Lets get this MORGP started!
by James Spellman · 08/22/2006 (9:35 pm) · 8 comments
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
#2
08/23/2006 (7:17 am)
I have a really neat idea for a futuristic game that fits for a MORPG, FPS, SRPG and MMORPG. I'm currently too booked out with the MMO I'm building based on vampires, werewolves, wizards, ghouls, oh my. If you're looking for a dark MMO to work on, let me know ;).
#3
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?
08/23/2006 (9:15 am)
How many players do you expect to be supported simultaneously on a given server?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?
#4
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.
08/23/2006 (10:49 am)
How many players? Not sure.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.
#5
Were you planning on attempting to implement random levels?
08/23/2006 (1:54 pm)
Very ambitions project. I've been thinking about something like this for awhile...Were you planning on attempting to implement random levels?
#6
08/24/2006 (4:08 pm)
Depends on what you mean by random. There will be standard quests like you're used to but with numerous variables so that the same quest would rarely play the same way twice.
#7
Just curious more than anything.
Was more wondering if you'd like any help with the art.
08/25/2006 (2:21 pm)
Oh, I meant random location of objects and random maps(levels).Just curious more than anything.
Was more wondering if you'd like any help with the art.
#8
As for art, obviously I'm going to need a whole heaping bunch of it. I'll address what and how soon.
08/25/2006 (2:34 pm)
Random maps? No. But what I'm think of is to be able to go into a room and have numerous interactable objects to play with. Not just crates to smash or monsters to kill. By investigating your environment and applying your character's knowledge and skill, the same room can reveal different things at different times.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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