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ractoc
06-28-2006, 02:15 PM
I'm just starting up a new online RPG. The game mechanics will be based loosely one EVE-online although there will be differences off course.
The idea is for a client in Java and a server which would probably be in C++ for speed.

Atm. I need people to help me think up how to setup the game mechanics and to structure the code architecture. This game is still in the very early stages, so if you hop on how you will be able to make the big decisions with me.:)

Mark

naruto1327
06-28-2006, 03:59 PM
Well if you want people to join, you need to provide more information.

Website?
Forum?
Design Document?

No_Life_Gamer
06-29-2006, 03:45 AM
Yup, more info please.

Off-topic: Love your avatar naruto1327

ractoc
06-29-2006, 06:46 AM
Well, Like I said, the game will be based loosely on the game mechanics of EVE-online. But here goes for details (as far as I have determined them atm.)

The game will be based in a future setting. On a single planet to start with. Withing the universe there is an energy called flux. This energy is in everything, but in different quantities. Within a planet flux flows in streams and on places where the streams cross you got flux nodes. These flux nodes can be used for traveling.

Players use vehicles. So you're not actually walking about, you're driving a vehicle. Vehicles use the planets flux as fual. The only thing is, you use up the flux faster then you can regenerate it.
Travel over short distences is done via an anti-grav. engine in the vehicle. When activated your vehicle is encapsulated in an antigrav bubble and you travel (in a straight line) with high speed. This is to take out those boring long walks where nothing interesting happens.

Traveling long distances across the planet is done via Flux gates. These are gates build upon flux nodes. You can travel from one flux gate to the next via the flux stream connecting them, so for travelin this way, you are limitted by the connections within the flux node.

Flux nodes come in various degrees of power. the higher flux nodes are used used for the gates, smaler ones are used to run cities.

Inside a city I have 2 options, not sure which one to use yet.
!: you stay in your vehicle and can handle all your bussiness from there via a computer network
2: you get out of your vehicle and walk around to conduct your bussines.

I'm planning not to use the experience/level system. But rather more the skill system as used in EVE. So you can just buy skills of makret and then train them in realtime. with each successive skill level taking more time to train.

As for what a player is to do within the game, there's several options so far.
Since I plan on having players build their own stuff, resource gathering will be a big part of the game. So this will also be something players need to do to keep going. Besides that theres alwys PvP and PvE. PvE is divided into 2 parts, grinding and missions. Missions are requested from the NPC houses throughout the world.

Houses are groups of NPC or players who work together towards a common goals, or just cause they're friends. NPC houses are the ajor powers on the planet. There will be several of them and they together rule a vast area of the world. However, there's also a big part of the world that has no rule, this is where player houses can come into their own. As a house you could lay claim to these areas yourself.



Hope you find this info helpfull, like I said I'm still in the early stages of the game (and yes, I know it looks to be a big one, which is why I requested more help...).
Technically speaking I'm currently thinking on what parts the game can be divided into to make programming a bit more structured. But I could use some help on this one.

Mark

naruto1327
07-01-2006, 02:08 AM
Now THAT is what I call info.

Off-topic: No_Life_Gamer, thanks

Eriador
04-25-2007, 08:15 PM
I'm interested in working on this project, mostly on the server side because I am much more familiar with C++ than I am with Java. I am a fairly advanced programmer (I have made single-player 3D games, but not multiplayer). The game idea seems good. If you think I could help, email me.
Just one question: are you planning on using an existing game engine for any part of this, or writing all of it from scratch?

ractoc
04-26-2007, 09:59 AM
Well, this project has been on hold for a while now due to me not having the time to work on it. The problem being that I was the only person working on it. If you want to help however, I could start it up again no problem. I was still working on the game mechanics for the most part, although I do have some pretty wild ideas about those.

But those can be ironed out during the actual building process, since we won't be working on most of them till much later in the build.

Eriador
04-27-2007, 12:01 AM
Is there an existing design document for the project or is it in the making? If you have any more information, please email it to me, or any work that you think I could help with.

Dennis56
04-27-2007, 12:17 AM
if your really looking for speed you should try C

Eriond
04-27-2007, 12:39 AM
C or C++, the difference is so absolutely slight it doesn't really matter. Classes take up so little overhead these days it's not even worth mentioning.

Dennis56
04-27-2007, 01:24 AM
C or C++, the difference is so absolutely slight it doesn't really matter. Classes take up so little overhead these days it's not even worth mentioning.

Your right on most items it is a very small difference but there are very tiny parts that C is noticeably faster

ractoc
04-27-2007, 07:37 PM
speed difference between Java and C++ is negligable these days. Latest test show that in som ecases Java is even faster that C++, it mostly depends on what you use it for.

But I'll see if I can find some documentation, if nothing else, I can spend a day or two to rewrite it. Might be a good idea anyway, considering the state is was in when I left it.