User:Kidmosey

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Contents

[edit]
DEITY


[edit] Overview

My current project is a cross between an MMORPG and a Shooter. I suppose you could call it an MMORTA, but I'm not entirely sure that is accurate, either.

My main thought process in designing this is a way to balance power between the experienced players and the newcomers by making it futile to kill lower levels the higher up you get in experience. In addition, the possibility (and probability) exists that several people will team up against you if you get too powerful.

I am currently in the design phases, so don't expect too much information here. I will post relevant sections as development progresses. Since I've never written an official design document before (only notes), my main focus on this project is going to be organization. I expect this will increase development time, but I am hoping it will pay off in the long run. I have a habit of hitting deadends late in my projects and usually wind up recoding it entirely from scratch or dropping it altogether.

Also, I have only dabbled in a few pieces here and there and have never brought everything together like this. Since graphics are usually when I give up on a project, I'm working to make the entire engine independant from the graphics pipeline. Early revisions will very likely look similar to final fantasy 3 (VI).

[edit] Game Progression

[edit] Battling

[edit] Experience

[edit] Clans

[edit] Skills

The skill interface comes in two flavors. Embedded skills and add-on skills. Embedded skills are those that are essential for the game to be any fun, and so will be statically linked into the core. Add-on skills will be additional skillsets developed through the SDK, which I will hopefully have available soon. I like the idea of not having to code 100+ skills and animations by myself.

[edit] The SDK

Essentially, the sdk is just a template for creating libraries that you can link into the game. Obviously, there will be a testing mode and each module will be inspected for fairness before inserting it into the game.

For further information, see the Skills Template.

[edit] Embedded Skills

[edit] Defense

[edit] Offense

[edit] Level Design

[edit] Character Design

The characters here are essentially classless. You develop your character however you wish; you will eventually even be able to add your own avatar.

[edit] Game Design

This design uses pluggable factories for nearly each module. This cuts down greatly on intermodule dependencies and makes adding functionality a breeze.