Well, that sort of games is called MMORPG in main stream. is it actually
rpg or not is debatable question.
For the game concept i have only general vision of the game play
process, with different degree of deep. I am not very good in writing
It will be a first-person, because i think that this view enables more
diving into the game atmosphere. The players can explore the world and
interract with each other. I think you can imagine a lot of features
which is possible in such sort of game, so i don't want to write huge
list of features. I just want to describe interesting solution i
considered about combat. When you are in fight with one victim, it will
be easy to do your best. But i want to enable big parties of players and
monsters (say 5 characters in a group). Consider there are different
classes of characters. The mage needs to cast his fireballs on the most
appropriate victim, cleric must heal his most damaged friends, fighters
must stay in contact with alien fighters etc. It can be very difficult
to figure out what are going around you and how to react appropriately.
For eliminate this we can implement a time slowness area around the
combat. For example, if you start fighting with single victim, there is
no time difference. But if there are three opponents, the game will
create time sloweness zone around them. and when another players come up
enough to enter the fight, the time will be also slowed for them.
Let's now dive into the technical part. I selected c++ as a development
language both for client and server. I plan to use lua or python for
writing quests. For client, i have resourcing, modern 3d sound system
with lot of features (based on FMODEX), my own input action mapping
(SDL), tts module (for now only sapi5 on windows), prototype of UI
(menus, dialogs, edit fields) and networking (boost::asio). I am using
GNU gettext for localization. all of this (besides sapi) is crossplatform.
Server: there is basic networking and collision detection of 3d
primitives. A lot of work must be done here.
I think that prior to developing game story i need to have working world
(walking and chatting). However, i incline to historical world or
mythology (perhaps russian?)
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