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Well, you've got allot of work ahead of you. You're talking about creating a best of breed MMORPG on a budget of a "few hundred dollars a month." It's not going to happen. I'm sorry. I am curious about one thing though, why 2D and why sprite avatars? Also, you might consider prototyping the aspects of your game that are unique... like the economy, crafting, experience, etc stuff you mentioned. Maybe try one of the clients at http://www.worldforge.org/dev/eng/clients That way, at least you're making progress on the diffrentiating features of your game and will have a functional prototype to shop around rather than just lofty words in a newsgroup. Is their an FAQ for this group that covers these sorts of posts I wonder? "Hello, Im going to create the next greatest MORPG in the world. I can't really afford to pay anyone anything, but when the product is finished we'll all be rich. Don't miss out on what is surely to be the Next Big Thing(TM)" -PizaZ "VTES2004" <[EMAIL PROTECTED]> wrote in message news:[EMAIL PROTECTED] > Shadowrun MORPG Concept Paper > ------------------------------ > > I have enjoyed the Shadowrun RPG for years. I have MORPG theories and > gameplay I would like to implement requiring a modern setting but not > limited to a contemporary view of reality. I believe that there are > plenty of ways to create dynamic gameplay with more modern theories > regarding popular aspects of MMORPGs including (but not limited to) > economy, crafting, experience, downtime, drops (loot), PvP, griefing, > communication, archetypes, factions, community. In an attempt to > generate optimal gameplay, I intend to liberally use gameplay concepts > from other games in order to at least DESIGN the best game possible > (within the reach of my limited brainpower and ability to design). I > am 27 years old and a computer programmer. I'm mostly logic and > network and interface and QA, but I'm my own best resource. The idea > started growing about 4 weeks ago. I am gainfully employed and capable > of funding a few hundred dollars a month. This should be enough to > cover beginning development costs for things like programming tools, > graphic artists contracts, and hardware. > > Shadowrun MORPG design document will basically follow this brief > outline - > > Online > 100 users > > RPG Facets > Persistent Universe > Graphics > 100 x 100 sprite avatars > 2D > Single Avatars > Paper Doll > Single Identity > Disguise (see social ladder) > Class/Archetypes > - Mage > - Corporate > - Gang > - Security > - Medical > - Entertainment > Reputation > Factions > Permanent Factions > - Ares > - Lone Star > - Doc Wagon > - Cascade Orc > - Aztlan > Player-formed Factions (Guilds) > Relationship (EQ faction concept) > PvE > Loot > PvP > Crime > Policing > NPC > PC > Warrants > Crime Reporting > > Lore (magicosm.net concept) > > Purgatory (downtime management) > NPC posession > Security > Medical > Monster > Champions > Uniques > Friend Hirelings > Faction Hirelings > Merchants > NPC death > Crime Reporting > > Social Ladder > Communication > Recognization > Friend Bond > Both parties friend each other, then automatically recognize > each other > Friends may possess friends hirelings when in purgatory > Disguise > Remove from all Friends lists > Social "Rank" determined by number of friends > Ability to communicate, limited by social rank > > Fame Points > Idols > 1 Idol per character > Famous > Infamous > Rocker > > AutoPlay > Reduce Griefing > Use NPC pathing to reach far destinations > Reduce Monotony > Engine takes you there, on foot. > > Dynamic economy > Subsidized player-service-driven > Advertising > > Dynamic structures > Condition > Structure Types > Safe Areas > Club > Social Center > Bank > Auction house > Financial/transaction/contract center > Purchase services here > Market > Merchant Types > Weaponry/Armor (commodity) > Magic Supplies (commodity) > Cyberware (commodity) > Food (commodity) > Garage (repair) > Resource (resource generation) > Residential > Fixed residential housing (UO style, with the idea that all > buildings are dynamically destroyed/created...) > Losing a house > Subsidizing singles for each player > Multiple residences > Headquarters (can be any location) > Resource (raw material generation) > Research Facility (crafting) > > (still being revised) > --- > The goal of the project is: > A functional MORPG > Implement new MMORPG systems to deal with the common MMORPG problems. > Integrate as many systems as possible. > Respond to community feedback when making design decisions. > > Project Home: > As I have no homepage yet, I can understand skepticism. I will set up > a webhost with a series of php webpages and third party forum > software. > > Resources and Personnel Available: I have contacted a talented sprite > artist for generating character maps. I am a decent programmer. So > far, so good. > > Budget: > 200$ a month > See what it buys. > --- > > Feel free to post questions regarding the mechanics.
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