Hi, I need to get this out in the open. For as long as I can remember I've wanted to make a mud of my own, and I have the perfect plan for one. I've got the framework of the mud layed out perfectly in my mind and everything, it'll be extremely awesome when its finished. I said when, not if. Here's the problem. I have absolutely no idea where to start programming wise. I want it to be a custom codebase because none of the codebases around are adaptable enough for what I want this mud to be, and I refuse to lower it to adapt to any of the codebases on the net anywhere. I suppose I should give out some details. The mud is going to be a Dragon warrior, or Dragon Quest mud if you prefer. It will have multiple plots and storylines to complete, things like you'd find in the game. Basically, here's how it'd work. You create a hero, customize him to your liking using full customizability or classing and then pick a world for him to go into. He will go into that world and you can do whatever you want there, the main plot of the world, all of the sidequests in the world, explore wherever you want to, I think you get the point. I have no ideas for worlds at the moment, but I could think of some easily enough. Every time you beat the main plot of one of the worlds, you'd unlock another customizable character to travel with you in your party and be switched out with the other characters that join up with you in that world whenever you want. You'd be able to keep that hero's level in the world he was in, for example, you beat the main plot of one of the worlds with a level 70 hero, he'd be level 70 in that world, but if you started him in another world he'd have to start back from level 1. This would leave the plots and bosses and all completely balanced. You'd be able to go back to any of the other worlds any time you wanted though and still have your level 70 hero, even if you put him in another world. There could even be expansions to worlds and such. It would be awesome. Well, now that you know a bit about the basic framework, time to get down to the meat of what I want the game to be like. For those of you who have played godwars II, that is what I want the movement system to be like. This would allow for targetting people in towns to talk to, and buildings to enter, and even opening chests and stuff ALA RPG style. You'd be able to do everything you can in the games, even up to picking up barrels and breaking them to find treasure. It'll be an amazingly simple interface, probably one of the simplest to date. You'll move around using targetting, like in godwars. You'll be able to target coordinates, and spacific things, like villagers and buildings. When you're out on the world map, you'll be able to target towns and dungeons. Your action button, so to speak, will simply be A. Using this, you could just walk up to a barrel using the targetting system, hit A, and your guy would pick it up. Then you hit a againt to throw it and your guy breaks the barrel, automatically collecting any treasure inside. Same for opening chests, doors, and whatever else. Obviously the look command will still be there, and that'll be good for finding doors on buildings. You'll be able to move around the building, and when you look at it, it'll tell you where the door of the building is. You press A when you've reached the door and your guy will walk through it and into the building. Then the description of the building will tell you where the door out is, and you'll be able to target it with the target command and walk back out using the A button. Talking will be simple. If you want to talk to someone, you go to them and press a. This will bring up whatever they have to say, and it will be in convensional RPG style, not just all crammed into one line like most games do. They 'll say maybe a sentence and then you hit enter to go to the next sentence they have to say. If a choice needs to be made, it will pop up a menu with the choices that can be made, and you'll select one using the numbers presented. This is also how shops would work, it'd pop up a menu of the items the shop sells, stats and all. You simply select one to buy it and the shopkeep will ask you if you're sure, you choose yes and the item is yours. There will be a menu accessible using the m key. This will bring up a menu similar to the one seen in most dragon warrior games. It will let you cast out of battle spells, there will be an option for talk just to keep the classic feel of the game in, there will be your items and equipment and whatnot to select from, you will be able to pick stats to see your party's stats. Also keeping with the spirit of the game, you will actually have to find save points, which will most likely differ based on the world. At these save points you will be able to save, revive lost characters, see how much experience is needed to level and so on. So now you know about the movement and menu mechanics and how I want them to be. Now, onto the battle mechanic. On the world map when moving between villages and things will be random encounters. I will keep these carefully regulated so you do have to fight while walking across the map, but I will try to keep them from being to the point of irritation as they tend to get in console RPG's. The battle system will tel you the enemies you've encountered, and most likely, just for realism's sake and because I think ti'd be cool, describing your party unsheathing their various weapons and preparing for battle. Then, it will pop up a menu of numbers to begin the battle. On this first menu you'll be able to pick from three options, more if I can think of more. Attack, flee, and talk. Attack will begin the process of your characters attacking. Based on your battle plan, which you can set out of battle, this will do several things. If you have it set on manual, it will bring up a menu for each character, asking you what you want that character to do. You'll be able to pick from fight, abilities, spells, items, parry and psyche up. These will be obvious to any dragon warrior fans, but I see no real reason to describe each option in this email aside from the mechanics of each. Fight will simply make you attack. Abilities will bring up a list of abilities for your character to use, fully described of course, same with spells and items. Parry will put your character in a defensive position so his damage is halved and he can dodge better, but only for one turn. Psyche up begins to fill your tension meter, which can build to 50, 100 if you get a certain item. This gives damage multipliers to your attacks. The battle system will be fully descriptive and very well written, I'll likely even put in delays for screen readers, or try to anyway, it'll be hard with jaws's variable speed, but I wouldn't want it reading through all the combat extremely quickly, I'll likely put a couple seconds delay between each attack, and allow the user to pick the speed of their screen reader if they choose to use the blind users options. That's basically the mechanical framework of how I want the game to be layed out. There's probably more to it than that that I've left out, but this email is getting massive by now. So all I have to ask is for help. Anyone willing to help me along in any way with this project, especially if you know anything about coding, please contact me on my messengers or even email me off list. As I said, I have no idea where to begin coding this thing, so I'll likely need a lot of help, especially since I want it to be custom. I know this probably isn't the best place to ask for oprogramming help with a mud, but its pretty much my last resort. I don't want this project to slip away into nothing, I need to get it off the ground, its been bugging me forever. So once again, if anyone is willing to help in any way, even with world and and plot development or even suggestions for mechanics, feel free to contact me on messengers, off list or on list discussion. MSN: [EMAIL PROTECTED] Aim: elementalblades0 I hope you like my ideas, and I'd really like to see this project go places. Tell me what you think, and feel free to ask questions if this email doesn't seem clear enough, its pretty late and I'm kinda tired. Thanks for reading. ----- Original Message ----- From: "aaron danvers-jukes" <[EMAIL PROTECTED]> To: "Gamers Discussion list" <[email protected]> Sent: Sunday, January 07, 2007 10:25 AM Subject: Re: [Audyssey] Dark is Baaaack!
>i am learning a programming language known as "just basic." This is no >where > near as powerfull as vb, but since i don't know where to start to learn > that > i thought just basic will do for now. > regards, > aaron > > > _______________________________________________ > Gamers mailing list .. [email protected] > To unsubscribe send E-mail to [EMAIL PROTECTED] You can > visit > http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make > any subscription changes via the web. > _______________________________________________ Gamers mailing list .. [email protected] To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
