles could be attached to the player object and increase movement time, and car will keep driving in a direction unless the character stops it or turns it off or parks it, or user turns in an area. Vehicles would also have flags as to were they can go (ie a car can't go close to a tree but a dirtbike can, or a bike can't go over a wall, but a VTOL Jet could (heheheh).
Terrain would be mapped to an array. We could have some crazy stuff here. I'm thinking a forest generation engine that could generate a set area via a set algorithm every time server boots up. Like put random treasure in proximity of area 1055 - 1090 of zone magical forest; bury treasure under mound of sand. Then on the tile map it would show the picture of a mound of sand overtop of previous tile with a transparency. So the computer could send the image link to the browser and have the client pull it and cache it. So game could offer real time download. and change of skins. Some other items have different elevations like hills and stuff. and have an overall terrain view... sorta final fantasy style... and when they go into a city... it loads in the city tileset and they play in there.
We Gzip the output from the script, send down to the client, have client uncompress in realtime (most browsers already do this 8 ) ). Have already implemented this in my DHTML Tile engine an took the time to refresh down to 1.5seconds (and have you seen the size of the rendered document for the tile engine?)
http://24.72.43.204/rpg/mymud/mud1/class_TileEngine.php
is the link to that. I know I know... some bugs and only works in ie... if some user is good at Javascript and would like to help on this one tell me. This is going to be one of the graphical gaming clients that can run from behind any firewall, and later will not need cookies on users end to keep track of him. So will be not the best looking client, but playable on alot of machines. Hint hint, nudge nudge.
I could talk all day here, coffee with some peepz is why I won't 8 ). I'll be back on later to really go off. 8 )
I'm hearing some excellent stuff from wynder on this project (good dedication). I heartily welcome you to this project. With your help we can do this.
Cheerz,
IRBOBO
p.s. What happened to alot of you other people? You were active but now you disappeared. Well anyway if you want to find me I'm usually on #php , #phphelp, #php.net, on undernet. 5x outta 10 you'll find me there.
A great way to discuss in realtime with you guyz, and help from other people regarding programming issues.