Re: [Audyssey] Creating Roll Playing Games From Scratch

2009-07-25 Thread Pranav Lal
Hi Thomas,

I was under the impression that xml was more structured so you could query
it easily using xPath or parse it using xerces or a similar utility.

Plus, how would you validate your text file? You could compare the xml with
the xsd and validate the xml source quickly.

Pranav 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Friday, July 24, 2009 8:49 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Creating Roll Playing Games From Scratch

Hi Pranav,
Well, I really dont' see any advantage in using xml over text files for 
storing game info. A flat database is basically nothing more than a text 
file with info separated by commas, and that is easy enough to implement 
if I wanted to.
Smile.

Pranav Lal wrote:
 Hi Thomas,

 Why not use XML? You may be able to get the same advantage as in a
database.

 Pranav


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Re: [Audyssey] Creating Roll Playing Games From Scratch

2009-07-25 Thread Pranav Lal
Hi Thomas,
I hear you. However, my question relates to the stage where you are writing
the story for the game in a word processor. Or, do you start writing
directly in a database?

If you go to http\://www.ffproject.com or http://www.projectaon.org, you
will find a number of downloadable game books.  They are word documents
consisting of numbered sections. You choose the relevant section based upon
dice roles etc. My question relates to writing those numbered sections. When
I am writing the game story before writing the code, how do I keep track of
the different paths the character could follow?

Pranav

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Friday, July 24, 2009 8:53 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Creating Roll Playing Games From Scratch

Hi Praniv,
That is basically why you would use a scripting language such as perl, 
javascript, or php. The scripting language can help keep track of where 
you've been, what adventures you have completed, and so on. You could 
store that info in a database or parce it out to a text file for later use.
HTH

Pranav Lal wrote:
 Hi Thomas,

 This is an excellent post and I have archived it. One question. Could you
 elaborate on the process of making a game book? How do you write the
various
 alternatives and keep track of them? For example, let's say that our
 protagonist is called Peter. Peter can do two things. He can either go to
 the pub or go to the old barn. If he goes to the pub, something else
 happens. If he goes to the barn then something completely different
happens.

 Pranav


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Re: [Audyssey] Creating Roll Playing Games From Scratch

2009-07-24 Thread Thomas Ward

Hi Pranav,
Well, I really dont' see any advantage in using xml over text files for 
storing game info. A flat database is basically nothing more than a text 
file with info separated by commas, and that is easy enough to implement 
if I wanted to.

Smile.

Pranav Lal wrote:

Hi Thomas,

Why not use XML? You may be able to get the same advantage as in a database.

Pranav


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Re: [Audyssey] Creating Roll Playing Games From Scratch

2009-07-24 Thread Thomas Ward

Hi Praniv,
That is basically why you would use a scripting language such as perl, 
javascript, or php. The scripting language can help keep track of where 
you've been, what adventures you have completed, and so on. You could 
store that info in a database or parce it out to a text file for later use.

HTH

Pranav Lal wrote:

Hi Thomas,

This is an excellent post and I have archived it. One question. Could you
elaborate on the process of making a game book? How do you write the various
alternatives and keep track of them? For example, let's say that our
protagonist is called Peter. Peter can do two things. He can either go to
the pub or go to the old barn. If he goes to the pub, something else
happens. If he goes to the barn then something completely different happens.

Pranav


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Re: [Audyssey] Creating Roll Playing Games From Scratch

2009-07-19 Thread Pranav Lal
O no, no FPS please. How about something like quest for glory? It was a
strategy game with some combat thrown in.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Sunday, July 19, 2009 3:28 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Creating Roll Playing Games From Scratch

Hi Aaron,
Well, assuming I created a simple text interface, similar to the Infocom 
games, there wouldn't be any software dependancies to speak of. However, 
seeing as the Braille Plus is a type of note taker device any game 
written for it would have to be pretty bare bones. I don't know at this 
point exactly how bare bones I plan to get with this game. I might 
decide to go to a more action based roll playing game since I am getting 
a lot of requests for something more like an FPS rather than a game book 
style game.


Valiant8086 wrote:
 Hi.
 yes it uses debian linux arm, at least that's what I've heard tell of. It
does give access to the console but I don't know anything about dependencies
or anything like that. I'm able to connect to alter aeon and mud on it using
the telnet client but that's about all I know how to do. It definitly
doesn't have things like pygame built into it. Heh, too bad. Playing
soundrts on that thing could be a hoot. If you have commands I can type to
find out what dependencies it has so you'd know, and if it made any
difference to you in the long run, I'd be glad to do so.

 It uses hmm, I can't remember. A popular console screen reader for TUI
distros of linux. I'd know if I heard it. You can use the number pad to
navigate. 7, 8, and 9 move up, read current or move down lines, 4 5 and 6 do
the same for words, 1 2 and 3 the same for characters.

 From the browser point of view, it uses minny mo, which is supposed to be
baby firefox. It seems to work with dynamic content. I have never tried to
play srith on it. Maybe I should to see how it works. if you did develop a
browser based game I'm betting it would be a really simple browser page
setup that the browser in question could handle just fine.
   


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Re: [Audyssey] Creating Roll Playing Games From Scratch

2009-07-19 Thread piotr machacz
what wold be cool is a sci fi rpg that had text to display info and
sound and you would use the keyboard to do things. like arrows to go
north east etc. I don't want a web based game, I just had enough of
em.
also the text could be communicated to the screen reader directly
instead of sapi that would fix a lot of problems imho. it could do it
like lw, jaws and wineyes, sapi and a text display for hose who don't
have jaws or wineyes and don't want to use sapi. I could help with
sounds. I was designing a lot of sci fi sounds recently like a busy
background of a ships or stations control room.

On 7/19/09, Pranav Lal pranav@gmail.com wrote:
 O no, no FPS please. How about something like quest for glory? It was a
 strategy game with some combat thrown in.

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Thomas Ward
 Sent: Sunday, July 19, 2009 3:28 AM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Creating Roll Playing Games From Scratch

 Hi Aaron,
 Well, assuming I created a simple text interface, similar to the Infocom
 games, there wouldn't be any software dependancies to speak of. However,
 seeing as the Braille Plus is a type of note taker device any game
 written for it would have to be pretty bare bones. I don't know at this
 point exactly how bare bones I plan to get with this game. I might
 decide to go to a more action based roll playing game since I am getting
 a lot of requests for something more like an FPS rather than a game book
 style game.


 Valiant8086 wrote:
 Hi.
 yes it uses debian linux arm, at least that's what I've heard tell of. It
 does give access to the console but I don't know anything about dependencies
 or anything like that. I'm able to connect to alter aeon and mud on it using
 the telnet client but that's about all I know how to do. It definitly
 doesn't have things like pygame built into it. Heh, too bad. Playing
 soundrts on that thing could be a hoot. If you have commands I can type to
 find out what dependencies it has so you'd know, and if it made any
 difference to you in the long run, I'd be glad to do so.

 It uses hmm, I can't remember. A popular console screen reader for TUI
 distros of linux. I'd know if I heard it. You can use the number pad to
 navigate. 7, 8, and 9 move up, read current or move down lines, 4 5 and 6 do
 the same for words, 1 2 and 3 the same for characters.

 From the browser point of view, it uses minny mo, which is supposed to be
 baby firefox. It seems to work with dynamic content. I have never tried to
 play srith on it. Maybe I should to see how it works. if you did develop a
 browser based game I'm betting it would be a really simple browser page
 setup that the browser in question could handle just fine.



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Re: [Audyssey] Creating Roll Playing Games From Scratch

2009-07-18 Thread Thomas Ward

Hi,
Yeah, I suppose that might be possible. Although, I am not sure on the 
tecnical details of the game yet. I am getting quite a lot of requests 
to create a stand alone application rather than create a web based game. 
If I do so running the game on a Braille Plus would depend on its 
technical specifications.
If I am not mistaken doesn't the Braille Plus run a varient of Linux as 
the operating system? If so If I made a console application for Linux it 
might run on a Braille Plus with very little modifications. I guess i 
need to know more about the Braille Plus to tell you one way or the other.

Smile.


Valiant8086 wrote:

I'm interested in being able to play this game on my braille plus. As a browser 
based game I believe this could be achieved easily.
  



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Re: [Audyssey] Creating Roll Playing Games From Scratch

2009-07-18 Thread Nancy
Hi, Chris,

I like your Gming style.  As a player, I tend to enjoy interacting with all
aspects of the world, and enjoy a world that has many facets.  I tend to
write stories about things my character does, things that we can't always
cover in game play.

Are you running any PBEM games or anything of that ilk?

---

Anyone interested in chatting about role-playing, board or card games can
find me on Twitter as Loravara.
 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Christopher Bartlett
Sent: Thursday, July 16, 2009 1:17 AM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Creating Roll Playing Games From Scratch

This issue of open-ended vs. tightly scripted RPing interests me.  My style
as a game master is to set the scene, create significant non-player
characters with their own agendas, some of whom act off stage independent
of, or in reaction to the player characters, but who may not meet them until
a climactic scene.  Once I've wound this world up and set the scene, I
release the PCs into the world.  I then regard my job as deciding how the
world reacts to their actions.  They are the protagonists of this story
after all.

Now that is human role-playing.  I've never seen a computer-mediated game
come anywhere close to the richness of a human-mediated game, even in the
MMORPG world.  There is always a narrowing of objectives to fit a
restrictive model.  This makes sense in a paradigm that demands complete
determinism for each scenario, where every action must be anticipated by the
game designer.  Without massive hardware support, you aren't going to see
emergent behavior out of this deterministic model, which is the main reason
human-mediated games are still more satisfying.

I'm not expecting Tom to break this problem, although if he has ways around
it, I'm so there for playing and ultimately purchasing the game.

Chris Bartlett



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Re: [Audyssey] Creating Roll Playing Games From Scratch

2009-07-18 Thread Nancy
Hi, Thomas,

I've always thought that the Adept books would make a great game world.  I'd
particularly like to see The Game from Proton coded into something cool, but
I like the juxtaposition, as it were, of science and magic, and a character
that would have different talents, skill choices and paths to pursue based
on which world they were in.
 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Thursday, July 16, 2009 10:17 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Creating Roll Playing Games From Scratch

Hi Dark,
Regardless if I create the game as a stand alone game in C++ or create it as
an online game I want to make it a single player game. I'm not really
interested in creating a party or pvp type game at this point.
As far as your idea of creating a universe with mixed technological skills
that kind of reminds me of an author I sometimes read. I don't know if you
have read any of Piers Anthony's books, but he often has an interesting way
of mixing science fiction and fantacy into the same story.
For example, in the Blue Adept Piers Anthony describes a world with two
aspects. In one frame it is a high tech world with computers, androids,
intersteller space travel, lasers, and anything else you would expect from a
science fiction novel. In the other frame it is a fantacy type world
complete with werewolves, unicorns, people use magic instead of technology,
etc. Some people are able to pass between the two frames of existance. Thus
the main character is able to be both active in a fantacy and science
fiction story at the same time.
Anyway, even big name science fiction stories like Star Wars do have a
fantacy aspect to them as well. If you think about it Star Wars is something
like a fantacy story set in a science fiction setting. Instead of magic you
have the force. Instead of swords you have light sabers. 
Instead of knights waring armour you have storm troopers. A lot of the same
principles apply. it is just that Star Wars is suppose to be futuristic
instead of being set in ancient earth.
Smile.


dark wrote:
 As I said Tom, I certainly see the logic of the online approach, I 
 just hope it can be kept single player the way Sryth originally was 
 intended to be.

 I would however love to see a scifi rp game giving you a hole galaxy 
 to explore with different planets, quests separately on the various 
 planets, flying a spaceship etc. Pluss, you have infinite expantion, 
 especially if you made your universe similar to the Starwars or Dune 
 universe with different amounts of technology found on different 
 worlds,  you could have standard dungeon crawling with swords on 
 one world, and high tech robot developement elsewhere.

 Just my thoughts.

 Beware the Grue!


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Re: [Audyssey] Creating Roll Playing Games From Scratch

2009-07-18 Thread Christopher Bartlett
I'm not yet, but if there's sufficient interest, I would be persuadable.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Nancy
Sent: Saturday, July 18, 2009 8:05 AM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Creating Roll Playing Games From Scratch

Hi, Chris,

I like your Gming style.  As a player, I tend to enjoy interacting with all
aspects of the world, and enjoy a world that has many facets.  I tend to
write stories about things my character does, things that we can't always
cover in game play.

Are you running any PBEM games or anything of that ilk?

---

Anyone interested in chatting about role-playing, board or card games can
find me on Twitter as Loravara.
 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Christopher Bartlett
Sent: Thursday, July 16, 2009 1:17 AM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Creating Roll Playing Games From Scratch

This issue of open-ended vs. tightly scripted RPing interests me.  My style
as a game master is to set the scene, create significant non-player
characters with their own agendas, some of whom act off stage independent
of, or in reaction to the player characters, but who may not meet them until
a climactic scene.  Once I've wound this world up and set the scene, I
release the PCs into the world.  I then regard my job as deciding how the
world reacts to their actions.  They are the protagonists of this story
after all.

Now that is human role-playing.  I've never seen a computer-mediated game
come anywhere close to the richness of a human-mediated game, even in the
MMORPG world.  There is always a narrowing of objectives to fit a
restrictive model.  This makes sense in a paradigm that demands complete
determinism for each scenario, where every action must be anticipated by the
game designer.  Without massive hardware support, you aren't going to see
emergent behavior out of this deterministic model, which is the main reason
human-mediated games are still more satisfying.

I'm not expecting Tom to break this problem, although if he has ways around
it, I'm so there for playing and ultimately purchasing the game.

Chris Bartlett



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Re: [Audyssey] Creating Roll Playing Games From Scratch

2009-07-18 Thread Valiant8086
Hi.
yes it uses debian linux arm, at least that's what I've heard tell of. It does 
give access to the console but I don't know anything about dependencies or 
anything like that. I'm able to connect to alter aeon and mud on it using the 
telnet client but that's about all I know how to do. It definitly doesn't have 
things like pygame built into it. Heh, too bad. Playing soundrts on that thing 
could be a hoot. If you have commands I can type to find out what dependencies 
it has so you'd know, and if it made any difference to you in the long run, I'd 
be glad to do so.

It uses hmm, I can't remember. A popular console screen reader for TUI distros 
of linux. I'd know if I heard it. You can use the number pad to navigate. 7, 8, 
and 9 move up, read current or move down lines, 4 5 and 6 do the same for 
words, 1 2 and 3 the same for characters.

From the browser point of view, it uses minny mo, which is supposed to be baby 
firefox. It seems to work with dynamic content. I have never tried to play 
srith on it. Maybe I should to see how it works. if you did develop a browser 
based game I'm betting it would be a really simple browser page setup that the 
browser in question could handle just fine.

  - Original Message - 
  From: Thomas Ward 
  To: Gamers Discussion list 
  Sent: Saturday, July 18, 2009 6:05 AM
  Subject: Re: [Audyssey] Creating Roll Playing Games From Scratch


  Hi,
  Yeah, I suppose that might be possible. Although, I am not sure on the 
  tecnical details of the game yet. I am getting quite a lot of requests 
  to create a stand alone application rather than create a web based game. 
  If I do so running the game on a Braille Plus would depend on its 
  technical specifications.
  If I am not mistaken doesn't the Braille Plus run a varient of Linux as 
  the operating system? If so If I made a console application for Linux it 
  might run on a Braille Plus with very little modifications. I guess i 
  need to know more about the Braille Plus to tell you one way or the other.
  Smile.


  Valiant8086 wrote:
   I'm interested in being able to play this game on my braille plus. As a 
browser based game I believe this could be achieved easily.
 


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Re: [Audyssey] Creating Roll Playing Games From Scratch

2009-07-18 Thread piotr machacz
it uses SpeakUp.

On 7/18/09, Valiant8086 valiant8...@lavabit.com wrote:
 Hi.
 yes it uses debian linux arm, at least that's what I've heard tell of. It
 does give access to the console but I don't know anything about dependencies
 or anything like that. I'm able to connect to alter aeon and mud on it using
 the telnet client but that's about all I know how to do. It definitly
 doesn't have things like pygame built into it. Heh, too bad. Playing
 soundrts on that thing could be a hoot. If you have commands I can type to
 find out what dependencies it has so you'd know, and if it made any
 difference to you in the long run, I'd be glad to do so.

 It uses hmm, I can't remember. A popular console screen reader for TUI
 distros of linux. I'd know if I heard it. You can use the number pad to
 navigate. 7, 8, and 9 move up, read current or move down lines, 4 5 and 6 do
 the same for words, 1 2 and 3 the same for characters.

 From the browser point of view, it uses minny mo, which is supposed to be
 baby firefox. It seems to work with dynamic content. I have never tried to
 play srith on it. Maybe I should to see how it works. if you did develop a
 browser based game I'm betting it would be a really simple browser page
 setup that the browser in question could handle just fine.

   - Original Message -
   From: Thomas Ward
   To: Gamers Discussion list
   Sent: Saturday, July 18, 2009 6:05 AM
   Subject: Re: [Audyssey] Creating Roll Playing Games From Scratch


   Hi,
   Yeah, I suppose that might be possible. Although, I am not sure on the
   tecnical details of the game yet. I am getting quite a lot of requests
   to create a stand alone application rather than create a web based game.
   If I do so running the game on a Braille Plus would depend on its
   technical specifications.
   If I am not mistaken doesn't the Braille Plus run a varient of Linux as
   the operating system? If so If I made a console application for Linux it
   might run on a Braille Plus with very little modifications. I guess i
   need to know more about the Braille Plus to tell you one way or the other.
   Smile.


   Valiant8086 wrote:
I'm interested in being able to play this game on my braille plus. As a
 browser based game I believe this could be achieved easily.
   


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Re: [Audyssey] Creating Roll Playing Games From Scratch

2009-07-18 Thread Thomas Ward

Hi Aaron,
Well, assuming I created a simple text interface, similar to the Infocom 
games, there wouldn't be any software dependancies to speak of. However, 
seeing as the Braille Plus is a type of note taker device any game 
written for it would have to be pretty bare bones. I don't know at this 
point exactly how bare bones I plan to get with this game. I might 
decide to go to a more action based roll playing game since I am getting 
a lot of requests for something more like an FPS rather than a game book 
style game.



Valiant8086 wrote:

Hi.
yes it uses debian linux arm, at least that's what I've heard tell of. It does 
give access to the console but I don't know anything about dependencies or 
anything like that. I'm able to connect to alter aeon and mud on it using the 
telnet client but that's about all I know how to do. It definitly doesn't have 
things like pygame built into it. Heh, too bad. Playing soundrts on that thing 
could be a hoot. If you have commands I can type to find out what dependencies 
it has so you'd know, and if it made any difference to you in the long run, I'd 
be glad to do so.

It uses hmm, I can't remember. A popular console screen reader for TUI distros 
of linux. I'd know if I heard it. You can use the number pad to navigate. 7, 8, 
and 9 move up, read current or move down lines, 4 5 and 6 do the same for 
words, 1 2 and 3 the same for characters.

From the browser point of view, it uses minny mo, which is supposed to be baby 
firefox. It seems to work with dynamic content. I have never tried to play srith 
on it. Maybe I should to see how it works. if you did develop a browser based game 
I'm betting it would be a really simple browser page setup that the browser in 
question could handle just fine.
  



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Re: [Audyssey] Creating Roll Playing Games From Scratch

2009-07-17 Thread Shadow Dragon
I wasn't really suggesting anything. Mostly I was just rambling about my 
take on roleplaying games. Certainly the only way I can think of to do 
skills checks and such is through dice rolls or other forms of random number 
generation, aside from leaving all skill and strategy up to the player as 
I've seen in a couple muds, which under no circumstances would lend itself 
well to an RPG I think. In any case I'm looking forward to your game and I 
wasn't really putting forward anything spacific in regards to it, mostly 
just throwing my two cents out there. For the record I know what an RPG is, 
all I was trying to get across is that there's a lot of different types and 
different amounts of control, since it seems like a lot of people on this 
list use the term RPG in regards to pen and paper style games, whereas a lot 
of times I hear it used to describe strictly grinder style games where 
pretty much all the characters are the same, or games where you have no 
control over character creation but simply play it. Most likely I'm just 
rambling nonsense, I'm far from an expert on the subject.

--
From: Thomas Ward thomasward1...@gmail.com
Sent: Thursday, July 16, 2009 10:01 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Creating Roll Playing Games From Scratch


Hi Shadow Dragon,
I'm not really sure what you are suggesting. While it is true the 
conceptual ideas of rpg style games is changing, especially in terms of 
audio/video games, but the basic concept of a roll playing game is to 
assume a character roll within an imaginary world, complete various 
quests, train skills, and so on. Game books are probably closest to 
traditional paper and pen roll playing that we have. In such a case the 
game mechanics are similar to traditional paper and pen games.
I do agree that rolling a dice to perform skill checks, roll attacks, etc 
isn't very realistic, but given that the rpg type games began with paper 
and pen that was the only way to randomly determine an outcome. If you 
have a suggestion on how to improve performing skill checks, attacks, etc 
let me know. Otherwise I think the game mechanics set out by traditional 
rpg games seams sufficient for our needs.


Smile.


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Re: [Audyssey] Creating Roll Playing Games From Scratch

2009-07-17 Thread Allan Thompson

Hi Tom,
That copyright stuff  sounds  like a mess. With the litigious nature of 
companies and people today, I can understand why you want to avoid that mine 
field as best you can.


When it comes to which game to make, there is nothing saying that you 
couldn't create both over time. If I understood it correctly, the online 
game you mentioned could have a lot of less work to it, and gamers with 
sufficient brain power can  crank out those modules for expanding the online 
universe. At least, I think that is what you  said about it. I do prefer the 
stand alone game, but it doesn't mean none of us would try out the online 
game, and it does sound interesting too.


I never thought much about the sounds of games. I just assumed that there 
was this giant reservoir of game sounds just sitting around ready to get 
used.  I admittedly know nothing about all that, but is it possible to 
create the sounds needed, or to get some friends together, give them a bunch 
of medieval weapons and record what happens,lol. If I remember right, I 
think it is the foley artist in movies that make sound effects, and a while 
back I saw a show where they use  various things to mimick sounds in a 
movie, like footsteps,  twanging of bows, hitting a metal sheet with a drum 
stick to recreate thunder, things like that.


al 




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Re: [Audyssey] Creating Roll Playing Games From Scratch

2009-07-17 Thread dark
Well A long time ago in a galaxy far far away is ambiguous enough for it 
to be set anywhere,  ;D.


But that was my point. An Sf setting can include fantasy elements, where as 
it's much less plausable to have a fantasy setting including sf elements 
like robots, lasers space ships etc.


The other alternative (which could also make an interesting game and 
something closer to final fantasy), is going magitech.


this basically involves a single world with a quirky tecnological mix, -  
in Xenogears for example, magic existed as a power called Ether which people 
could harnice, which was also used to fuel giant humanoid fighting robots.


They also had modern weapons like guns etc, but fought with swords and 
martial arts.


I think though, for diversity of gamebook setting, - and because it's 
something I've always wanted to see in a game, I'd personally most like to 
see something in a scifi setting, flying around a diverse galaxy exploring 
different planets.


Beware the Grue!

Dark.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, July 17, 2009 5:16 AM
Subject: Re: [Audyssey] Creating Roll Playing Games From Scratch



Hi Dark,
Regardless if I create the game as a stand alone game in C++ or create it 
as an online game I want to make it a single player game. I'm not really 
interested in creating a party or pvp type game at this point.
As far as your idea of creating a universe with mixed technological skills 
that kind of reminds me of an author I sometimes read. I don't know if you 
have read any of Piers Anthony's books, but he often has an interesting 
way of mixing science fiction and fantacy into the same story.
For example, in the Blue Adept Piers Anthony describes a world with two 
aspects. In one frame it is a high tech world with computers, androids, 
intersteller space travel, lasers, and anything else you would expect from 
a science fiction novel. In the other frame it is a fantacy type world 
complete with werewolves, unicorns, people use magic instead of 
technology, etc. Some people are able to pass between the two frames of 
existance. Thus the main character is able to be both active in a fantacy 
and science fiction story at the same time.
Anyway, even big name science fiction stories like Star Wars do have a 
fantacy aspect to them as well. If you think about it Star Wars is 
something like a fantacy story set in a science fiction setting. Instead 
of magic you have the force. Instead of swords you have light sabers. 
Instead of knights waring armour you have storm troopers. A lot of the 
same principles apply. it is just that Star Wars is suppose to be 
futuristic instead of being set in ancient earth.

Smile.


dark wrote:
As I said Tom, I certainly see the logic of the online approach, I just 
hope it can be kept single player the way Sryth originally was intended 
to be.


I would however love to see a scifi rp game giving you a hole galaxy to 
explore with different planets, quests separately on the various planets, 
flying a spaceship etc. Pluss, you have infinite expantion, especially if 
you made your universe similar to the Starwars or Dune universe with 
different amounts of technology found on different worlds,  you could 
have standard dungeon crawling with swords on one world, and high tech 
robot developement elsewhere.


Just my thoughts.

Beware the Grue!



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Re: [Audyssey] Creating Roll Playing Games From Scratch

2009-07-17 Thread Shadow Dragon
Magitech is by far my favorite genre, especially when you get things like 
soldiers from ff7, highly-enhanced humans infused with energy from the 
planet and bread spacifically for battle and war. I also like how it leaves 
open several interesting posibilities, for example combining the gun and 
sword into a single weapon, the gunblade, ala final fantasy 8. My favorite 
adaptation of the weapon is that the gunblade doesn't actually shoot 
bullets, but instead the trigger sends a pulse of powerful energy down the 
blade, basically harnessing the kinetic energy of the payload of the bullet 
and expending it to make a wound much more vicious than any regular old chop 
could do. I've always liked the combination of medieval and sci-fi, and if 
by some miracle I ever managed to scrape together the patience and 
motivation to learn some kind of programming language, this would be one of 
the first type of games I'd try to make.


--
From: dark d...@xgam.org
Sent: Friday, July 17, 2009 8:20 AM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Creating Roll Playing Games From Scratch

Well A long time ago in a galaxy far far away is ambiguous enough for it 
to be set anywhere,  ;D.


But that was my point. An Sf setting can include fantasy elements, where 
as it's much less plausable to have a fantasy setting including sf 
elements like robots, lasers space ships etc.


The other alternative (which could also make an interesting game and 
something closer to final fantasy), is going magitech.


this basically involves a single world with a quirky tecnological 
mix, -  in Xenogears for example, magic existed as a power called 
Ether which people could harnice, which was also used to fuel giant 
humanoid fighting robots.


They also had modern weapons like guns etc, but fought with swords and 
martial arts.


I think though, for diversity of gamebook setting, - and because it's 
something I've always wanted to see in a game, I'd personally most like to 
see something in a scifi setting, flying around a diverse galaxy exploring 
different planets.


Beware the Grue!

Dark.




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Re: [Audyssey] Creating Roll Playing Games From Scratch

2009-07-17 Thread Valiant8086
I'm interested in being able to play this game on my braille plus. As a browser 
based game I believe this could be achieved easily.
  - Original Message - 
  From: Thomas Ward 
  To: Gamers Discussion list 
  Sent: Thursday, July 16, 2009 5:09 PM
  Subject: Re: [Audyssey] Creating Roll Playing Games From Scratch


  Hi Shaun,
  Sigh...That really wasn't my point. The point of my original article was 
  how to overcome certain aspects of creating a roll playing game with the 
  least amount of difficulty as possible.
  I certainly could write such a game in C, C++, Visual Basic, C-Sharp, or 
  any other language I chose to, but based on my preliminary research 
  creating such a game as a web based game was the least difficult option 
  for me or anyone else interested in writing game book style roll playing 
  games.
  That said, I haven't made any absolute decisions on weather or not the 
  game will be an online game or a stand alone version. A lot of people 
  jumped to the conclusion that my article meant I was talking 
  specifically about Legends of Etheria, but I actually had intended to 
  talk about creating a roll playing game in general. what I had found 
  out, what problems I had encountered, and practical solutions for same.
  Finally, as for the .NET Framework that is of little concern at this 
  point. After Mysteries of the Ancients is completed I will be officially 
  dropping .NET support in my games and will be creating native Windows, 
  Linux, and Mac OS games in C++ using core libraries and components. That 
  will cut down on what dependencies a person will need to install.
  Smile.

  shaun everiss wrote:
   hmmm I'd be happy to install all the dependencies on my system.
   I have dotnet 1.1 to 3.5 with all service packs.
   I have dx9 I have xna3 for entombed I have I think some my sql addins for 
this to.
   So if it was easy enough I'd load all the dependancies.
 


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Re: [Audyssey] Creating Roll Playing Games From Scratch

2009-07-17 Thread Thomas Ward

Hi Al,
Yeah, copyrights can be a serious pain in the backside sometimes. It all 
really depends on how strongly the company wants to press the issue, and 
weather or not the content is in the public domain.
For example, in the 1990's there was a show called Hercules the 
Legendary Journies. Legally you can write all of the fan fiction games 
and stories you want because all of the main character's are all in the 
public domain anyway. However, Xena Warrior Princess, which was a spin 
off tv series of the Hercules show, is copyrighted up the butt, because 
the author's of the Hercules show created Xena from scratch so to speak.
Anyway,you are right. It doesn' have to be an issue of picking one or 
the other. It is feasable to do both game ideas in time. one 
specifically fantacy and write one sci-fi. I guess it is justa matter of 
deciding which to do first, or more like deciding which idea I would 
like to do first. Grin.


Allan Thompson wrote:

Hi Tom,
That copyright stuff  sounds  like a mess. With the litigious nature 
of companies and people today, I can understand why you want to avoid 
that mine field as best you can.


When it comes to which game to make, there is nothing saying that you 
couldn't create both over time. If I understood it correctly, the 
online game you mentioned could have a lot of less work to it, and 
gamers with sufficient brain power can  crank out those modules for 
expanding the online universe. At least, I think that is what you  
said about it. I do prefer the stand alone game, but it doesn't mean 
none of us would try out the online game, and it does sound 
interesting too.


I never thought much about the sounds of games. I just assumed that 
there was this giant reservoir of game sounds just sitting around 
ready to get used.  I admittedly know nothing about all that, but is 
it possible to create the sounds needed, or to get some friends 
together, give them a bunch of medieval weapons and record what 
happens,lol. If I remember right, I think it is the foley artist in 
movies that make sound effects, and a while back I saw a show where 
they use  various things to mimick sounds in a movie, like footsteps,  
twanging of bows, hitting a metal sheet with a drum stick to recreate 
thunder, things like that.


al


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Re: [Audyssey] Creating Roll Playing Games From Scratch

2009-07-16 Thread Christopher Bartlett
This issue of open-ended vs. tightly scripted RPing interests me.  My style
as a game master is to set the scene, create significant non-player
characters with their own agendas, some of whom act off stage independent
of, or in reaction to the player characters, but who may not meet them until
a climactic scene.  Once I've wound this world up and set the scene, I
release the PCs into the world.  I then regard my job as deciding how the
world reacts to their actions.  They are the protagonists of this story
after all.

Now that is human role-playing.  I've never seen a computer-mediated game
come anywhere close to the richness of a human-mediated game, even in the
MMORPG world.  There is always a narrowing of objectives to fit a
restrictive model.  This makes sense in a paradigm that demands complete
determinism for each scenario, where every action must be anticipated by the
game designer.  Without massive hardware support, you aren't going to see
emergent behavior out of this deterministic model, which is the main reason
human-mediated games are still more satisfying.

I'm not expecting Tom to break this problem, although if he has ways around
it, I'm so there for playing and ultimately purchasing the game.

Chris Bartlett



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Re: [Audyssey] Creating Roll Playing Games From Scratch

2009-07-16 Thread shaun everiss
hmmm I'd be happy to install all the dependencies on my system.
I have dotnet 1.1 to 3.5 with all service packs.
I have dx9 I have xna3 for entombed I have I think some my sql addins for this 
to.
So if it was easy enough I'd load all the dependancies.
At 03:27 p.m. 16/07/2009, you wrote:
Hi Shaun,
Like I mentioned earlier it really comes down to a matter of logistics. It is 
one thing to create a side-scroller like Mysteries of the Ancients, and quite  
another when designing a detailed roll playing game.
With a game like Mysteries of the ancients you have perhaps 14enemies on a 
level, most of a similar type or class, and equally as many special items. In 
terms of management that is a manageable amount of things to store in memory, 
and keep track of. Especially, since everything is pretty much standard 
throughout the entire game.
With a fantasy game book style roll playing game such as Sryth there is much 
more to keep track of. Each and every weapon could be different in terms of 
stats, quality, and may or may not have magic powers. In a game like Mysteries 
of the Ancients you only have to worry about one sword. In a roll playing game 
there could be hundreds of swords ranging from short swords, long swords, to 
broad swords, and so on. They could be common, sturdy, well crafted, 
exceptional,  magical, etc. You need to have a way to store all of that 
information without keeping it all in memory. The easiest way to do that is 
use a third-party database, and perform look ups when necessary.
Yeah, I could technically do the same thing in an off line version, but it 
seams to be the more difficult way of handling it. Instead of a nice SQL 
database I store all of that info in a text file and open and read those files 
as necessary. It just seams to me to be a quick and dirty way of handling it 
without the advantages of a true database on hand.
Smile.




shaun everiss wrote:
Well an online game is all and good, but I would probably take offline if I 
could.
the main issue is that there are a load of capped connections, and going over 
that probably is not nice.
although in theory the php html games take vary little data I just thought I 
would point out that fact.
In the next few months or so its possible either my bill or speed will change 
depending on the ability of me to afford the unlimited connection I am 
currently on who's prices is set to rise from 50 to 60 dollars.
This may mean I will have to either reduce my connection to a capped one say 
25gb which is still a fair ammount but others use the system to or change to 
a cheaper isp which will probably have a smaller cap all in all I'd prefur 
some offline play to.
  


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Re: [Audyssey] Creating Roll Playing Games From Scratch

2009-07-16 Thread shaun everiss
well I don't care for an open ended online game I don't have all the time or 
rather the wish to spend all my time on an online game.
At 07:16 p.m. 16/07/2009, you wrote:
This issue of open-ended vs. tightly scripted RPing interests me.  My style
as a game master is to set the scene, create significant non-player
characters with their own agendas, some of whom act off stage independent
of, or in reaction to the player characters, but who may not meet them until
a climactic scene.  Once I've wound this world up and set the scene, I
release the PCs into the world.  I then regard my job as deciding how the
world reacts to their actions.  They are the protagonists of this story
after all.

Now that is human role-playing.  I've never seen a computer-mediated game
come anywhere close to the richness of a human-mediated game, even in the
MMORPG world.  There is always a narrowing of objectives to fit a
restrictive model.  This makes sense in a paradigm that demands complete
determinism for each scenario, where every action must be anticipated by the
game designer.  Without massive hardware support, you aren't going to see
emergent behavior out of this deterministic model, which is the main reason
human-mediated games are still more satisfying.

I'm not expecting Tom to break this problem, although if he has ways around
it, I'm so there for playing and ultimately purchasing the game.

Chris Bartlett



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Re: [Audyssey] Creating Roll Playing Games From Scratch

2009-07-16 Thread dark

Hi Chris.

while I agree the responsiveness of a human gm to the choices of players is 
indeed something which couldn't be mimmicked by any computer program, I do 
think there must always be some sort of structure in the world or situation 
presented to the player anyway, symply because of the nature of the relation 
betwene the players and the world.


the world and it's npcs are completely under the control of the gm, and have 
to respond to the players in a way which is some degree progressive.


I'm not talking about specifically tightly scripted games, - the game 
can be as free for player action as possible, but there must be some sort of 
progression in events or otherwise the players will just stumble around 
getting randomly board.


While a computer program certainly can't have the responsiveness to all the 
actions a player might choose which a human would, imho it could, -  
assuming the programmer is a sufficiently skilled author, have this aspect 
of narative progression.


To give a basically symple example of what I mean, the players arrive in a 
village. The gm must have an idea of the history of certain aspects and 
characters of this village.


Suppose for instance it's under attack from a goblin hoard. The players will 
be told of certain things which are wrong in the village and (if they're 
observant), will investigate as to why.


They may have several courses of action at that point, attempt to slaughter 
the goblins themselves, go and fetch help from elsewhere, organize and train 
the villagers for defense etc, but ultimately, the basic presence of the 
hoard implies that the players do something about it, - engage in a 
story concerning it.


While the players choices of what to do in the situation may be fairly 
open,  the situation itself implies a narative structure, simply on the 
basis that players being players, and games being what they are, they'll 
want to do something about the hoard.


This for me is the essance of an rpg as i said,  playing the protagonist 
in a series of events and situations which form some sort of story.


Of course the more choice I have about those situations the better, -  
but ultimately the situations have to be set up in such a way to provide 
some sort of satisfying narative cohesion somewhere along the line.


Beware the Grue!

Dark. 



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Re: [Audyssey] Creating Roll Playing Games From Scratch

2009-07-16 Thread piotr machacz
yeah same here. I'm personally more into offline gaming. I never liked
online games that much, though the fighting fantasy gamebooks are cool
there you get long descriptions and then links of what you want to do
instad of something like a table: peter. mage. 31 hp out of 45. 11
mana out of 20. and so on and so on.

On 7/16/09, shaun everiss shau...@xtra.co.nz wrote:
 well I don't care for an open ended online game I don't have all the time or
 rather the wish to spend all my time on an online game.
 At 07:16 p.m. 16/07/2009, you wrote:
This issue of open-ended vs. tightly scripted RPing interests me.  My style
as a game master is to set the scene, create significant non-player
characters with their own agendas, some of whom act off stage independent
of, or in reaction to the player characters, but who may not meet them
 until
a climactic scene.  Once I've wound this world up and set the scene, I
release the PCs into the world.  I then regard my job as deciding how the
world reacts to their actions.  They are the protagonists of this story
after all.

Now that is human role-playing.  I've never seen a computer-mediated game
come anywhere close to the richness of a human-mediated game, even in the
MMORPG world.  There is always a narrowing of objectives to fit a
restrictive model.  This makes sense in a paradigm that demands complete
determinism for each scenario, where every action must be anticipated by
 the
game designer.  Without massive hardware support, you aren't going to see
emergent behavior out of this deterministic model, which is the main reason
human-mediated games are still more satisfying.

I'm not expecting Tom to break this problem, although if he has ways around
it, I'm so there for playing and ultimately purchasing the game.

Chris Bartlett



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Re: [Audyssey] Creating Roll Playing Games From Scratch

2009-07-16 Thread Thomas Ward

Hi Dark,
Well, when I wrote that article I was actually thinking more of 
designing roll playing games in general rather than my roll playing game 
specifically. In any case I understand what you are saying, and I could 
use text files to store stats, weapons, armor, and other items, but 
there are advantages to using an actual database for this. Plus, 
logistics asside, programming in C, C++, C-Sharp, Java, etc is also a 
lot more  time consuming. Consider the two examples below.


C Example

// Header includes
#include conio.h
#include stdio.h
#include stdlib.h

// Function prototypes
void LoadScreen(int);
void GetInput(int);

// Load and show the game screen.
void LoadScreen(int screen)
{

// Clear the game screen
system(cls);

// If this is screen 1091
// print the screen
if (screen == 1091)
{
printf((%d)\n, screen);
printf(You are standing in a north/south passage.\n);
printf(You can hear the sound of dripping water up ahead.\n);
printf(What would you like to do?\n);
printf(Head North (n)\n);
printf(Head South(s)\n);
}

// Wait for the player to press a key
GetInput(screen);
}

// Get keyboard input
// for the current game screen
void GetInput(int screen)
{

// Wait for a key press
char key = getch();

// If this is screen 1091
// handle keyboard input
if (screen == 1091)
{

// Head north
if (key == 'n')
{
LoadScreen(1092);
}

// Head south
if (key == 's')
{
LoadScreen(1090);
}

// The user pressed an invalid choice
else
{
system(cls);
printf(Error! Please press n or s.\n);
printf(Press any key to continue.\n);
getch();
LoadScreen(1091);
}
}
}

html/php example

html
head
titleLegends of Etheria/title
/head
body
p align=center(1091)/p
p align=leftYou are standing in a north/south passage. You can hear 
the sound of dripping water from up ahead. What would you like to do?/p

bra href=1092.phpHead North/a
bra href=1090.phpHead South/a
?php
$options = file_get_contents('options.php');
$stats = file_get_contents('stats.php');
print $stats;
print $options;
?
/body
/html

What is probably quite clear in these two examples is my second example 
was far easier and quicker to create than the first example. While C is 
powerful it is not really suited to the game book style adventure. 
Assuming there were 1091 screens I'd have to do the same thing 1,091 
times. In such an instance using html and php makes the job much easier 
to perform.

Smile.

dark wrote:

Hi Tom.

Well I'm fully in favor of the frequent updates etc which a php script 
game could give, and I'm glad your stil thinking single player even if 
the logistics are much easier online, pluss, it'd probably be seen as 
more reasonable of you to charge for an online game in some way than 
for a downloadable text rpg, - though personally I'd be willing to 
pay for such a game if it fulfilled my needs.


But being as your also running a business (and to maintain the server 
costs of the game), either a subscription or account update fee for 
the game to gain full access would be seen as more reasonable by the 
public in general, - I know the huge amounts of markiting 
resources the commercial interactive fiction company malinch have to 
put into selling their games.


Btw, not to quibble over your decision (which I completely understand 
the logic of), but Angband, the roguelike I mentioned which will 
hopefully be having full accessibility features added in the future, 
has taken precisely the opposite approach.


I'm not certain what language the game is written in, but there are 
certainly several versions (windows mac os), and even source code for 
self compiling.


When new versions come out, they are symply stuck on the website and 
people are expected to update. Everything in the game,  the 
thousand or so monsters, the classes, items, and huuge amount of 
complex mechanics are contained in a series of text files which are 
easy to modify (one reason Angband has so many varients developed by 
other people). There is even a text file containing sound and display 
options.


Obviously there are some differences,  the most notable being that 
while Angband certainly uses lots of text for a roguelike (one reason 
why I'm fairly convinced it can be made fully accessible in the first 
place given some extra warning messages and coordinates), it does have 
a basically spacial interface with characters moving around a grid 
based, randomly generated dungeon rather than the environment being 
described gamebook style.


Stil, in terms of pure mechanics,  of which Angband has a truly 
mind bogling amount, everything is run through text file databases.


this isn't to say your decision is wrong, or to argue in the least, 
- as I said I can fully follow your logic, I just thought it was 
an interesting contrast, and sinse we're discussing rpgs I thought I'd 
throw it out for considderation.


Beware the Grue!

Dark.



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Re: [Audyssey] Creating Roll Playing Games From Scratch

2009-07-16 Thread dark
Point taken Tom on the text front, - I actually understood your php 
example pretty well given my knolidge of html,  ;D.


I suppose the crytical difference here is with Angband's presentation.

It doesn't need to worry about presenting several thousand screens of actual 
text and linking them via key presses or whatever, it just needs to defign a 
number of objects, - player, monsters, npcs, walls doors and items which 
are presented randomly on a grid pattern with certain rules and attributes 
attached to them, and set up the various reactions for what happenes when 
two of these objects interact, rather than completely rewrite all in game 
screens for each game event as happens in a gamebook style game or your 
example.


I was just particularly interested in the use of text files, sinse that's 
one of Angband's actual strengths, and the reason players have been able to 
create so many different varients and alternative versions of the game so 
easily.


Your example though also makes me wonder about early 80's rpgs like Eamon 
and fallthru and how much doing they must have taken to create.


Beware the rue!

Dark;.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, July 16, 2009 3:18 PM
Subject: Re: [Audyssey] Creating Roll Playing Games From Scratch



Hi Dark,
Well, when I wrote that article I was actually thinking more of designing 
roll playing games in general rather than my roll playing game 
specifically. In any case I understand what you are saying, and I could 
use text files to store stats, weapons, armor, and other items, but there 
are advantages to using an actual database for this. Plus, logistics 
asside, programming in C, C++, C-Sharp, Java, etc is also a lot more  time 
consuming. Consider the two examples below.


C Example

// Header includes
#include conio.h
#include stdio.h
#include stdlib.h

// Function prototypes
void LoadScreen(int);
void GetInput(int);

// Load and show the game screen.
void LoadScreen(int screen)
{

// Clear the game screen
system(cls);

// If this is screen 1091
// print the screen
if (screen == 1091)
{
printf((%d)\n, screen);
printf(You are standing in a north/south passage.\n);
printf(You can hear the sound of dripping water up ahead.\n);
printf(What would you like to do?\n);
printf(Head North (n)\n);
printf(Head South(s)\n);
}

// Wait for the player to press a key
GetInput(screen);
}

// Get keyboard input
// for the current game screen
void GetInput(int screen)
{

// Wait for a key press
char key = getch();

// If this is screen 1091
// handle keyboard input
if (screen == 1091)
{

// Head north
if (key == 'n')
{
LoadScreen(1092);
}

// Head south
if (key == 's')
{
LoadScreen(1090);
}

// The user pressed an invalid choice
else
{
system(cls);
printf(Error! Please press n or s.\n);
printf(Press any key to continue.\n);
getch();
LoadScreen(1091);
}
}
}

html/php example

html
head
titleLegends of Etheria/title
/head
body
p align=center(1091)/p
p align=leftYou are standing in a north/south passage. You can hear 
the sound of dripping water from up ahead. What would you like to do?/p

bra href=1092.phpHead North/a
bra href=1090.phpHead South/a
?php
$options = file_get_contents('options.php');
$stats = file_get_contents('stats.php');
print $stats;
print $options;
?
/body
/html

What is probably quite clear in these two examples is my second example 
was far easier and quicker to create than the first example. While C is 
powerful it is not really suited to the game book style adventure. 
Assuming there were 1091 screens I'd have to do the same thing 1,091 
times. In such an instance using html and php makes the job much easier to 
perform.

Smile.

dark wrote:

Hi Tom.

Well I'm fully in favor of the frequent updates etc which a php script 
game could give, and I'm glad your stil thinking single player even if 
the logistics are much easier online, pluss, it'd probably be seen as 
more reasonable of you to charge for an online game in some way than for 
a downloadable text rpg, - though personally I'd be willing to pay 
for such a game if it fulfilled my needs.


But being as your also running a business (and to maintain the server 
costs of the game), either a subscription or account update fee for the 
game to gain full access would be seen as more reasonable by the public 
in general, - I know the huge amounts of markiting resources the 
commercial interactive fiction company malinch have to put into selling 
their games.


Btw, not to quibble over your decision (which I completely understand the 
logic of), but Angband, the roguelike I mentioned which will hopefully be 
having full accessibility features added in the future, has taken 
precisely the opposite approach.


I'm not certain what language the game is written in, but there are 
certainly several versions (windows mac os), and even source code for 
self compiling.


When new versions come out

Re: [Audyssey] Creating Roll Playing Games From Scratch

2009-07-16 Thread Thomas Ward

Hi,

Quote
First, I don't think I'd classify Angband or any of the Roguelikes as an
RPG.  These feel more like tactical simulations with a lot of details added
End quote

I agree. I'm not thinking of a roguelike adventure such as Angband or 
Ancient Domains of Mystery. What I am thinking of is a game book style 
game play along the lines of Sryth. My game world will be full of towns, 
cities, forests, mountains, and have an open ended story line. The game 
needs to be written more like an interactive book instead of one large 
dungeon.


Quote
One big advantage of what Tom is proposing would be the possibility of
user-extensibility.  As I understand it, the game design would be completely
modular, so it should be possible to bolt on new modules fairly easily.
End quote

Yes and no. It is true that using ascripting language like php would 
make the task of updating the game, bolting on new modules, etc much 
easier. However, I am not as open to the idea of end users just bolting 
on their own modules themselves. For one thing they would have to have 
full access to the USA Games web server, and for security reasons I 
can't allow that. Plus once I create the core game scripts they'll need 
to follow whatever guidelines and coding conventions I use in order to 
keep the code clean and bug free.
Finally, there is the problem with copyrights. If you or someone sends 
me an adventure submission, a npc character, whatever I would have legal 
right to assume copyright control of that story or character. However, 
some people may object to that, or they may think that by contributing x 
number of adventures entitles them to a discount on the game 
subscription. So I'm not really sure where I stand on this idea of end 
user extensibility.


Quote
I'm not sure how to translate all of these thoughts into a playable
computer-mediated game.  The questions transcend the medium and would be
faced no matter how you decide to deploy the game.
I don't know how ambitious you want to be Tom, but I would be interested in
being a part of the creation of things, if you're looking for any
collaborators.  I have 25 years of IRL role-playing experience, both playing
and running games. 
End quote


At this point I'm really just hoping to work on the games story and have 
10 to 20 adventures to start with. Like Sryth, Kingdom of Loathing, 
whatever it is going to start out very small and gradually grow as time 
passes.
The main thing I need is adventure ideas, names for npc characters, 
names for towns, cities, etc. I have some written down, and more of this 
kind of stuff would never hurt.



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Re: [Audyssey] Creating Roll Playing Games From Scratch

2009-07-16 Thread dark
I agree Alan, a scifi rpg would be great, particularly with the large amount 
of worlds available.


But one step at a time though.

Beware the Grue!

Dark.
- Original Message - 
From: Allan Thompson allan1.thomp...@cox.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, July 16, 2009 4:19 PM
Subject: Re: [Audyssey] Creating Roll Playing Games From Scratch



Hi Tom,
It looks like a pretty good idea. I can't pretend to understand all the 
technical mumbo jumbo, but it looks to me like you make a game, sell it, 
and charge a subscription to keep playing it online, like Ever Quest or 
World of Warcraft. It sounds highly customizable for programmer and 
gamers alike and so you might have a nice RPG to add to your catalog.


Personally, I like the stand alone, turn based RPG, with a major 
storyline. I like to make one or more characters with  lots of options and 
customization, who go from a weak to strong progression in power and 
items, solving miniquests, and challenging tactical  battles ending up 
with the climatic showdown. I am not sure how that lines up with your 
vision, because most online things I have toyed with  seem to be simply, 
kill, loot, repeat when necesary.


Lastly, I just wanted to put a bug in the ear of you and everyone reading, 
I would love to see the turn based rPG game evolve into other  genres.
It would be neat to have science fiction, Post Apocalyptic, western, 
supernatural, or modern day  based RPG.


al


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Re: [Audyssey] Creating Roll Playing Games From Scratch

2009-07-16 Thread Allan Thompson

Of course, your right. One thing at a time.

al
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, July 16, 2009 11:37 AM
Subject: Re: [Audyssey] Creating Roll Playing Games From Scratch


I agree Alan, a scifi rpg would be great, particularly with the large 
amount of worlds available.


But one step at a time though.

Beware the Grue!

Dark.
- Original Message - 
From: Allan Thompson allan1.thomp...@cox.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, July 16, 2009 4:19 PM
Subject: Re: [Audyssey] Creating Roll Playing Games From Scratch



Hi Tom,
It looks like a pretty good idea. I can't pretend to understand all the 
technical mumbo jumbo, but it looks to me like you make a game, sell it, 
and charge a subscription to keep playing it online, like Ever Quest or 
World of Warcraft. It sounds highly customizable for programmer and 
gamers alike and so you might have a nice RPG to add to your catalog.


Personally, I like the stand alone, turn based RPG, with a major 
storyline. I like to make one or more characters with  lots of options 
and customization, who go from a weak to strong progression in power and 
items, solving miniquests, and challenging tactical  battles ending up 
with the climatic showdown. I am not sure how that lines up with your 
vision, because most online things I have toyed with  seem to be simply, 
kill, loot, repeat when necesary.


Lastly, I just wanted to put a bug in the ear of you and everyone 
reading, I would love to see the turn based rPG game evolve into other 
genres.
It would be neat to have science fiction, Post Apocalyptic, western, 
supernatural, or modern day  based RPG.


al


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Re: [Audyssey] Creating Roll Playing Games From Scratch

2009-07-16 Thread Shadow Dragon
Given all the discussion about RPG mechanics on here I just figured I'd 
throw in my two cents. Personally I think the use of RPG has taken to a 
broader scope. There's everything ranging from your classic RPG, using pen 
and paper, you and your friends creating all the characters and scennarios 
and playing through them, to what more modern gamers would consider an RPG, 
a party-based game where you create none of the characters and for the most 
part the game is very close-ended with a major storyline already in place, 
bosses to fight, quests to perform, goals to conquer. You also have your 
action RPG or ARPG, which are becoming more and more advanced as technology 
becomes more powerful. Its become a very broad category of games. Having 
said this I think that a gamebook style RPG will be one of the most 
difficult to create and really satisfy everyone. Take sryth for example. I 
am, and always have been a combat fanatic. I'm a martial arts enthusiast in 
real life, and if a book doesn't have an action scene every few chapters, 
its pretty much garunteed I probably won't like it. Therefore, sryth's 
combat system is highly disappointing, its simply a series of dice rolls 
which get very, very tedius after a while with minimal description and 
detail, even after the battle ends. So far lone wolf has some of the coolest 
detail to combat I've seen yet. I still play sryth for the exploration and 
story factor, when it comes up nowadays, but the combat system has always 
put me off from sryth slightly. The problem here is that you either have to 
be a combat enthusiast or be willing to go into the realm of unrealism aka 
final fantasy, later versions of dragon quest to get good techniques and 
spells and the like going, or the combat falls into the trap of 99% of muds 
where the unrealistic realism, learning how to bash with a shield or throw a 
basic kick, for example, becomes irritating. To me, at least. I've also 
never found random combat to my liking, the entire dice roll system has 
always bothered me. It makes me think of someone rushing into battle 
swinging wildly and hoping to god they hit something, rather than a fierce 
and powerful warrior stalking into battle and striking with careful, 
measured accuracy as he drives his opponent back and breaks through his 
defenses. Few games can immitate that, though, and its pretty complex, so 
its sort of understandable.


Then you also have your grinder types, who refuse to play an RPG unless 
there's plenty of stats to grind and goals to reach. Sure you can say 
there's plenty of number crunchers out there already, but I imagine not all 
grinders are interested in seeing straight numbers rise, for example, I 
grind to earn new techniques and spells, to power up my character in 
preparation for a bonus dungeon, in certain cases to level up other party 
members so they have a fighting chance in places, etc. I love exploration, 
but I've always thought that gamebook and RPG mechanics just don't seem to 
work out very well. I am interested to see how Thomas pulls off the 
combination of mechanics though. My personal favorite is closer to the 
mainstream version of RPG's as they stand now, where mostly things are 
close-ended, with turn-based battles and a major overarching plot and party 
of characters to control to complete said plot and side quests. This leaves 
more room for plot and character development in my opinion, because the main 
character can actually talk rather than just having a line about him telling 
someone this, or performing that action. And it's a lot less easy to fall 
into the trap that sryth always, always does with making your character look 
like he'd flee from his own shadow. I'd love to see something like this done 
in text form, aka planet gambro only without the very strange humor. I still 
haven't figured out what it is about text RPG's, no matter how advanced, and 
making them non-serious or humor-based.


Having said all this I'll definitely be checking out thomas's game when it 
comes out. While I think that gamebook and RPG mechanics clash on general 
principal just because the style of RPG isn't advanced enough for my tastes, 
the exploration factor is also nice, and some of the scenes can be really 
cool if done right and under certain mechanical conditions, aka using 
disciplins in lone wolf, skills and powers in sryth. So while its not my 
prefered style of RPG, I am glad to see another good-sounding text game 
coming up and will definitely be checking this out. Anyhow I think I've 
rambled on long enough, hopefully all of this made sense and wasn't too 
contradictory, its too early in the ... uh ... noon for major thinking just 
yet. 



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Re: [Audyssey] Creating Roll Playing Games From Scratch

2009-07-16 Thread Thomas Ward

Hi Chris,
Unfortunately, computer mediated games may never be able to match human 
mediated games in quality. It is not just a matter of hardware, but the 
programming techniques themselves are incapable of creating a truly 
humanlike inteligence. Current artificial intelligence is limited to 
making decisions based soully on logic and probability. Humans don't 
really think that way. We tend to base decisions on emotions, morals, 
and other factors that has nothing to do with logic.
For example, in Sryth, when playing the Goblins of Westwold adventure, 
you come upon a passage with a goblin chained to the wall. The game 
gives you three options. You can free him, kill him, or head back the 
way you came. A computer AI wouldn't be able to make a decision like 
that logically. The reason being that the action the player chooses in a 
case like that is emotional and may be based on prier experience rather 
than strictly based on logic.
A compassionate person would free the goblin. A person who gets off on 
blood, guts,and gore would kill the goblin for a cheap thrill. A person 
who simply doesn't care might head back the way he/she came and do 
nothing about the chained goblin.
The computer player on the other hand might have to randomly pick an 
action from a list of actions, or the developer would have to give the 
computer AI special instructions to be compassionate, blood thirsty, or 
disinterested. In other words the computers thought process, such as it 
is, is no better than its programming. It is incapable of independant 
action and thought on its own. It is incapable of creating its own 
personality and roll in a game world.
Anyway, I just wanted to say as a developer I am limited to what I know 
and have been taught. I am no expert on artificial intelligence, and it 
is a fairly complex field of study to begin with. Programmers, 
scientists, and engineers better than I am have tackled this issue of 
human vs computer intelligence and it is not an easy problem to solve. 
I'm afraid to say my AI in this or any other game will be average at best.

Smile.

Christopher Bartlett wrote:

This issue of open-ended vs. tightly scripted RPing interests me.  My style
as a game master is to set the scene, create significant non-player
characters with their own agendas, some of whom act off stage independent
of, or in reaction to the player characters, but who may not meet them until
a climactic scene.  Once I've wound this world up and set the scene, I
release the PCs into the world.  I then regard my job as deciding how the
world reacts to their actions.  They are the protagonists of this story
after all.

Now that is human role-playing.  I've never seen a computer-mediated game
come anywhere close to the richness of a human-mediated game, even in the
MMORPG world.  There is always a narrowing of objectives to fit a
restrictive model.  This makes sense in a paradigm that demands complete
determinism for each scenario, where every action must be anticipated by the
game designer.  Without massive hardware support, you aren't going to see
emergent behavior out of this deterministic model, which is the main reason
human-mediated games are still more satisfying.

I'm not expecting Tom to break this problem, although if he has ways around
it, I'm so there for playing and ultimately purchasing the game.

Chris Bartlett



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Re: [Audyssey] Creating Roll Playing Games From Scratch

2009-07-16 Thread Thomas Ward

Hi Shaun,
Sigh...That really wasn't my point. The point of my original article was 
how to overcome certain aspects of creating a roll playing game with the 
least amount of difficulty as possible.
I certainly could write such a game in C, C++, Visual Basic, C-Sharp, or 
any other language I chose to, but based on my preliminary research 
creating such a game as a web based game was the least difficult option 
for me or anyone else interested in writing game book style roll playing 
games.
That said, I haven't made any absolute decisions on weather or not the 
game will be an online game or a stand alone version. A lot of people 
jumped to the conclusion that my article meant I was talking 
specifically about Legends of Etheria, but I actually had intended to 
talk about creating a roll playing game in general. what I had found 
out, what problems I had encountered, and practical solutions for same.
Finally, as for the .NET Framework that is of little concern at this 
point. After Mysteries of the Ancients is completed I will be officially 
dropping .NET support in my games and will be creating native Windows, 
Linux, and Mac OS games in C++ using core libraries and components. That 
will cut down on what dependencies a person will need to install.

Smile.

shaun everiss wrote:

hmmm I'd be happy to install all the dependencies on my system.
I have dotnet 1.1 to 3.5 with all service packs.
I have dx9 I have xna3 for entombed I have I think some my sql addins for this 
to.
So if it was easy enough I'd load all the dependancies.
  



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Re: [Audyssey] Creating Roll Playing Games From Scratch

2009-07-16 Thread Thomas Ward

Hi Dark,
Yes, the amount of text is really the key difference. Roguelike games, 
like most games, aren't especially concerned with a great amount of 
describing your surroundings in great detail, or giving you lots of 
historical information about this or that place in the game world. There 
is a lot of text involved in a game like Sryth, Kingdom of Loathing, or 
any other game along those lines.


dark wrote:
Point taken Tom on the text front, - I actually understood your 
php example pretty well given my knolidge of html,  ;D.


I suppose the crytical difference here is with Angband's presentation.

It doesn't need to worry about presenting several thousand screens of 
actual text and linking them via key presses or whatever, it just 
needs to defign a number of objects, - player, monsters, npcs, 
walls doors and items which are presented randomly on a grid pattern 
with certain rules and attributes attached to them, and set up the 
various reactions for what happenes when two of these objects 
interact, rather than completely rewrite all in game screens for each 
game event as happens in a gamebook style game or your example.


I was just particularly interested in the use of text files, sinse 
that's one of Angband's actual strengths, and the reason players have 
been able to create so many different varients and alternative 
versions of the game so easily.


Your example though also makes me wonder about early 80's rpgs like 
Eamon and fallthru and how much doing they must have taken to create.


Beware the rue!

Dark;.



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Re: [Audyssey] Creating Roll Playing Games From Scratch

2009-07-16 Thread dark
Well, there is in fact a lot of text and messages in Angband, - but 
mostly that comes from a number of text files which function as databases to 
provide object descriptions and in game events rather than actually telling 
you anything about the environment (as I said, this is why i believe it will 
be possible to make Angband playable without access to the graphics).


But i do take the point about general environment. In angband, it's simply 
necessary to have an object and say it's a tree when your targiting curser 
hits it, with it's relation to the player's character totally worked out by 
space, you don't need to describe anything at all.


Beware the Grue!

Dark.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, July 16, 2009 11:20 PM
Subject: Re: [Audyssey] Creating Roll Playing Games From Scratch



Hi Dark,
Yes, the amount of text is really the key difference. Roguelike games, 
like most games, aren't especially concerned with a great amount of 
describing your surroundings in great detail, or giving you lots of 
historical information about this or that place in the game world. There 
is a lot of text involved in a game like Sryth, Kingdom of Loathing, or 
any other game along those lines.


dark wrote:
Point taken Tom on the text front, - I actually understood your php 
example pretty well given my knolidge of html,  ;D.


I suppose the crytical difference here is with Angband's presentation.

It doesn't need to worry about presenting several thousand screens of 
actual text and linking them via key presses or whatever, it just needs 
to defign a number of objects, - player, monsters, npcs, walls doors 
and items which are presented randomly on a grid pattern with certain 
rules and attributes attached to them, and set up the various reactions 
for what happenes when two of these objects interact, rather than 
completely rewrite all in game screens for each game event as happens in 
a gamebook style game or your example.


I was just particularly interested in the use of text files, sinse that's 
one of Angband's actual strengths, and the reason players have been able 
to create so many different varients and alternative versions of the game 
so easily.


Your example though also makes me wonder about early 80's rpgs like Eamon 
and fallthru and how much doing they must have taken to create.


Beware the rue!

Dark;.



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Re: [Audyssey] Creating Roll Playing Games From Scratch

2009-07-16 Thread Thomas Ward

Hi Dark,
That works for me. Like I was saying to Allan I am completely open into 
moving to a different genre like science fiction or some other genre. 
Just give me some ideas and I'd be all too happy to consider them.


dark wrote:
I agree Alan, a scifi rpg would be great, particularly with the large 
amount of worlds available.


But one step at a time though.

Beware the Grue!

Dark.



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Re: [Audyssey] Creating Roll Playing Games From Scratch

2009-07-16 Thread dark
As I said Tom, I certainly see the logic of the online approach, I just hope 
it can be kept single player the way Sryth originally was intended to be.


I would however love to see a scifi rp game giving you a hole galaxy to 
explore with different planets, quests separately on the various planets, 
flying a spaceship etc. Pluss, you have infinite expantion, especially if 
you made your universe similar to the Starwars or Dune universe with 
different amounts of technology found on different worlds,  you could 
have standard dungeon crawling with swords on one world, and high tech robot 
developement elsewhere.


Just my thoughts.

Beware the Grue!

Dark.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, July 16, 2009 11:41 PM
Subject: Re: [Audyssey] Creating Roll Playing Games From Scratch



Hi Allan,
Thanks for the suggestions. It does seam as though more people are in 
favor of a stand alone, turn based, roll playing game apposed to an online 
game. I certainly have the technical skill and
knowledge  to do so, but at the cost of more time and energy. If a number 
of people really do want a stand alone turn based game I have no problem 
with sticking with that format for the game.
As far as switching to a different genre or theme like science fiction 
that is a very good suggestion. For one thing there is more room to expand 
on the game world or game universe by adding aliens, robots, high tech 
weaponry, etc where the triditional roll playing games such as Dungeons 
and Dragons, Heroes Might and Magic, and so on have been there and done 
that so to speak. Everything that can be done has probably been done 
already in the fantacy genre.
For example, one of the problems I had early on was finding a title for 
the game that wasn't already copyrighted. I went through a dozen names 
only to find out through a google search that some big commercial company 
had already copyrighted that name. If I used it I could get fried for 
copyright infringement even though it would be accidental rather than on 
purpose. The problem is the mainstream market is saturated with Dungeons 
and Dragons clones, and a small time developer like me can stumble into a 
mine field of copyright infringement suits.
Another aspect about using modern or science fiction roll playing would be 
the availability of sound effects. It is easy enough to get laser sounds, 
explosions, electronic background ambience loops, etc. It is somewhat 
harder to get good quality fantacy sounds like spells, swords, knives, 
axes, etc.


Allan Thompson wrote:

Hi Tom,
It looks like a pretty good idea. I can't pretend to understand all the 
technical mumbo jumbo, but it looks to me like you make a game, sell it, 
and charge a subscription to keep playing it online, like Ever Quest or 
World of Warcraft. It sounds highly customizable for programmer and 
gamers alike and so you might have a nice RPG to add to your catalog.


Personally, I like the stand alone, turn based RPG, with a major 
storyline. I like to make one or more characters with  lots of options 
and customization, who go from a weak to strong progression in power and 
items, solving miniquests, and challenging tactical  battles ending up 
with the climatic showdown. I am not sure how that lines up with your 
vision, because most online things I have toyed with  seem to be simply, 
kill, loot, repeat when necesary.


Lastly, I just wanted to put a bug in the ear of you and everyone 
reading, I would love to see the turn based rPG game evolve into other 
genres.
It would be neat to have science fiction, Post Apocalyptic, western, 
supernatural, or modern day  based RPG.


al


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Re: [Audyssey] Creating Roll Playing Games From Scratch

2009-07-16 Thread Pranav Lal
Hi Thomas,

Why not use XML? You may be able to get the same advantage as in a database.

Pranav


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Re: [Audyssey] Creating Roll Playing Games From Scratch

2009-07-16 Thread Pranav Lal
Hi Thomas,

This is an excellent post and I have archived it. One question. Could you
elaborate on the process of making a game book? How do you write the various
alternatives and keep track of them? For example, let's say that our
protagonist is called Peter. Peter can do two things. He can either go to
the pub or go to the old barn. If he goes to the pub, something else
happens. If he goes to the barn then something completely different happens.

Pranav


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Re: [Audyssey] Creating Roll Playing Games From Scratch

2009-07-16 Thread Thomas Ward

Hi Shadow Dragon,
I'm not really sure what you are suggesting. While it is true the 
conceptual ideas of rpg style games is changing, especially in terms of 
audio/video games, but the basic concept of a roll playing game is to 
assume a character roll within an imaginary world, complete various 
quests, train skills, and so on. Game books are probably closest to 
traditional paper and pen roll playing that we have. In such a case the 
game mechanics are similar to traditional paper and pen games.
I do agree that rolling a dice to perform skill checks, roll attacks, 
etc isn't very realistic, but given that the rpg type games began with 
paper and pen that was the only way to randomly determine an outcome. If 
you have a suggestion on how to improve performing skill checks, 
attacks, etc let me know. Otherwise I think the game mechanics set out 
by traditional rpg games seams sufficient for our needs.


Smile.


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Re: [Audyssey] Creating Roll Playing Games From Scratch

2009-07-16 Thread Thomas Ward

Hi Dark,
Regardless if I create the game as a stand alone game in C++ or create 
it as an online game I want to make it a single player game. I'm not 
really interested in creating a party or pvp type game at this point.
As far as your idea of creating a universe with mixed technological 
skills that kind of reminds me of an author I sometimes read. I don't 
know if you have read any of Piers Anthony's books, but he often has an 
interesting way of mixing science fiction and fantacy into the same story.
For example, in the Blue Adept Piers Anthony describes a world with two 
aspects. In one frame it is a high tech world with computers, androids, 
intersteller space travel, lasers, and anything else you would expect 
from a science fiction novel. In the other frame it is a fantacy type 
world complete with werewolves, unicorns, people use magic instead of 
technology, etc. Some people are able to pass between the two frames of 
existance. Thus the main character is able to be both active in a 
fantacy and science fiction story at the same time.
Anyway, even big name science fiction stories like Star Wars do have a 
fantacy aspect to them as well. If you think about it Star Wars is 
something like a fantacy story set in a science fiction setting. Instead 
of magic you have the force. Instead of swords you have light sabers. 
Instead of knights waring armour you have storm troopers. A lot of the 
same principles apply. it is just that Star Wars is suppose to be 
futuristic instead of being set in ancient earth.

Smile.


dark wrote:
As I said Tom, I certainly see the logic of the online approach, I 
just hope it can be kept single player the way Sryth originally was 
intended to be.


I would however love to see a scifi rp game giving you a hole galaxy 
to explore with different planets, quests separately on the various 
planets, flying a spaceship etc. Pluss, you have infinite expantion, 
especially if you made your universe similar to the Starwars or Dune 
universe with different amounts of technology found on different 
worlds,  you could have standard dungeon crawling with swords on 
one world, and high tech robot developement elsewhere.


Just my thoughts.

Beware the Grue!



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Re: [Audyssey] Creating Roll Playing Games From Scratch

2009-07-16 Thread shaun everiss
WELL WHATEVER YOU CHOOSE i DON'T MIND i AM USED TO THE GAMEBOOKS ALTHOUGH i 
ALSO LIKE THE STANDARD STANDALONE THINGS WHERE YOU HEAR EVERYTHING.
At 09:09 a.m. 17/07/2009, you wrote:
Hi Shaun,
Sigh...That really wasn't my point. The point of my original article was how 
to overcome certain aspects of creating a roll playing game with the least 
amount of difficulty as possible.
I certainly could write such a game in C, C++, Visual Basic, C-Sharp, or any 
other language I chose to, but based on my preliminary research creating such 
a game as a web based game was the least difficult option for me or anyone 
else interested in writing game book style roll playing games.
That said, I haven't made any absolute decisions on weather or not the game 
will be an online game or a stand alone version. A lot of people jumped to the 
conclusion that my article meant I was talking specifically about Legends of 
Etheria, but I actually had intended to talk about creating a roll playing 
game in general. what I had found out, what problems I had encountered, and 
practical solutions for same.
Finally, as for the .NET Framework that is of little concern at this point. 
After Mysteries of the Ancients is completed I will be officially dropping 
.NET support in my games and will be creating native Windows, Linux, and Mac 
OS games in C++ using core libraries and components. That will cut down on 
what dependencies a person will need to install.
Smile.

shaun everiss wrote:
hmmm I'd be happy to install all the dependencies on my system.
I have dotnet 1.1 to 3.5 with all service packs.
I have dx9 I have xna3 for entombed I have I think some my sql addins for 
this to.
So if it was easy enough I'd load all the dependancies.
  


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[Audyssey] Creating Roll Playing Games From Scratch

2009-07-15 Thread Thomas Ward


Creating Roll Playing Games
From Scratch

by Thomas Ward

Jul. 15, 2009

Like many modern game players I enjoy a well designed roll playing game 
complete with grand adventures, lots of magic weapons, the ability to 
learn and train new skills, a large game world to explore, etc. However, 
it never occurred to me how much time and effort goes into creating a 
well designed roll playing game from scratch. Most of the big name roll 
playing games we know of such as Dungeons and Dragons, Heroes Might and 
Magic, and final Fantasy have entire teams of people devoted to those 
projects. Therefore it should come as no surprise why they are so 
addictive and interesting to play. At times big name roll playing games 
such as Dungeons and Dragons can seam near endless when it comes to new 
content and adventures. Yet, what would it take to create a custom roll 
playing game from scratch?
Well, I have discovered firsthand that creating a roll playing game from 
scratch is no easy matter. At first I assumed that creating my own 
Dungeons and Dragons style roll playing game should be fairly easy. 
After all, i had lots of story ideas floating around in my mind, and it 
should be easy enough to use them as a starting point for my custom roll 
playing game. Plus, I have more than ten years experience as a software 
developer, and I figured if I could create  a FPS game engine, a 
side-scroller, a racing game, etc writing a roll playing game adventure 
system would be a piece of cake. That idea quickly was dispelled when I 
actually realized what was involved in creating a full fledged roll 
playing adventure system.
First, thing I discovered as a game developer I had to create a rather 
comprehensive story for the game. Actually, more like several short 
stories held together in the context of the main story. I had to put 
considerable thought into the who, what, when, where, why, and how 
aspects to draft the main story. Like any good story it requires 
supporting people, places, and things of interest. That ends up being a 
very large task in and of itself.
The next step was to convert the game's story and adventures into a 
paper and pen game book. This was easy enough to do. Rather than create 
custom rules, character classes, etc I decided to just go ahead and 
borrow the official Dungeons and Dragons character classes, rules, 
spells, etc. This saved a considerable amount of time and energy since 
the Dungeons and Dragons rules are widely used by similar roll playing 
games anyway.
Finally, I was ready for the hard part. Converting the paper and pen 
game into some kind of computer game. As I mentioned above at first I 
thought this would be fairly straightforward and easy. As it turned out 
I grossly under estimated the complexity involved in creating a fairly 
in depth roll playing game. A roll playing game such as Sryth certainly 
is no small feet for a single developer.
The first decision was weather or not to create the game as an internet 
based game or as a stand alone game. Both options have their own 
advantages and disadvantages. A lot depends on weather the developer 
intends the game to support player verses player style game play, wishes 
to use a central game server, store items and stats in a database, use 
Sapi support, etc.
With a stand alone game it is certainly much easier to add sound 
effects, background music, Sapi speech support, and other such features 
to the game. Not to mention as a stand alone game it would not require a 
constant high speed internet connection to play. However, by the same 
token that would exclude features such as online adventure parties and 
player verses player style game play which are quite popular in current 
online roll playing games.
If I decided to build an internet based roll playing game I would then 
have to decide between a web based game book style adventure such as 
Sryth, or design the game as a mud. Given the two options a web based 
game book style adventure would certainly seam more preferable as it 
would be more user friendly. All of the options or choices could be 
standard buttons, links, and would be easier to design using perl or 
php. While I believe I could create a mud server from scratch it seams 
as though it would be a lot more work, and I've never especially liked 
typing long commands into mud style games anyway. Therefore I decided it 
definitely wouldn't be a mud.
The next thing I had to do was decide on a programming language. Since I 
wasn't overly concerned with multiplayer online style game play I chose 
to create a rough draft of my ideas in C++. I used SDL for sound and 
input support, and use Sapi for speaking menus, reading the adventure 
introductions, etc. As it turned out again I grossly underestimated what 
I needed to create a game world of any size.
My first problem was finding enough sounds to make the game sound 
realistic. I needed sounds for swords, spears, daggers, knives, bow and 
arrows, and various other 

Re: [Audyssey] Creating Roll Playing Games From Scratch

2009-07-15 Thread dark

Hi Tom.

Interesting.

While i take the points about interface, ability to update the game easily 
and make it ultiplatform, my concern with the game being entirely online and 
multiplayer is that it avoides the traps of focusing on pvp, guild wars, 
power gaming and grinding which seem to dominate so many other web games.


How about hosting the game online and using that system, but having no 
player interaction or comparison the way Sryth used to be.


I'm sorry, i was just very much looking forward to a really detailed story 
driven single player game,  which actually doesn't exist on the internet 
at the moment from what I can determine.


If people want pvp or party adventuring,  there are muds and rpgs 
aplenty which offer those things.


Beware the Grue!

dark.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: gamers@audyssey.org
Sent: Thursday, July 16, 2009 12:24 AM
Subject: [Audyssey] Creating Roll Playing Games From Scratch




Creating Roll Playing Games
From Scratch

by Thomas Ward

Jul. 15, 2009

Like many modern game players I enjoy a well designed roll playing game 
complete with grand adventures, lots of magic weapons, the ability to 
learn and train new skills, a large game world to explore, etc. However, 
it never occurred to me how much time and effort goes into creating a well 
designed roll playing game from scratch. Most of the big name roll playing 
games we know of such as Dungeons and Dragons, Heroes Might and Magic, and 
final Fantasy have entire teams of people devoted to those projects. 
Therefore it should come as no surprise why they are so addictive and 
interesting to play. At times big name roll playing games such as Dungeons 
and Dragons can seam near endless when it comes to new content and 
adventures. Yet, what would it take to create a custom roll playing game 
from scratch?
Well, I have discovered firsthand that creating a roll playing game from 
scratch is no easy matter. At first I assumed that creating my own 
Dungeons and Dragons style roll playing game should be fairly easy. After 
all, i had lots of story ideas floating around in my mind, and it should 
be easy enough to use them as a starting point for my custom roll playing 
game. Plus, I have more than ten years experience as a software developer, 
and I figured if I could create  a FPS game engine, a side-scroller, a 
racing game, etc writing a roll playing game adventure system would be a 
piece of cake. That idea quickly was dispelled when I actually realized 
what was involved in creating a full fledged roll playing adventure 
system.
First, thing I discovered as a game developer I had to create a rather 
comprehensive story for the game. Actually, more like several short 
stories held together in the context of the main story. I had to put 
considerable thought into the who, what, when, where, why, and how aspects 
to draft the main story. Like any good story it requires supporting 
people, places, and things of interest. That ends up being a very large 
task in and of itself.
The next step was to convert the game's story and adventures into a paper 
and pen game book. This was easy enough to do. Rather than create custom 
rules, character classes, etc I decided to just go ahead and borrow the 
official Dungeons and Dragons character classes, rules, spells, etc. This 
saved a considerable amount of time and energy since the Dungeons and 
Dragons rules are widely used by similar roll playing games anyway.
Finally, I was ready for the hard part. Converting the paper and pen game 
into some kind of computer game. As I mentioned above at first I thought 
this would be fairly straightforward and easy. As it turned out I grossly 
under estimated the complexity involved in creating a fairly in depth roll 
playing game. A roll playing game such as Sryth certainly is no small feet 
for a single developer.
The first decision was weather or not to create the game as an internet 
based game or as a stand alone game. Both options have their own 
advantages and disadvantages. A lot depends on weather the developer 
intends the game to support player verses player style game play, wishes 
to use a central game server, store items and stats in a database, use 
Sapi support, etc.
With a stand alone game it is certainly much easier to add sound effects, 
background music, Sapi speech support, and other such features to the 
game. Not to mention as a stand alone game it would not require a constant 
high speed internet connection to play. However, by the same token that 
would exclude features such as online adventure parties and player verses 
player style game play which are quite popular in current online roll 
playing games.
If I decided to build an internet based roll playing game I would then 
have to decide between a web based game book style adventure such as 
Sryth, or design the game as a mud. Given the two options a web based game 
book style adventure would certainly seam

Re: [Audyssey] Creating Roll Playing Games From Scratch

2009-07-15 Thread dark

Hi Tom.

Well I'm fully in favor of the frequent updates etc which a php script game 
could give, and I'm glad your stil thinking single player even if the 
logistics are much easier online, pluss, it'd probably be seen as more 
reasonable of you to charge for an online game in some way than for a 
downloadable text rpg, - though personally I'd be willing to pay for 
such a game if it fulfilled my needs.


But being as your also running a business (and to maintain the server costs 
of the game), either a subscription or account update fee for the game to 
gain full access would be seen as more reasonable by the public in 
general, - I know the huge amounts of markiting resources the commercial 
interactive fiction company malinch have to put into selling their games.


Btw, not to quibble over your decision (which I completely understand the 
logic of), but Angband, the roguelike I mentioned which will hopefully be 
having full accessibility features added in the future, has taken precisely 
the opposite approach.


I'm not certain what language the game is written in, but there are 
certainly several versions (windows mac os), and even source code for self 
compiling.


When new versions come out, they are symply stuck on the website and people 
are expected to update. Everything in the game,  the thousand or so 
monsters, the classes, items, and huuge amount of complex mechanics are 
contained in a series of text files which are easy to modify (one reason 
Angband has so many varients developed by other people). There is even a 
text file containing sound and display options.


Obviously there are some differences,  the most notable being that while 
Angband certainly uses lots of text for a roguelike (one reason why I'm 
fairly convinced it can be made fully accessible in the first place given 
some extra warning messages and coordinates), it does have a basically 
spacial interface with characters moving around a grid based, randomly 
generated dungeon rather than the environment being described gamebook 
style.


Stil, in terms of pure mechanics,  of which Angband has a truly mind 
bogling amount, everything is run through text file databases.


this isn't to say your decision is wrong, or to argue in the least, - as 
I said I can fully follow your logic, I just thought it was an interesting 
contrast, and sinse we're discussing rpgs I thought I'd throw it out for 
considderation.


Beware the Grue!

Dark. 



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Re: [Audyssey] Creating Roll Playing Games From Scratch

2009-07-15 Thread shaun everiss
Well an online game is all and good, but I would probably take offline if I 
could.
the main issue is that there are a load of capped connections, and going over 
that probably is not nice.
although in theory the php html games take vary little data I just thought I 
would point out that fact.
In the next few months or so its possible either my bill or speed will change 
depending on the ability of me to afford the unlimited connection I am 
currently on who's prices is set to rise from 50 to 60 dollars.
This may mean I will have to either reduce my connection to a capped one say 
25gb which is still a fair ammount but others use the system to or change to a 
cheaper isp which will probably have a smaller cap all in all I'd prefur some 
offline play to.
At 12:34 p.m. 16/07/2009, you wrote:
Hi Tom.

Interesting.

While i take the points about interface, ability to update the game easily and 
make it ultiplatform, my concern with the game being entirely online and 
multiplayer is that it avoides the traps of focusing on pvp, guild wars, power 
gaming and grinding which seem to dominate so many other web games.

How about hosting the game online and using that system, but having no player 
interaction or comparison the way Sryth used to be.

I'm sorry, i was just very much looking forward to a really detailed story 
driven single player game,  which actually doesn't exist on the internet 
at the moment from what I can determine.

If people want pvp or party adventuring,  there are muds and rpgs aplenty 
which offer those things.

Beware the Grue!

dark.
- Original Message - From: Thomas Ward thomasward1...@gmail.com
To: gamers@audyssey.org
Sent: Thursday, July 16, 2009 12:24 AM
Subject: [Audyssey] Creating Roll Playing Games From Scratch



Creating Roll Playing Games
 From Scratch

by Thomas Ward

Jul. 15, 2009

Like many modern game players I enjoy a well designed roll playing game 
complete with grand adventures, lots of magic weapons, the ability to learn 
and train new skills, a large game world to explore, etc. However, it never 
occurred to me how much time and effort goes into creating a well designed 
roll playing game from scratch. Most of the big name roll playing games we 
know of such as Dungeons and Dragons, Heroes Might and Magic, and final 
Fantasy have entire teams of people devoted to those projects. Therefore it 
should come as no surprise why they are so addictive and interesting to play. 
At times big name roll playing games such as Dungeons and Dragons can seam 
near endless when it comes to new content and adventures. Yet, what would it 
take to create a custom roll playing game from scratch?
Well, I have discovered firsthand that creating a roll playing game from 
scratch is no easy matter. At first I assumed that creating my own Dungeons 
and Dragons style roll playing game should be fairly easy. After all, i had 
lots of story ideas floating around in my mind, and it should be easy enough 
to use them as a starting point for my custom roll playing game. Plus, I have 
more than ten years experience as a software developer, and I figured if I 
could create  a FPS game engine, a side-scroller, a racing game, etc writing 
a roll playing game adventure system would be a piece of cake. That idea 
quickly was dispelled when I actually realized what was involved in creating 
a full fledged roll playing adventure system.
First, thing I discovered as a game developer I had to create a rather 
comprehensive story for the game. Actually, more like several short stories 
held together in the context of the main story. I had to put considerable 
thought into the who, what, when, where, why, and how aspects to draft the 
main story. Like any good story it requires supporting people, places, and 
things of interest. That ends up being a very large task in and of itself.
The next step was to convert the game's story and adventures into a paper and 
pen game book. This was easy enough to do. Rather than create custom rules, 
character classes, etc I decided to just go ahead and borrow the official 
Dungeons and Dragons character classes, rules, spells, etc. This saved a 
considerable amount of time and energy since the Dungeons and Dragons rules 
are widely used by similar roll playing games anyway.
Finally, I was ready for the hard part. Converting the paper and pen game 
into some kind of computer game. As I mentioned above at first I thought this 
would be fairly straightforward and easy. As it turned out I grossly under 
estimated the complexity involved in creating a fairly in depth roll playing 
game. A roll playing game such as Sryth certainly is no small feet for a 
single developer.
The first decision was weather or not to create the game as an internet based 
game or as a stand alone game. Both options have their own advantages and 
disadvantages. A lot depends on weather the developer intends the game to 
support player verses player style game play, wishes to use a central

Re: [Audyssey] Creating Roll Playing Games From Scratch

2009-07-15 Thread Christopher Bartlett
I have some thoughts here, being an inveterate paper-and-pen role playing
gamer.

First, I don't think I'd classify Angband or any of the Roguelikes as an
RPG.  These feel more like tactical simulations with a lot of details added
in to make them have replay value.

One big advantage of what Tom is proposing would be the possibility of
user-extensibility.  As I understand it, the game design would be completely
modular, so it should be possible to bolt on new modules fairly easily.  I
don't know how many people know or want to learn PHP, but some sort of
scripting language for specific objects, areas and creatures might be
doable, a la MUD wizards.  I'd certainly like to learn PHP to contribute to
such a game.

In order for the game to be truly an RPG, play would have to be completely
open-ended, with the player goals being whatever the player desires.  This
is the downfall of the MUD style of gaming, where the goals are scripted
into the game, leading to grinding and in the end the final lack of these
games as compared to human-moderated games.  TA decision to limit the play
to single-player mode, while logistically understandable would detract
significantly from the RP aspect of the game, since it becomes impossible to
have gross effects on the world.

Stories make sense in one respect, as they give structure to chaos, but if
you're looking for something truly revolutionary, then there has to be a
good balance between pre-generated story arcs and something the player comes
up with on the fly.

I'm not sure how to translate all of these thoughts into a playable
computer-mediated game.  The questions transcend the medium and would be
faced no matter how you decide to deploy the game.  

I don't know how ambitious you want to be Tom, but I would be interested in
being a part of the creation of things, if you're looking for any
collaborators.  I have 25 years of IRL role-playing experience, both playing
and running games.  I used to be a fair hand at programming, back when 68020
assembly code was being taught, and I could probably reacquire some skills
if I had the right project to work on.  Whether or no, I will be watching
this project with great interest.

Chris Bartlett



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Re: [Audyssey] Creating Roll Playing Games From Scratch

2009-07-15 Thread Thomas Ward

Hi Shaun,
Like I mentioned earlier it really comes down to a matter of logistics. 
It is one thing to create a side-scroller like Mysteries of the 
Ancients, and quite  another when designing a detailed roll playing game.
With a game like Mysteries of the ancients you have perhaps 14enemies on 
a level, most of a similar type or class, and equally as many special 
items. In terms of management that is a manageable amount of things to 
store in memory, and keep track of. Especially, since everything is 
pretty much standard throughout the entire game.
With a fantasy game book style roll playing game such as Sryth there is 
much more to keep track of. Each and every weapon could be different in 
terms of stats, quality, and may or may not have magic powers. In a game 
like Mysteries of the Ancients you only have to worry about one sword. 
In a roll playing game there could be hundreds of swords ranging from 
short swords, long swords, to broad swords, and so on. They could be 
common, sturdy, well crafted, exceptional,  magical, etc. You need to 
have a way to store all of that information without keeping it all in 
memory. The easiest way to do that is use a third-party database, and 
perform look ups when necessary.
Yeah, I could technically do the same thing in an off line version, but 
it seams to be the more difficult way of handling it. Instead of a nice 
SQL database I store all of that info in a text file and open and read 
those files as necessary. It just seams to me to be a quick and dirty 
way of handling it without the advantages of a true database on hand.

Smile.




shaun everiss wrote:

Well an online game is all and good, but I would probably take offline if I 
could.
the main issue is that there are a load of capped connections, and going over 
that probably is not nice.
although in theory the php html games take vary little data I just thought I 
would point out that fact.
In the next few months or so its possible either my bill or speed will change 
depending on the ability of me to afford the unlimited connection I am 
currently on who's prices is set to rise from 50 to 60 dollars.
This may mean I will have to either reduce my connection to a capped one say 
25gb which is still a fair ammount but others use the system to or change to a 
cheaper isp which will probably have a smaller cap all in all I'd prefur some 
offline play to.
  



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Re: [Audyssey] Creating Roll Playing Games From Scratch

2009-07-15 Thread dark

Hi Chris.

What you say about tactical simulations is true of vanilla angband,  ie, 
the basic varient which is purely about the dungeon full of monsters and 
equipment balance and choice.


There are however now some other varients which feature quests, npcs, unique 
pantheons of gods and powers etc, all using the basic Angband version and 
engine (another reason I've been trying to push for accessibility changes in 
the game).


Getting back to roleplaying games in general, I disagree with you about the 
deffinition of an rp game being open ended and having an effect on the world 
devorced from story.


I'd say the basic deffinition of a role playing game and what distinguishes 
it from a life sim is story.


Even playing tabletop games with a gm, there is a story, and sequence of 
events and background the gm has in mind.


Of course, the way the players interact with those events might not be as 
the gm expects, and might require some improvising on the gm's part, but the 
basic idea is that the players are characters taking part in a constructed 
series of events, a construction story or situation.


Suppose the gm creates a battle betwene two sides. The characters might 
decide to follow faction A, faction B, or try and stop the war. The Gm 
however must have certain ideas about the ramifications of this, and certain 
pre-conceived notions of what will happen, whome the characters will meet or 
fight, what stats the npcs involved etc.


Even if the Gm plays an incredibly open ended game and asks the characters 
what to do after describing the situation, the Gm already has something in 
mind.


Also personally, it's this aspect, participating in a story, quite literally 
playing a role which most interests me in rpgs themselves, and it's this 
aspect which is so trodden on by current net rpgs and muds, with all the 
grinding, guild wars, pvp factionalism etc.


the problem is the larger the group, the less story control the game has, 
and when you've got players in their thousands, you can' weave stories 
around them without factors like game resets, npc quests etc,  and so 
down the road to grinding.


I'd personally much rather have an absolutely complex world and story with a 
single character which you are free to explore alone, participating in it's 
story and becoming a central figure.


To take a single example, i loved the way in Sryth, once you completed the 
Mirk quest, the description of the town of stormfield utterly changed, and 
the npcs there reacted to you differently. That quest was an indellable part 
of the world, and once it was done, it was done forever with that 
character,  consequences and all, with all the plot threads that 
intales.


If Tom was willing to make the game modular enough to accept player created 
content, or let other people contribute adventures, this is also something 
I'd absolutely love! to do, sinse I'm certain learning enough php to add the 
scripting for adventures would take considderably less time than trying to 
learn enough general programming skill to create more own rpg,  and 
creating rpgs is something I'd love to do.


then again, it's Tom's world, and Tom's rules, and if he doesn't want others 
dabling in it, --- fair enough.


Beware the Grue!

Dark.



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