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Plan for Dennis Corp
Plan for Dennis Corp
| Name: | Dennis Corp | |
|---|---|---|
| Date Posted: | Jun 21, 2005 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Dennis Corp |
Blog post
The plan....
Well, the big plan is to create a never ending type of game.
It will be an RPG of sorts with some tycoon type characteristics, in a large game world.
The type of game where the limits are close to endless, where you can build your character up, and keep doing so on and on and on...
Where opportunities exist to expand on your already large empire. There should always be something just out of the players reach, where they can strive to achieve, only to find something bigger and better just around the corner.
Initially I will start with a basic world, where I can add features and enhancements to the game. Creating an advanced player body and skills system. From there adding in business and economic structure to the game world, before finally working on the world itself.
Today is the beginning, the plan will eventuate once I get into the guts of the program and fully understand what I can and cannot do.
I have a vision, hopefully here I can make it become a reality. ( Be it a virtual reality :P )
-Dennis.
Update: 6.7.2005
As I posted in a thread earlier tonight the following text...
I want to basically make a 3d mud. I played text muds alot in years past and I love the whole idea of it.
Some might say that a 3d mud is just another mmorpg, but that is not my aim. It will be an online rpg of sorts, but rather than having a large subscribing player base I would like to keep it smaller (max 100-300 active players) and hopefully free.
Also, unlike mmo's, I would like to be able to give your average gamer the ability (through script) to add content.
In neverending I mean that no matter how many levels you get, the game would adapt, and continually throw you against bigger and tougher foes.
Upgrade your skills and equipment to beat them, only to find newer bigger tougher ones just around the corner.
I have worked on muds before, so I have a complete understanding of how they are tied together.
In a nutshell, the engine runs the mud server, the lib runs the mud.
The entire game world is managed through scripted objects in the lib.
How this equates to torque I am still yet to fully understand, but after looking through the engine code, and the script I can visualise how it will be tied together. The hard part will probably be adding in support for users to make objects and save them in a live game, then load/unload for testing etc... all the while other users are running around killing monsters and other players alike.
Guilds and factions, chat channels message boards, mail system (auctions possibly) and so forth for users to create their own community.
All in all I know I this is more of a dream than a reality, but with some effective social engineering hopefully I can convince some others to join me in my plot for world dominat^W^W^W^W^W this endeavour.
-Dennis.
Well, the big plan is to create a never ending type of game.
It will be an RPG of sorts with some tycoon type characteristics, in a large game world.
The type of game where the limits are close to endless, where you can build your character up, and keep doing so on and on and on...
Where opportunities exist to expand on your already large empire. There should always be something just out of the players reach, where they can strive to achieve, only to find something bigger and better just around the corner.
Initially I will start with a basic world, where I can add features and enhancements to the game. Creating an advanced player body and skills system. From there adding in business and economic structure to the game world, before finally working on the world itself.
Today is the beginning, the plan will eventuate once I get into the guts of the program and fully understand what I can and cannot do.
I have a vision, hopefully here I can make it become a reality. ( Be it a virtual reality :P )
-Dennis.
Update: 6.7.2005
As I posted in a thread earlier tonight the following text...
I want to basically make a 3d mud. I played text muds alot in years past and I love the whole idea of it.
Some might say that a 3d mud is just another mmorpg, but that is not my aim. It will be an online rpg of sorts, but rather than having a large subscribing player base I would like to keep it smaller (max 100-300 active players) and hopefully free.
Also, unlike mmo's, I would like to be able to give your average gamer the ability (through script) to add content.
In neverending I mean that no matter how many levels you get, the game would adapt, and continually throw you against bigger and tougher foes.
Upgrade your skills and equipment to beat them, only to find newer bigger tougher ones just around the corner.
I have worked on muds before, so I have a complete understanding of how they are tied together.
In a nutshell, the engine runs the mud server, the lib runs the mud.
The entire game world is managed through scripted objects in the lib.
How this equates to torque I am still yet to fully understand, but after looking through the engine code, and the script I can visualise how it will be tied together. The hard part will probably be adding in support for users to make objects and save them in a live game, then load/unload for testing etc... all the while other users are running around killing monsters and other players alike.
Guilds and factions, chat channels message boards, mail system (auctions possibly) and so forth for users to create their own community.
All in all I know I this is more of a dream than a reality, but with some effective social engineering hopefully I can convince some others to join me in my plot for world dominat^W^W^W^W^W this endeavour.
-Dennis.
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