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Lets get this MORGP started!
Lets get this MORGP started!
| Name: | James Spellman | ![]() |
|---|---|---|
| Date Posted: | Aug 23, 2006 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
| RSS Feed: | or Subscribe with . | |
| Profile Page: | View profile page for James Spellman |
Blog post
Hey kids! I thought it was about time I wrote my first .plan.
Who is this guy?
My name is James Spellman. I've been a game programmer since the good ol' days. My day job involves using Torque for Serious Games. Now I'm hoping to get serious with my Indie efforts.
The Project
The project I've selected is what I would call a MORPG (not Massive). The general idea is to create a multiplayer role-playing game that is more like Neverwinter Nights than EverQuest. I hope to reintroduce the concept of Dungeon Crawl and perhaps lose the repetitiveness of static instances and cleaning up the yard trash. Another way to think of it would be a Dynamic Multiplayer Skill-Based Adventure Game. As an extra twist, I'm considering developing simultaneous Sci-Fi and Fantasy worlds at the same time.
The Approach
I've spent a few years talking and dreaming about it. I've played several games that are out there including, but not limited to, EverQuest, EverQuest II, Star Wars Galaxies, World of Warcraft, Guild Wars and D&D Online. I've made notes, drawn pictures, captured screenshots, added to favorites and written code.
I've started writing a design document. Each Chapter pretty much reflects a Milestone. I've written notes and ideas in most chapters but only really flush it out when I'm ready to work on that milestone. Then I start building it.
The Journey
I'm not fooling myself that I'm going to make a commercial product by myself on the first pass. I'm more aiming for a workable prototype that I, my friends and possibly others would want to play. There will be plenty of stock art and models. There are technologies that I'll have to simply live with rather than replace. But should it have that special something, it should serve as a model for "doing it right."
I fully expect, however, to do some things as good, if not better than the commercial products out there. And in cases where someone else has got it nailed.... I'll rip it off in a heartbeat.
That, in fact, is why I decided it was time to write this. I've managed to cobble together parts of Persistent Storage, Character Management, a Container System and World of Warcraft-style Player Control. And now I'd like to share some of the bits.
I know I'm not setting the standard for 'How to Write an Application' or 'How to be a Successful Indie', but I'm having fun. And if I can find ways to give back to the community in the process, all the better!
Edit: Forgot D&D Online
Who is this guy?
My name is James Spellman. I've been a game programmer since the good ol' days. My day job involves using Torque for Serious Games. Now I'm hoping to get serious with my Indie efforts.
The Project
The project I've selected is what I would call a MORPG (not Massive). The general idea is to create a multiplayer role-playing game that is more like Neverwinter Nights than EverQuest. I hope to reintroduce the concept of Dungeon Crawl and perhaps lose the repetitiveness of static instances and cleaning up the yard trash. Another way to think of it would be a Dynamic Multiplayer Skill-Based Adventure Game. As an extra twist, I'm considering developing simultaneous Sci-Fi and Fantasy worlds at the same time.
The Approach
I've spent a few years talking and dreaming about it. I've played several games that are out there including, but not limited to, EverQuest, EverQuest II, Star Wars Galaxies, World of Warcraft, Guild Wars and D&D Online. I've made notes, drawn pictures, captured screenshots, added to favorites and written code.
I've started writing a design document. Each Chapter pretty much reflects a Milestone. I've written notes and ideas in most chapters but only really flush it out when I'm ready to work on that milestone. Then I start building it.
The Journey
I'm not fooling myself that I'm going to make a commercial product by myself on the first pass. I'm more aiming for a workable prototype that I, my friends and possibly others would want to play. There will be plenty of stock art and models. There are technologies that I'll have to simply live with rather than replace. But should it have that special something, it should serve as a model for "doing it right."
I fully expect, however, to do some things as good, if not better than the commercial products out there. And in cases where someone else has got it nailed.... I'll rip it off in a heartbeat.
That, in fact, is why I decided it was time to write this. I've managed to cobble together parts of Persistent Storage, Character Management, a Container System and World of Warcraft-style Player Control. And now I'd like to share some of the bits.
I know I'm not setting the standard for 'How to Write an Application' or 'How to be a Successful Indie', but I'm having fun. And if I can find ways to give back to the community in the process, all the better!
Edit: Forgot D&D Online
Recent Blog Posts
| List: | 08/20/07 - 14 Months Later... 08/23/06 - Lets get this MORGP started! |
|---|
Submit your own resources!| Dan Rolander (Aug 23, 2006 at 13:11 GMT) |
| Jonathon Stevens (Aug 23, 2006 at 14:17 GMT) |
| Jeff (Aug 23, 2006 at 16:15 GMT) |
Will the game have a linear story?
Linear access to the various "levels" or "areas"?(ie...like Diable II, can't go to the jungle until you've passed through the desert)
Co-Op or Party Play? PvP?
| James Spellman (Aug 23, 2006 at 17:49 GMT) |
Linear story? Sort of. There will be Quest Arcs that range from throw away Mail Runs to World Affecting quests. For example, I'm toying with the idea of individual feats that can unlock things server-wide.
Area access? Not really. Party play. PvP under controlled circumstances.
| Jeff (Aug 23, 2006 at 20:54 GMT) |
Were you planning on attempting to implement random levels?
Edited on Aug 23, 2006 23:49 GMT
| James Spellman (Aug 24, 2006 at 23:08 GMT) |
| Jeff (Aug 25, 2006 at 21:21 GMT) |
Just curious more than anything.
Was more wondering if you'd like any help with the art.
| James Spellman (Aug 25, 2006 at 21:34 GMT) |
As for art, obviously I'm going to need a whole heaping bunch of it. I'll address what and how soon.
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