From: Thomi R. <th...@th...> - 2003-11-25 10:51:08
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=2D----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 Hi guys: > > Sounds good! Should help in keeping up a shared understanding of the > design, as long as it doesn't get too bureaucratic (but it probably > won't, and I believe design and vision sharing are important in projects). > Yes, I absolutely agree. As far as I'm concerned, I believe that it is=20 important that *everyone* on the project knows exactly what we're creating= =20 here. not only will it help people with motivation (once they realise what = a=20 cool project this is), but it'll avoid confrontations later when there are= =20 disagreements about what was decided etc. etc. > Is this intended for the game design document only, or for collecting > general ideas about implementation and other aspects of the development > process too? > Because I'm involved with the game design, that's all I invented the proces= s=20 for. If this process applies equally well to other areas, such as coding/ implementation, then I think it's a much better idea to keep it here than o= n=20 the IRC channels. The main reason for this is because emails are much more= =20 permenant than IRC. OK, so jade and brenda have been on the project recentl= y,=20 and are supposedly logging everything, but (no offense to their creators/ hosters intended) I have reservations as to whether those logs will still b= e=20 around in 2 years time... > Btw, could we mention the things we are discussing in the subject, so > that it is easier to find stuff in the mail archives later? > Sorry, my bad ;( > The time and place of these entries could be provided automatically by > the game (client), making it easier to keep them organized. > > Perhaps even automatically log some things, such as perhaps what foes > the character killed, or what herbs he found in what place and at what > time of the day and year, or whatever the players are interested in > keeping track of (should be easy to add new logging triggers as > requested, once the basic log system is in place. Then just allow > players to select the triggers they want to keep active from a list). > yes! brilliant! I'm just waiting for a coder to tell me that it can't be done ;) > Logs like these might be useful for administration or debugging purposes > also, although it might be better to keep that a separate system.. > Still, if there's overlapping functionality it might be faster to > implement just one system than two. > > As a somewhat far flying idea, how about being able to log different > kinds of numerical values, and creating graphs of them? E.g. a player > could log character skill levels or network latency, and see how they > change over time, or an admin could log number of online players, and > see the graph floating or docked somewhere in the UI, or a developer > could log number of objects in the game or the frame rate, and easily > spot problems as they appear. > yeah..... while these would be very cool, I'm not so sure that they are a=20 requirement. Personally, I think a better approach would be to have some so= rt=20 of web interface to the server. The main reason I think this is because I'm= =20 afraid that the client will be too clumsy an interface for doing=20 administratve tasks; the client is being built to play games, not administe= r=20 the server, right? anyway, as always, I value your opinions... <snip section on maps> > How about being able to trade parts of maps with other players? > It seems this could add some interesting bussiness opportunities, > especially for explorers. The notes set by the map maker could also be > transferred, allowing the maps to be pretty informative and useful. > I thought about this, but I'm worried about the online economy (see recent = IRC=20 logs for a full discussion), and namely the effects of inflation. Every=20 single MMORPG I have come across has been bitten by rampant inflation. What= I=20 *don't* wan tto see happen is maps being traded on the street corner for 3= =20 g.p. What's more, I think that players will get more out of a map if they d= o=20 the hard work themselfs. besides, owning a map of the entire world would ma= ke=20 it a very easy game... it'd almost be like cheating ;P > > Could the map simply show a trace of the players movement? E.g. sample > the position every in-game hour or day, and add a path point. Shouldn't > take up too much space. > I invisiage multiple methods of transport around the online world. from=20 gnomish zepplins (W3 anyone?) to ships, mages guilds (Morrowind?), and much= =20 much more. I wanted to make it possible to map the permenant travel types.= =20 Someone has done just this for morrowind right here: http://www.rpgplanet.com/morrowind/travelguide/maptravel/travelmap.gif > How about being able to tell the game to automatically walk their > character to one of the points? (the character would start walking in a > straight line (or possibly later by following roads), and the player > could sit back and reorder the inventory or something..) Although this > is probably not the best way to do long distance traveling... > yeah, that's a possability... > > One final (and important) note to add is that the maps should be based = on > > what the client "sees", Rather than what the server knows is there. This > > is possibly one application that the client can fulfill quite safely. T= he > > reason for this is that the on line world as it is stored on the server > > will change from month to month. A war torn area one month may be > > peaceful the next. Where there was a great forrest, there's now a lot of > > burnt tree stumps ;) > > Good point. If trading maps is allowed, this could result in some extra > space requirements though, especially if the maps store things at > treestump level.. > > Do we want to use some kind of abstraction for these kinds of overview > maps? E.g. 1 x 1 km squares with some elevation and terrain type? > yes. I can understand that having a map without using some kind of abstract= ion=20 would be painful, to say the least... > It seems that there would be two different but useful scales of maps; > in-door or town maps, displaying things at a 1 x 1 m resolution or so, > and outdoor maps, at a 1 x 1 km resolution or so. > yes, agreed. > The detailed maps could be slower to draw or something, so players would > only activate that drawing where it is really needed. Aye, absolutely. Does anyone else have anything to say about this? =2D --=20 Thomi Richards, http://once.sourceforge.net/ =2D----BEGIN PGP SIGNATURE----- Version: GnuPG v1.2.3 (GNU/Linux) iD8DBQE/wzQV2tSuYV7JfuERAi/OAJ4lxSyyNmvxzKXnR7lqu6ew5zZvEwCgiNLs Nd0mXQmMInvuHTgFDIjG6Qk=3D =3Db8q/ =2D----END PGP SIGNATURE----- |