Fortuente
12Jul/10

LOVE’s first expansion released kinda

The "alpha" release of LOVE's first expansion AVAIL was released today according to the LOVE fansite Gaming Love. Site administrator Iamacyborg wrote this about it:LOVE

Matter Mixing:
Players can now mine materials, and create automated mining platforms to gather materials. These materials can then be combined using the new matter melder's to create new effects, like fire, smoke or ice.

Effects:
The created matter effects can then be used in various ways. Tokens can be upgraded with effects, and the effects themselves can be used as grenades, either player based, or defence based, using the new enhanced radar as a trigger.

Along with a whole host of new, and enhanced features.

So what is the deal with calling AVAIL an "alpha?" I thought software at the alpha level wasn't ready for paying customers yet? Then again, is it any different than projects which are continually in "beta?" Ambiguous terminology aside, the changes sound interesting. Maybe I'll have to hunt down someone for their friend-account info ... MWUHAHAHA!

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11Jul/10

LOTRO Closed-Beta Non-Impressions

Finally, the heatwave is at an end. I logged into the LOTRO closed beta and played for a bit last night and so now I am writing a post about nothing. Nothing because it is a *closed* beta, however I wanted to communicated a couple impressions I had that are vague enough that I am sure will not violate any secrecy terms.

Firstly, when I made my initial visit to the in-game LOTRO Store, I had a tentative sigh of relief. There are so many ways the transition to a freemium model can go bad in general and despite the apparent success DDO has had, Turbine is just as susceptible as anyone to bad decisions. Though maybe not real-ID-ly  as susceptible as some. OH NO I DI-INT!

From my initial impressions, however, it seems like their basic strategy for monetizing non-subscription players is pretty sound and not what I feel was "fundamentally broken." Hence, the sigh of relief.

However, one qualm I do have is that it seems really super-duper expensive to be a "free" player. Like crazy expensive. But all that might just be me -- I am rather notoriously cheap.

It does seem like Turbine 'learned some lessons" or (perhaps their new overlords are "cracking some whips"?) with the move of DDO to a freemium model. In other words they learned they either (a) need to generate more real revenue from the Store to justify the expense of running it, or (b) realized they can make a metric shit-ton of money from these crazy store thingies.

I'll let your cynicism be your guide. As I always, I think it probably lies somewhere in the middle. Despite the fact I carried a subscription to LOTRO for the better part of its existence, I really wanted to create a new honest-to-god "free" account so I could see better how the LOTRO Store will play out. Instead I was weak and allowed myself to be suckered into resubscribing ... it has nothing to do with fishing during the Lithe Festival ... REALLY.

So I am a "VIP" in the beta which essentially means I am regular subscriber in the LOTRO freemium ecosystem. So far, there doesn't appear to be any appreciable difference between being a subscriber now and in the brave new f2p world. Which is a good thing.

I have done my best to be really vague and yet try to get across some of my personal impressions about the beta so far. I probably won't write much more on it here, because I do want to respect the NDA.

However, there is one new aspect to LOTRO I am bursting at the seems to shout about. It is looking to be a really, really, really exciting addition to LOTRO, and something some players have been asking for since the beta for Shadows of Angmar. But I won't give away the secret except to hint that it is a feature of both WoW and Warhammer, and it is game feature players who also are software devs in real life cream their pants over.

Alas, I can say no more -- I don't want a ban! But for some current-and-future LOTRO players, this news is going to by the biggest thing coming out of the LOTRO overhaul. Biggest by far, I think.

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8Jul/10

Rivendell, here I come!

Guess what? I just got invited to the LOTRO closed beta! But SSSHHHH -- don't tell anyone, the e-mail made it sound a bit hush hush, and after the smackdown CCP gave one of their CSMs I don't want to rock any boats. Though I would wager closed beta invites are not all that rare, and therefore not terribly special, but still. Color me pleased.

I would write more about how jazzed I am, but I am off now to download the beta client. Seeing as we are expecting a 100-degree day today here in Razorblade City and I live without an air conditioner, I think I may wait until the cooler weather tomorrow to actually log in and experience LOTRO's Turbine Store.

I may also do a bit more research and actually reactivate my subscription first if I am going to be relegated to only a few zones as I understand future f2p players will be. Then again, betas are betas and I imagine it would probably be more helpful to use the store to buy new zones (with the play points Turbine is giving beta participants) if that is the case. Oh, we shall see!

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4Jul/10

Interview with the Creator of Xemerys

Xemerys is a browser-based game strategy game which goes farther than most I have seen in the number of wheels you as a player need to keep balanced and spinning. Rather than merely deal with increasing your population and keeping them fed and more than just building the right buildings for trade and war, Xemerys keeps the player busy dealing with monetary inflation, steep transport costs, happiness and pollution metrics, and the ability to both cast spells to help yourself and allies and hinder opponents as well as spread propaganda in the same fashion. In the realm of PBBG strategy games, I believe Xemerys is a step in the right direction.

So you can imagine I was pleased when Mike, its creator and the sole proprietor of the game agreed to answer some of my questions about what it took to create the game and what it now takes to keep it running.

What influenced you to make a strategy game like Xemerys?

Well most of the browser based strategies like Travian and such aren't really strategies since you don't have to actually come up with a strategy in order to play them properly.

They're very simplistic and repetitive and I wanted something more. I wanted a browser game where you would actually have to think and where there would be multiple ways to be successful. That is the basic principle on which Xemerys was developed. My main inspiration came from Civilization 4 and Caesar (with a pinch of Guild Wars magic) and I think I've managed to capture some of their strengths and adapt them to the browser platform.

Another strong wish of mine was to make a game where one would train their management-related skills without it necessarily being a strict business simulation game. A place where people would come to play, and be left with useful observations for their real life. Things like how did the market and competitors react to lower prices; when were fixed price agreements ignored by your customers and when were they enraged by it; how did you juggle competition and maintaining good trading relations with the same player. These are all part of a valuable experience one would pick up by playing and apply in their real life.

Xemerys financial display

Xemerys financial display

Why did you choose to make a web game, as opposed to a game mod or one in another medium altogether?

My experience is 99% web based and I wanted to do something different than the usual Travian/Ogame clone formula.

If you have made any other games, what are they?

Xemerys is my first game.

What type of server and scripting technologies did you choose to create Xemerys?

My background is in web development, started with php but nowadays I've switched to asp.net mvc.

I've used asp.net (3.5) mvc 1 with sql server 2008 express.

Why did you choose that setup?

First because it suits me well, second because I had to maintain a persistent and active world in memory and the architecture of asp.net allows that. To do something similar in php wouldn't be possible without writing C modules or having a specialised application.

Do you have issues with cheaters/exploiters; did you design Xemerys with this in mind?

You'll always have people who try to cheat or think about ways to exploit even more than playing the game itself. Part of that is human nature I guess... Yes, I've tried my best to prevent cheating and exploiting.

Did you develop the game on your own?

I've designed and coded it myself, while my girlfriend gave me a hand with the graphics. I don't think the web was ready to see my graphic skills just yet ;)

Xemerys Governance Screen

The Governing screen allows you to choose the style of government of your city.

Do you currently run the game on your own?

Yes.

About how long did it take for you to get it to a playable stage

From inception to deployment, it took me about 10 months give or take. I've deployed directly the beta version.

How would you characterize the workload of development?

Hard, it was very stressful to design it to be different and to overcome the technical challenges.

What are your experiences maintaining Xemerys?

One of the most important things I've learned is that you can't please everyone and the people who appreciate what you did will always be less vocal than those who have complaints.

What is the workload like since the game went live?

In the beginning it was quite a lot, I had to balance production, spells and civics quite often.

Do you have an advertising budget, and if so how does it compare to the game's overall budget?

The game's budget was $0 (nothing) and the advertising budget is the same amount. I did run some ads for a very short period, but they were pretty useless because they didn't bring the intended target.

How would you sum up your general experience making and running Xemerys?

Very hard work, but it builds you character and you develop nerves of steel.

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28Jun/10

Back to DDO in Time for Update 5

The thing I like best about Dungeons & Dragons' f2p model is that I have a hard time keeping up a steady playing schedule, but love to come back to the game. Sure, I've probably spent more buying adventure packs and 32-point builds and whatnot, but then again I also haven't paid a subsbscription for months with no playing happening. To me, at least, it evens out in the end.

After having made the Orien server my home during the first part of this year (as it is the home of some real-life mutual aquaintances of myself and Redeye), I am happy to report I am back in my OG hood Sarlona (which I chose as my home server back at launch). Why leave Orien? It isn't my DDO "home" and I lost the desire to play with the Orien guild as I gradually learned they had no clue how to play the game, or even display the slightest shred of intelligence or thoughtfulness.

Not to be too harsh, but within a few not-so-easy instances I realized that the core members' main strategy was ZERG, ZERG, ZERG!! Of course none of them are "vets" and have no clue how to run the instances ... which results in a wipe every few minutes. And like that cliched definition of insanity, there apparently was no learning of how not to wipe happening. Add to that high levels of frustration on the part of those causing the wipes and some rather racist commentary from the same. Partying with imbeciles just wasn't happening for me and so I took a couple months off from DDO entirely.

While I look forward to completing my Exploiter Drow Rogue/Ranger, Emmil Cioran on Sarlona, which I abandoned to move to Orien, I rerolled a copy of the character I played on Orien and absolutely fell in love with: a Halfling Monk/Cleric. It's all personal preference, but I have had the most fun I have ever had in DDO with this class combo. I got him up to level three before the server came down for Update 5, but didn't visit the trainer. His name is Trillax (trill + chillax = gangsta) on Sarlona.

Right now I am actually considering making him a pure Monk. But most likely I will be targetting a 17 Cleric /3 Monk build. He's a Weapon-Finesse/Dexterity build and I to focus on unarmed combat. I've begun with two levels of Monk and now will level him strictly as a Cleric; the third level of Monk will come later, perhaps around level 12-or-so. I'm playing with the build in the DDO Character Planner right now and will probably be posting it on my DDO blog when I get the chance.

I have to admit, I am sorely tempted to make him a pure Monk, however, and taking advantage of Update 5's Ninja Spy enhancements. Though that is more for the coolness factor - the Cleric Radiant Servant enhancements from U5 will suffice just fine. In fact, considering the Monk Ninja spy enhancements, I am willing to bet there is a really solid Rogue/Monk build ... I am sensing synergy with the Drow short sword racial enhancements. This will be something to consider down the road.

In other Update 5 news, Zen Archery is a new feat which should make the Divine Archer (Elven Cleric (or Favored Soul) / Ranger) I want to build even better as it allows you to swap your Wisdom bonus for your Dexterity bonus for damage. Now if only bow-based combat in DDO didn't suck overall - someday I'll bother to work through this build.

You'll also notice that guilds have gotten a lot of love. Most noticeably in the form of renown and guild levels, giving access to all sorts of items and bonuses and whatnot. And the most noteable of these benefits will be DDO's first stab at player housing - the guild Airship. This should be interesting, it definitely makes me want to join a regular guild.

Preferably one that doesn't have members that rush into death over and over pointlessly then scream "F***KING N**GER!!" when they can't figure out why they completely fail at the game - and obviously fail at life as well.

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25Jun/10

Reevaluation

I have finally begun work once more on Project WOTAN. I am currently slogging away through the Administrative interfaces to the Item module, and I am almost "done." Of course, with the quotes ... when I say done, I am not factoring in the design work and requisite code debt. And then there is all the non-admin stuff -- the actual game.

I plan on beginning the Character module soon, therefore. But there is still a mountain of work to be done, and I am at least a week behind where I wanted to be. These sad truths have led me to reevaluate how I want to release WOTAN to world, further distilling my plans as WOTAN unfolds with the future.

First, I have to admit I feel a little down. I feel like I move really slowly, as if I should be much farther ahead than I am. WOTAN is, however, an educational enterprise for me. As I have mentioned before, little more than a year ago, my knowledge of SQL was non-existent and I could produce a http header redirect in PHP but not really know why. So WOTAN can be looked at as an almost-purely educational enterprise.

At any right, what I am driving at, is that while I still plan on reaching my first mile stone with WOTAN by August, I will be shifting gears somewhat and I will not be releasing "THE WIZARD'S TOWER" at that time.

As part of the whole learning process (I suppose) I realized that I have been doing and focusing on is more in lines with game development rather than game design. I suppose that might mean something substantive, but if not, what I am getting at is that rather than splitting my energy coming up with both a game engine and a game I would be better served investing all my time into the actual engine, and leave the game for farther down the road.

I plan instead, as I have mentioned in a previous post, to offer WOTAN to the public from a website dedicated solely to the engine. I still haven't decided on open-source versus proprietary licensing yet. I am leaning very strongly toward open sourcing WOTAN, however.

Looking beyond the Fighting Fantasy or Lone Wolf or Tunnels and Trolls aspects of the sort of game I would like to play on a WOTAN site, I realized that what I am creating is really only a very specialized type of content management system.

I am also trimming down a few of the planned features for the WOTAN engine. Movement-restriction will be left to the back-burner for a while. Game tokens, a.k.a. site RMT, have also been downgraded as a priority. Opponent NPCs are definitely still in, but if I have to make another cut, it will probably be Vendor NPCs. And this is not that these features won't make their way in eventually -- just not in August, or perhaps even before Christmas.

The first planned non-core module planned will be a Character Race module, which will be generic enough to double as a "class" module, or any other way the game master can think to express the concept. I want to do this one first because it will be relatively easy, and I plan to use its creation to document a "module how-to" guide. And for post-launch modules I plan on creating the aforementioned Site Token and Movement modules.

I think first, however, I will be exploring two modules to facilitate dynamic gameplay: a procedural "dungeon generator" and something I am still trying to wrap my mind around, but is based on the Mythic Game Master Emulator. The "dungeon generator" is not likely to be anything like what would be described if you were to google that term, and so while I am working on the other parts of the site I have been making a little side-project of conceptualizing. Like the latter mentioned GM emulator, I don't really have anything to say; expect to start hearing more in a month or two.

I believe I have found a great resource for artwork at DriveThruRPG. This eases my mind quite a bit, as the artwork is all really inexpensive and most of it has no licensing issues. So I plan on exploiting that resource a fair bit for illustration work.

That about covers where I am with all that. I having a raging hard-on for getting this project finished, however. Though the perpetual torpor of my malaise is like a constant weight around my neck. Oh well.

22Jun/10

Player Auctions As Money Sinks

Recently, Brian "Psychochild" Green, of Meridian 59 fame, wrote two posts on the basics of an MMORPG in-game economy for the blog Game Design Aspect of the Month. I don't know if it was my green tea or my attempt to multi-task (and therefore my distracted state) whilst reading the posts that gave me a brilliant flash for a potential money sink.

During the of reading part two, I was struck by the sentence:

Except for taxes such as a fee for posting and/or selling goods, buying an item from an auction isn't a drain in terms of the game economy.

Taken at it's face value, anyone who has played World of Warcraft for more than a couple weeks understands this concept. However, I was struck with an idea for a "new" sort of money sink based on those awful bid-to-auction sites that have sprung up somewhat recently.

If you aren't already familiar, these sites (which I will neither name nor link to as they I find them morally reprehensible) entice people with promises of $20 Ipods and Xboxes. The catch is you must pay a fee for each bid you make. And each bid pushes the auction clock back X seconds. And you still gotta pay the closing price plus applicable shipping. Do you see where I am going with this?

I find the actual penny auction or pay-to-bid reprehensible because of their manipulative business plans that essentially disguise the fact they are gambling sites - if they identified themselves as such I would merely think the phenomenon foolish -- not potentially criminal. But if we were to apply this model to an MMORPG, it may produce some rather interesting results that could provide fun for the players and a large gold-sink for the game masters.

Upon quick reflection, I would structure them as special events that give the players the ability to win special items created solely for those events. Whether the items are merely cosmetic or uber phat lewtz is beside the point, excepting in their ability to generate player interest.

The players would buy bids to our special-event auction in lots, as an example say 500 gold for 49 bids. Now each bid will have a set price that cannot be deviated from; for our example we'll say 10 silver. (In our example we assume 100 silver = 1 gold.) Each time a person bids, they do not actually pay the 10 silver, but actually the 10.2 gold. To the player, they are paying "nothing," however, since they already paid for the bid previously when they bought the allotment. Keep in mind that, if strictly following the real-world penny auction model, the player will still also need to pay the final closing fee.

Continuing our example, let's say I oversee the game Planet of Pewcraft and I hold a special event auction where I auction off 50 Mounts of Worthlessness; I create the interest in the event largely by the fact these items are only available from this auction. Therefore there will only ever be 50 of them on a given server (until I start selling them for $25 in my graft item shop -- MWUHAHAHAH!!! /pinky finger), creating a high level of exclusivity. We can start the bid timer at a 72-hour countdown.

You can imagine that a good number of players will pour their hard-earned gold into buying bids. And buy bids they will, because it will then become a competition among the players to keep outbidding each other. And each bid costs 10 gold (though to the player it is 10 silver) and sets the clock back 10 minutes. This results in a self-perpetuating bidding war that could go on for weeks, driving the amount of gold sunk into bid-buying into potentially fantastic amounts. And the final bid price, should we choose to go with that aspect of the model, itself would be the icing on the gold-sink cake, even if closing at "only" several-thousand gold.

This is a rough sketch of an idea, as there are a lot of things to consider about how an auction would work both from a technical (what happens if because of the time extensions your auction never runs out?) and customer service (hopefully you don't have big gold-farmer population) standpoint. However, if carefully designed and executed in terms of knowing your players, I think an event like this could even work to "reset" a server's game economy by removing huge amounts of currency from the system.

Anyway, just a thought that allowed me to procrastinate an hour away.

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21Jun/10

Another Crippled Sorcerer-King

Hi, it's me. Just checking in with what I have been up to.

So, I have accomplished almost literally nothing in the past week, whether that involves working on my PBBG project WOTAN or even merely playing a game. I have been watching my four year-old son alone this whole time, and he does make it literally impossible to get anything done.

He has a special talent for picking up on when I am trying to do something other than mindlessly reading reddit. Like right now: I don't know if he is psychic, but he was just happily keeping to himself and playing with his toys and now that I have started this post he is magically pulling at my leg demanding my full attention.

Elric, last king of the Dragon Isle

I have also chosen this past week to "dry out" as I believe the saying is. Of course by that I mean I have ceased my famously-prodigous reefer consumption for a while. It is a necessary thing every now and then, like taking a vacation. Sadly, I am also the opposite of the typical pot-head stereotype in at least one regard: I utterly lack motivation to do anything when "sober." I suppose that is why I have loved marijuana from the first time I tried it, to me it is like Ritalin and Prozac all rolled into one. Sadly, like those drugs, it also has its downfalls but I chose it because it least it isn't as dangerous (or potentially addictive) as them.

So my ennui is very high, and my motivation is very low even without the distraction of a young child. Fortunately, I have a solid roadmap for WOTAN and I will be getting a short break from parenthood tomorrow so I hope to finish the basic Item module. It is true, I have relied on MJ a bit too much to keep me going, so a pet project of mine is to attempt to motivate myself and stay focused without the use of this crutch.

Is it any wonder my favorite non-Tolkien fantasy character is Elric of Melniboné? Unfortunately for Elric, he proves he is utterly unable to sustain himself without his drugs or his famous sword. But I think I'll be able to manage. I'm just more of a dick and a bit less patient without my Stormbringer.

Now, I do not plan on quitting outright. I find "quitting" most habits to be an utterly asinine concept. I used to smoke cigarettes quite a lot, and now I almost never smoke them. However, I keep a pack in the cupboard and when the mood strikes I will have one. I find it much more beneficial to merely "stop" than to add all the self-defeating stress and pressure of the feckless absolutist concept of "quitting." I am also very much not a fan of 12-step programs; I find all they are really good for is teaching you how to be a submissive cretin, not give you the strength, willpower and discipline needed to actually face your chemical demons. People who are 12-step acolytes may be "sober," but at the cost of thousands of little deaths each day. If I ever needed a program for an addiction, I would hope it would teach me to take control of myself, not surrender it to an outside idealogy.

And then again, even when smoking two packs every day, I didn't identify myself as a "smoker." I merely was a person who happened to enjoy smoking. And I still do, though it is an activity (albeit a disgustingly smelly one) I engage in perhaps once a week at best, perhaps a half-dozen times every few months.

And so it will likely go with the MJ. Then again, cigarettes never produced the beneficial effects on my brain chemistry that MJ does, so the analogy doesn't exactly fit. And if I find I, like the doomed hero Elric, am absolutely unable to function without some sort of chemical intervention I will always choose MJ over what I consider to be (if not actual) dangerous prescription drugs. So I may choose not to "stop," either. If so, I wonder if I will find myself impaled upon a stalk of hemp after witnessing the birth of a new world which I helped create after destroying my world? Not to give away the ending to the Elric saga or anything. See I can be evil too! Mwuhahaha!

Anyway, my work has been set back a week, but so what? I have been having doubts I will make my August deadline anyway, despite its looseness (notice I have never made a specific date, such as August 1st or August 12th or the like?). But if my release of WOTAN ends up being in September, I won't be terribly upset with myself.

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7Jun/10

Weekly Schlep

First, I have to get this off my chest:

I think the move by Turbine to make LOTRO f2p is a bad idea. Based on its core design of heavily-instanced PVE encounters, I thought f2p was great idea applied to DDO ... but I have a bad feeling it is going to prove difficult to implement in the open world of LOTRO. However, I do think it is possible to pull off, so we'll see. The main thing I am worried about is a drastic increase in the already problematic issue of inappropriate names. Somehow I don't think there were any elves running around Lindon named "Drzztforchris" or dwarves mining the Iron Mountains named "Iwillchopu." Unfortunately for me, it breaks the game. Oh well - I am sure this fall I will be logging in for at least a bit to see what it's like.

WOTAN

Now that I have dealt with that bit of unpleasantness, I will move on to what I am really here to write about, and that is my weekly report on my non-epic schlep trek called Project WOTAN, the online single-player RPG/gamebook/pbbg/pcp/nwa/insert-cliche-or-acronym-here.

I am actually a bit ahead of schedule at this point, having finished the basics of the Treasure and Power modules. August is still looking good, though I wonder if I will be able to launch The Wizard's Tower as I had planned, or rather focus more on launching the code for WOTAN as FOSS. I am still undecided, and am leaving that decision for July so I can better gauge what is left to be done.

If, by early-July, I do not feel like I can pull off at least one decently-written gamebook to start TWT, then I will likely focus more on the generic engine. I realized that a demo site for WOTAN could function just as well as a game site in its own right. And rather than attempt to launch TWT prematurely with a randomized gamebook generator, I could make a site devoted entirely to randomized adventures with less relative effort than writing something I want to actually be taken seriously. Besides, OSS or not, I need to have a site that is diverse enough to show off what WOTAN can do, right?

The basic WOTAN site would eventually come to comprise many gamebooks mostly having no relation to each other. Whereas TWT or a site like it is meant to be taken itself as a series of books, there could be several concurrent series in wildly different genres with wildly different gameplay running on the "official" WOTAN site.

This morning I took a couple screenshots of my progress. Below is the basic User Control Panel. The same page virtually ever site in the world has. You'll notice that I have included a user avatar, which is actually a Gravatar. I am also strongly considering implementing an OpenID option for logins.

The basic User Control Panel

I know, it's hella rough looking, but obviously this is still an alpha work-in-progress. Below is an example of one of the things I did this past week, the Book Admin interface for the Treasure module.

Adding Treasure types to a Book.

I purposely left a custom tag, {book_name}, open so you can see how I am populating my static pages with data. So, in the pertinent view class for the Treasure module (in this case the auxiliary class treasure_widget) I merely use preg_replace to insert data from the database onto the page. (I am a big fan of preg_replace, lol.)

I probably should have used a pre-existing template engine, like Smarty for instance, but I chose not to. While not using one has been a learning experience, I have a feeling that in the future I will probably turn to an existing system.

This week I will be finishing up the core modules and their respective admin interfaces. I am expecting to create the admin panels for the Book-Page submodule to be something of a pain. I also have to create a whole other subsystem for the basic Character object. My goal is to have all these things done within the next 11 days, Friday June 18.

After I have all the core modules and their adminstration views (panels, interfaces, whatever you want to call them) essentially finished, probably 75% of the site will be complete as it will have all its basically functionality. Then I will be moving on to creating the views for the end user, the whole point for the site existing in the first place. And so during this time I will also be doing the bulk of the graphic design and it is looking like I am going to have to brush off my far-too-dusty pencils and actually create some artwork as well.

I am planning for July to consist mainly of polishing the site and adding non-core modules to the game. The most important of these modules will consist of character tracking and statistics, and possibly also a mechanism to cache data. I have also chosen mid-July as my final deadline for deciding on whether or not to put the WOTAN svn code repository on Google or GIThub and releasing it as GNU.

Either way, we should be seeing an August release of something interesting.

30May/10

Frame Work

I am still working on Project WOTAN. I am gradually cleaning up what is already there code-wise while managing to (albeit slowly) implement features. Last week I managed to add in the basic functionality for administering pages of a gamebook. A lot of the page's functionality is not yet written, however.

The main reason is that last week the greater part of my time was spent, aside from cleaning-up code debt and some unfortunate back-tracking, on creating a simple way to catch user errors. The sad thing about that is that I likely spent too much time on it considering it will have to be heavily modified for the live game and is largely for my own benefit at this point. Oh well!

The good news is that I am preparing to work on the other core Book modules and I hope to burn through those in a relatively quick manner. What are the modules that will all work together to make a Book a gamebook? The heirarchy is something like this:

Book

The Book is the main module that ties together all the others. A book is a self-contained adventure that, while using all the basic concepts of a WOTAN game, will allow for a wide variety of customization. In other words and for example, a character can have skills in one book that may not be present in another. Or a character may have an item only available from a certain book.

Care has been taken to ensure, however, that a character will be able to keep certain items, powers, money, et al and move them between books. It is conceivable that some books in a series may require it, as in a case where an item picked up in book 2 of the series may be needed to complete an objective in book 5 (this is just an example).

Page

Page is the main module (sub-module, I suppose) for the Book. After all, what is a book without pages?

These will be what is thought of when you as an end user think about the game. Like Book ahead of it, Page ties directly into the other Book modules, and is rather bland without them. Though one could create a WOTAN website without the benefit of the other modules, though one would end up with something that is more interactive fiction than gamebook. More like Choose Your Own Adventure and less like Lone Wolf.

Power

Power is the module that controls and defines what powers a character has in a book. These can be anything the book author likes, essentially. You can have three powers in a book or 30. These will form the basis for the extremely basic conflict resolution system that is still quite close to what I envisioned last year. The most notable difference, however, is that the book's author will be able to control what type of die is used in the book: currently including d4, d6, d8, d10, d12, d20 and d100. But as of now dice pools are still in.

Powers will also be only loosely coupled to the book, as with all the Book's modules aside from Page. Meaning if your character plays book X and acquires the lock-picking skill, he will carry that into subsequent books (even if they have no use for that power). As with the example above about carrying items through books in order to solve extended puzzles or unlock special content, the same can be said of powers. Perhaps in a given series only Book 2 makes use of lock-picking, but book 5 has a special locked door that can be picked with the skill - if you happen to have it.

Background

Backgrounds are a little pieces of character information that one earns in the course of adventuring. They could almost be thought of as "achievements" in the gaming sense, but hopefully not asinine. Getting a background will earn your character a bit of flavor text (i.e. "Couch Potato" or "Savior of Planet Lesbos") as well as a power modification (from previous example, -3 Stamina or +2 Sexiness). These will also be carried from one book to the next.

Item

Items are what they sound like, and if you have even a passing familiarity with RPGs then I need say no more. One thing, however, I am very much considering is disallowing the creation of "magical" items in the game entirely. That is to say, there won't be any amulets of +1 intelligence or swords of +1 damage.

The reasoning for such a decision is twofold: 1) I would like to encourage deep customization of the actual character itself rather than character equipment in a sense for personal philosophical reasons, and 2) (the main reason)  it will make creating the Item module that much faster. However, me being me and not wholly different from your typical RPG nerd, power-modifying  items will more than likely have a home  in WOTAN.

Treasure

Treasure is anything that can be used as currency. Basically, I just like the way the word treasure sounds as opposed to money or currency. Wealth will be important both as a gauge for "success" at the game, but also to use at npc merchants. Typical RPG fare.

A notable thing about both Treasure and Items: they will have physical weight. Rather than use a common gamebook convention (also shared by video games like Diablo and Torchlight) and limit carried items by an arbitrary number of spaces in the virtual backpack, I plan on using the more PnP-like convention of limiting items carried by their weight.

While this also makes for a bit more coding, another trade-off is that I will have to have at least one character power created by default for all gamebooks. However, considering hit points will also likely be needed in 99% of the books written with WOTAN, I think combining weight-possible and hit points into one mandatory power will not be terribly limiting to authors. It also introduces more strategy in the sense that the more damage you take the less you can carry.

Movement

I also have planned at least one other super-power (so to speak), that will be mandatory in all books: Movement. Movement points are spent to move between pages of the book, and will be a fixed number to all players that regenerate over time as they are spent. Why do this?

This will limit players from spending all their time on the site in one big burst. I certainly hope that the site will interesting enough for people to want to crack out on it for hours at a time. That would be worth more than anything else, I think, but I also do not think it is a likely eventuality though I hope for the best. However, if a WOTAN site were to get some sort of Slashdot effect and everyone thought it was Web Christ and couldn't get enough - then having movement points in place could play a significant part in keep site traffic reasonable.

Another reason is purely as a money-maker. While I don't aim to try and "get rich" from any WOTAN site, sites do cost money to run and right now this is pretty much all I do, work-wise. So every little bit counts.  But rather than merely troll for donations, offering increased Movement points or regeneration rates will offer those who would probably donate otherwise something in return for their kindness. Of course, this also begs the question of whether or not I will be able to actually produce something people will want to pay for. I also plan on offering free movement bonuses in the usual fashion, i.e. in exchange for referrals or by converting in-game currency into points.

But again, I stay hopeful since I will be using my own desire to play the game as gauge for quality control. If I think it sucks, then it will either need to change or die. If I love it, then there are bound to be others out their on the tubes who will love it also.

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