Although game engines are easy to work with, I doubt that there are any out there that can really capture the DF 'spirit', atleast not withought alot of modification.
Would you give a link to the engine you are using?
I would like the game to be a collaborative Fortress Mode.
A very basic idea :
At first all players start in a new location and each player controls a dwarf. Each dwarf has needs (food, drink, other) that need to be satisfied in order to keep the dwarf productive, and it's up to the player to find what the dwarf needs.
Players can do the same jobs as dwarves can in Fortress Mode. Each player can collect materials and build/dig rooms, build workshops and produce items. Players would need to decide among themselves on what needs to be done and who has to do it.
In a way it would be a fortress building/survival game. From time to time enemies would spawn on the map, etc.
After a while (when things become boring, or when everyone is dead) the fort is stopped and saved for everyone to see and a server reset occurs and a new fort begins.
I know flash a tiny bit, and I could learn java in a short while.
I'll help wherever I can.
Fortress Mode sounds veeery interesting.
The coding might be tough for all the jobs though, but it would be pretty sweet.
Maybe we could have more than one fort that people could join, and eventually there could be wars/trading between them.
Kinda hard to hawk my own skills when the ideas for this DF MMORPG is drifting away from my expertise, but this idea of running Drawf Fortresses could be 'manually' done via Dragon Knights (meaning you need a mod to carefully control the balance of the game). There can be a village, and for the village to prosper...you can go around and do stuff, such as Mining and Fishing. Eventually, you gain levels and can expand and find other villages and try to claim them for your own Drawven Clan. Maybe one day, war between Drawven Clans can be implemented.
Of course, the only way to Mine and to Fish is to engage in "encounters" and "fighting"...meaning that a Gold Mine may succed in killing you but...
Sounds cool, and funny, but it might not be good for this project.
I donno, it will need fine-tuning anyway.
I know flash a tiny bit, and I could learn java in a short while.
I'll help wherever I can.
Fortress Mode sounds veeery interesting.
The coding might be tough for all the jobs though, but it would be pretty sweet.
Maybe we could have more than one fort that people could join, and eventually there could be wars/trading between them.
Works perfectly with my idea as well. I was kinda hoping that would be the case, except what would happen when one fortress got too big. Please say Tantrum Spiral, because that would be awesome.
that would lead to too much chaosKind of the whole point : players who can't organize in their fort get wiped out by wild creatures or the first siege. Players who manage somehow to work as a team get better, bigger fortresses. This will lead to some interesting twists : some fortresses will try to encourage people to work as a team by using rewards, others will choose to exclude those who want to play "hermit", while some will kill anyone who doesn't fit in.
I'd say a cooperative world, where everyone builds his own fortressThe game does not require DF to be played. I don't see what Army Arc has to do with it.
this implies army arc gets finished before we can make this game
to solve the problem of varying computer speeds, I'd say it should be turn-basedReal-time could work as well since the game won't require a fast computer as it is likely to be a browser-based game. Of course real-time would imply a fast internet connection.
NPC dwarfs if there aren't enough players, and instead of turn-based, how about 'energy' based? You have X amount of energy per real-life day, each action costs Y energy, etc. that way even if people have less time/less fast computers, the game can still be balanced.And energy would be replenished by sleeping/eating/drinking. Sleep occurs whenever a player disconnects, and the energy bar slowly fills until the player reconnects. Eating and drinking would instantaneously fill a bit of the energy bar but would require resources (food, drink). The only problem I can see with that is when a siege occurs when everyone is sleeping, but that can be solved by generating sieges only when a certain number of dwarves are active.
..._-
../..
./... <- benefit
/....
|....
2468+ <-hours inactive
See above post.
This leads to a question I'm sure will seem VERY stupid: how do we define new IDs to creatures and objects that are newly created, while being sure this ID is truly unique and has never been used before? Do we keep a counter to count to which ID we reached, or do we check which IDs are not used every time a new object or creature appears and assign an unused ID to it?
Now, heres the problems, if it is tile-based like DF:Then we'll have to give the players the ability to (non-damagingly) push a dwarf off a square.
HTML/PHP: Building on top of a player that has been inactively leaving the window open for half of an hour will be a problem when the player next moves.
Yes, using an offensive move in combat should drain more energy than a defensive one. Perhaps players should set 2 combat strategies : one that is used when they are connected and one used when they are not (whenever PvP gets implemented of course).But that would assume real-time implementation of activities. We would want turn-based. Unless you want to spend 4-6 hours a day playing.
As for energy regeneration vs. energy consumption, humans need about 8 hours of sleep for 16 hours of "light" activity. We could use the same for dwarves : if an average dwarf (one with average constitution) sleeps 8 hours, then he can walk around 16 hours while carrying light weight (his clothes).
Of course doing anything other than walking consumes more energy, so eventually the maximum active time of a dwarf every day (without food or alcohol) would get somewhat closer to 4-6 hours. Which means that a player would need to play only that amount of time to empty his energy bar.
Obviously, as the dwarf becomes more resilient his maximum energy bar get higher so the 8:16 ratio gradually becomes an 8:30 ratio when maximal endurance is reached.
With an online game of over 5 players, turn based is really not an option.I mean that each "attack round" would happen in between movement. All battles would not happen during the game. You would be notified during or after movement how the battle went. For an attack, you would be able to defend, and for every time you attack, your opponent would defend.
On the other hand, action timers would give a good enough system that fast users would have little advantage.
Also, if combat was split into 30 second turns, with multiple actions per 30 seconds.
1: dwarf hacks at the human! The human dodges
2: the human counters the dwarf, but it doesn't harm him.
3: the dwarf slices at the human but is blocked
4: the dwarf chops the human's lower left arm off.
5: the human, enraged at his limb loss, charges the dwarf in a bloody rage and removes his lower right leg
6: the dwarf slices the human't gut
--end of combat--
Then they could either retreat or continue to attack after the 30 seconds are over.
But when you say 100 energy 'per day', do you mean he gets it all at a single predetermined time (eg. midnight GMT), or gradually, depending on how much hours/minutes have passed? I think we should list advantages/disadvantages of both systems, to see which one would be more balanced and appropriate. (I can't seem to think of any...)I just wasn't a fan of decimals, is all. But that would work.
As for the mining pen-and-paper example, I think its all implementable. Also, why round up? We could just store the amount of energy in a decimal variable. Also, I don't think we'll have to designate many tiles to be mined, I think it'll be more like: the player clicks on the tile next to a wall he wants to mine, which moves him there, then he selects 'dig' with direction 'north', clicks 'Go' button, and the wall is mined, then moves again into the newly mined square, selects 'dig' and the direction, clicks Go, etc...
Perhaps have an option to set the number of tiles the player sees? That way, slower internet users can adjust to their own internet speeds. But that would be a bit complicated to implement, so for the first version, let's go with a set 15 tiles each side or somesuch.
A body-part health system isn't that hard to implement, especially considering the reduced amount of body parts.2 Hands - 2 Arms - 1 Upper Body - 1 Lower Body - 1 Neck - 1 Head - 2 Legs - 2 Feet?
Kashyyk, don't worry, I know little web programming myself, what I know of ASP and HTML are barely a few days worth of self-teaching. We'll just have to learn as we move on.Someone posted earlier that they could help with the hosting. I forget who though...
For the keys, I think the players should be given a bit more of independance from the leader, and be able to make their own locked doors. The leader might mandate that a master key be made for him that can open any of the doors, though.
As for starting on the interface, how should we host it? I can't host it on my own computer for now for diverse reasons, and its probably better not to host it on anyone's own computer for security/bandwith/practicallity reasons. Anyone know of a good free host that supports server-side codes and databases?
If anyone actually goes through with this, and shows the game in action (by hosting it on their own computer or something to that effect) I may be able to provide hosting.
Handling assholes is easy: SEND THEM TO THE HAMMERER! :DHow does everybody feel about perma death? I am in favor of it.
Noble assholes are another thing, though it should be accepted as part of the game ;)
I think that death should always(well, in most cases) have a chance of just being a disabling(for at least a week) injury and give new players 1 week of time where that probablility is greatly increased.There's always a chance that an injury is disabling. There's just usually a VERY HIGH chance of death. From everything. No questions. And a very low chance that the injury will heal.
My idea for death was: simply make it (almost) AS BRUTAL AS THE ORIGINAL DF! MWAHAHAHAA...How many is too many, though? It'd get pretty annoying to take care of them all...
Players shouldn't get too attached to their dwarves anyways, since they would have MANY dwarves each (I think I might have mentioned this idea earlier, too lazy to check), when they log in, they first get to a screen 'choose a dwarf or create a new one' and each dwarf would have its own energy pool, so that the player could finish one dwarf's energy for the day then play with another one.
Also, the motto of DF sticks, Losing is Fun!
How many is too many, though? It'd get pretty annoying to take care of them all...
And they'd have a limited amount, they'd just have to pick from whoever's there. Also, how would children work?
There is one problem with legendaries as they currently are, one player with a legendary dwarf could kill every single dwarf in your fortress with out dieing. I think this balances it a little too much in the direction of player killers, but at the same time it is completely awesome to have a legendary dwarf under your control.Honestly, if you have a legendary dwarf and no one else does, you're either:
but do you honestly think an asshole would manage to get to that sort of lvl?Yeah, good point. Any asshole would be easily recognized by the community way before he gets Legendary +5 in combat stats. Atleast, as long as the DF community remains at its current standards. Hopefully, it will.
Honestly, I would love some sort of Adamantine-clad, legendary +5, psycho dwarf going fortress to fortress killing everyone inside. It'd be that kind of wackiness that'd be cool. 2 reasons why this isn't a problem: It would take forever to get to this level, and this is the kind of stuff that happens in DF.but do you honestly think an asshole would manage to get to that sort of lvl?Yeah, good point. Any asshole would be easily recognized by the community way before he gets Legendary +5 in combat stats. Atleast, as long as the DF community remains at its current standards. Hopefully, it will.
Are you saying that there are other people not obsessed with DF on the internet!?!I wouldn't worry about making this game attractive to those people. Shouldn't this be for the Dwarf Fortress community alone?
Its true that many players like a 'safe-mode' feature of some sort, but I think that would only be an optional thing ounce we actually get the basic game working well enough.I was under the assumption that combat was turn-based (slightly), thereby combining the two.
For drawbridges, lava, and other fluids and stuff, I doubt we'll be able to get to such a complexity, although it could be nice if we do...
Oh and why would we make it turn-based? I thought we had agreed on energy based, and turn-based is waay to annoying in a browser
Yes about the energy system, though walking probably shouldn't take any energy unless you are wounded. Otherwise it cuts down on exploring and removes some of the fun.Walking should take no energy regardless of wounds.
What do you think of the idea of a coordinate grid system so that you could be told easily where somebody is.
For now. Maybe it will also attract people to DF.Are you saying that there are other people not obsessed with DF on the internet!?!I wouldn't worry about making this game attractive to those people. Shouldn't this be for the Dwarf Fortress community alone?
Ok, I liked the combat idea. As for the interface, here's a rough idea of how the movement interface page could look like (other pages would have very similar layouts, only 5 and 6 would be different):I think 6 should also contain the movement arrows, with some sort of diagram, such as the one I mentioned earlier:
---|===3====|
_1_|---4----|
|#### |
2 |#5## 6 |
|#### |
| |
1. Log in button if currently not logged in, or account name or something like "Welcome, [account name here]!" if already logged in, as well as server name/status/etc...
2. Non-game links, like Home, Index, Help, About, Credits, Wiki, Forums, etc...
3. Game title+maybe graphical art, just decorative, shouldnt take up much space.
4. Game-related tabs, such as links to Inventory screen, Status screen, Equipment screen, etc...
5. The tiles, were the player is in the center tile and 9x9 tiles around him are visible (maybe not 9x9, we'll just have to see what works best)
6. In-game statuses, such as energy, health, food bar, weight carried, etc... (only the most important stats, the rest such as specific skills are listed in the Status screen). Also, in 6 too, we would have options such as 'dig' and 'sleep' and other very used commands, so that the player doesnt have to keep switching screens when he needs to use these commands.
Well,you would have a listThat's a real turn-off on a game. You don't want to mix energy-based and time-based, UNLESS you have max unlimited energy and the ability to set actions up before doing them, like having multiple actions lined up. Otherwise, people sit there for an hour trying to make things that would be a couple of clicks if it were energy-based or able to be lined-up. The appropriate game to think of for this reason is: Astro Empires (http://astroempires.com/) (There are a bunch like this but I can't think of them.) It uses money for it's energy, but they can gain unlimited amounts. They can also line up multiple actions. Nobody wants to wait for their action to be done... Not online anyway.
-make bone bolts 1:00
-make kitten leather kitten sacks 2:43
and while those actions are processed you can be doing something else, like using google, or playing DF.
I'm thinking it might be wise to have combat resolution exist outside of the normal turn based actions. If it were to work similarly to combat in DF you would get some trickiness when two players are attacking eachotherIf two players attack one another, one would be defending and the other would be attacking. It still works with the system. What other possibilities are there?
I'm thinking it might be wise to have combat resolution exist outside of the normal turn based actions. If it were to work similarly to combat in DF you would get some trickiness when two players are attacking eachotherIf two players attack one another, one would be defending and the other would be attacking. It still works with the system. What other possibilities are there?
So... what if we made a table and centered the font of each character in each box? We could use Arial or Times New Roman, since they have all the characters, and the characters could have some spaces.
>^>>
v>^^
>>>^
This means that you have water actually "wear" away channels by having it change the direction of arrows it flows over often.ooo
^
I also realized that you can prevent any closed loops by dissallowing any tiles pointing the oposite direction within the 8 tiles around itooo
o^o
ooo
<?php setcookie("ID",1);setcookie("username","test user"); ?>
<?php if(!isset($_COOKIE["ID"])||$_COOKIE["ID"]<1){?>
<h1>Sorry, but you are not logged in, you are not able to access this page unlss you log in.</h1>
<?php exit;}else{ ?>
<body bgcolor=999999>
<div style="float:left;position:absolute;top:5px;left:160px;right:100%;bottom:100%;background-color=888888">
test
</div>
<div style="float:left;position:absolute;top:5px;left:5px;width:150px;height=95%;background-color=c0c0c0">
<img src="images/logo.png">
</div>
<div style="float:left;position:absolute;top:160px;left:10px;width:140px;background-color=c0c0c0">
Dwarf Fortress Browser Based Game<br><br>Logged in as <?php echo(htmlspecialchars($_COOKIE["username"]));?>
</div>
</body>
<?php }?>
Test
Well, what I basically need is:
A way to convert a series of 5 bytes into a large int of some sort
then the deatils for each dwarf, mostly, since I am saving to a table, so I need to figure out that a first...
i propose the game is made in ascii characters, but upon close inspe(k)tion you could see awesome pictures of the creatures or items. i volunteer as artist and artdictatordirector!
i propose the game is made in ascii characters, but upon close inspe(k)tion you could see awesome pictures of the creatures or items. i volunteer as artist and artdictatordirector!
I also would be interested in doing some Artwork.
as i said, i think the game should be in ascii, or atleast use ascii characters in homage to the original game, several pictures could be used whenever you looked at something.
Ii could draw pngs wiith transparency of , say, battle axes, hanging rings, menacing spikes, several engravings, etc., all in separate pictures, then when someone skilled enough created an awesome axe the game would throw a bunch of decorations at it.
i think the game could be loosely based on dwarf fortress economy. people would each have one dwarf, there would be an expedition leader apointed from time to time who had the power to create some tasks, like designating the digging of the new dinning hall, then miner dwarves could go and dig it out and received a number of credits for each square dug, then the expedition leader would mandate the production of 500 easy meals, and each cook would receive a number of credits based on the quality of the meal they created. eventually, rich players could mandate stuff themselves if they had enough credit to pay the guys performing the service
Heh, looking back at this... I think Lumin already created a DF Browser game (http://www.faerytaleonline.com). Nothing stopping you guys from building another, though :P
Heh, looking back at this... I think Lumin already created a DF Browser game (http://www.faerytaleonline.com). Nothing stopping you guys from building another, though :P
looks interesting, except for the fact about the pregnant mothers controlling when you can play...
3 pregnant mothers and 148 people to go through them right now.. ugh design flaw. What if mothers stopped playing?
Heh, looking back at this... I think Lumin already created a DF Browser game (http://www.faerytaleonline.com). Nothing stopping you guys from building another, though :P
looks interesting, except for the fact about the pregnant mothers controlling when you can play...
3 pregnant mothers and 148 people to go through them right now.. ugh design flaw. What if mothers stopped playing?
It's not as bad as it sounds. There's a few new pregnant mothers every day, and many have more than one baby. It's a flaw, but results are good in that your character gets real parents, not made up ones. Also, note that you may not be born a dwarf for those who have their hopes up for having dwarves. I've seen some horrible half-elf half-dwarf hybrids in there :P
So you're using one IP to leech off it and try to mimic it?