And the Clouds Parted …
I spent much of the last week of June camping in the wilds of Oregon with relatives. While it was quite enjoyable, I am troubled by my constant feeling that I was in a Ranger camp like Esteldin. I kept expecting Earthkin to jump out and start beating me with giant clubs.
I would like to say I spent much of last week working diligently on my web project, but no. I did revamp some of the user code, but mostly I've been on a strange Team Fortress 2 kick - the Huntsman is now probably my weapon of choice, though I'm still pretty bad with it.
As far as project W O T A N is concerned, I recently reached a major breakthrough in terms of the game's conceptual design: I discovered GURPS - the Generic Universal Role-Playing System. (Note that link takes you to GURPS lite, a free pdf of the basic rules.)
OK, I know GURPS has been around since forever ... I've just never been much of the PnP gamer. I have heard GURPS mentioned often in nerd circles long before I was legal to drive a car and I know the basic concepts, but I had never actually sat down with the rules. Until now.
It is a little eerie to me how similar the GURPS "success roll" is to what my "saving throw" was shaping up to be. Even had I not been exposed to this, it is likely there would have been a number of striking similarities between the basic mechanics.
I was led to GURPS because I have been having a hard time conceptualizing the combat system. I have been immersing myself in initiative rolls and weapon stat modifiers and what-not, and frankly it's enough to make all but the most seasoned Grognard's head asplode. So I did what any "normal" lol person does in that situation. I started searching the web for why RPG combat sucks.
That led me to this post on the Forge forums, which I have really taken to heart. My main goal for this game is really about textual interaction of a variety of sorts. While combat is one of those - even a major one at that - it does not necesarily need to be somehow different or more expanded than the others.
I have been trying to keep in mind that complexity must be balanced simplicity - by relegating combat to a series of atomic (meaning independent, not related) skills rather than it's own system which has skills to modify its outcomes I will be able to code much easier for one thing. Reducing combat to mere saving throws will also allow me to focus on really fleshing out that system, which then will also benefit the other aspects of the game like npc interaction, thief-mechanics and the like.
And understanding the basic of mechanics of GURPS is going to save me some extra brainwork. I suppose at this point you can expect the basic rules to come down to a heavily simplified and bastardized GURPS homebrew. Though for the sake of me not being a total hack I have to say my original system is almost scarily similar to the basic rules in outlined in GURPS lite - I suppose great minds think alike, lol. The really funny thing is that I came to this path strictly for site extensability issues in that I want to make modding the game for new websites a snap.
But seriously. While combat perhaps occupies a place that might justify it's own system, npc interaction would as well, as would other systems I would like to elaborate as well. So in the end it will be more beneficial to me getting this done and to system resources to keep them all running in the same way, with only minor embellishments.
Then the focus stays where I want it - on creating specialized characters which have as large as possible variety of strategic options. I didn't mention it, but I actually solved my issue referring to Dexterity as Agility by simply adding Agility to the game and keeping Dexterity for saving throws that require handiwork. So now we are up to nine stats for a character and I still may add another or two.
So the scales of complexity and simplicity tip a little, but still stay in balance ... for now!
Project W O T A N coming along
I know two posts ago I promised a rundown of a typical character sheet in the php/MySQL-based fantasy RPG PBBG I am writing. That is a lot of freakin' acronyms.
So I right now I am going to both defer and deliver: rather than give a specific rundown, I am just going to talk for a moment what stats currently comprise a typical character and how they will be working together. I say currently because any of this is subject to change, but I have already decided upon and (mostly) designed them into the database and logic. But we're not to 100%, yet.
First there are the basics: Name, Gender, Race, Description, Portrait - what you would expect in basic character conception.
Name: limited to 20 characters, spaces allowed
Gender: Male or Female - currently no statistical difference in abilities (might change), this will sometimes be very important one way or another in npc interactions - also I plan on using traps and spells to allow gender-bending - i.e. if your character is too much of a male chauvanist pig, a deity might decide to play a trick on him.
Race: Your race currently will have an effect on not only positive and negative modifiers for stats, but also will establish a baseline height and weight for your character.
I am trying to design W O T A N to be extensible as possible. I really want it to be easy to add or remove races from the game, so any list I give is going to mainly be my list, which will exist on the "official" web server. Right now I have the following par-for-the-fantasy-course races: Humans, Elves, Dwarves, Halflings and Gnomes.
As to the specific archetypes, I plan on mirroring Elves with Halflings and Dwarves with Gnomes. Or in other words the latter is the miniature and more inherently magical version of the former. A halfling will look like a miniature Elf, which will be modeled more on traditional Tolkien First-Borns than pop-fantasy Elfdom - in fact you could say a Halfling is more like a traditional Dungeons and Dragons Elf (and in other words, not at all like a Hobbit).
Gnomes are modeled after the the gnomes of modern folklore - i.e. garden gnomes. They have the pointy hats and long beards and look just like tiny dwarves. They have similar habits also, but where Dwarves burrow into mountains, Gnomes burrow into the trunks of ancient and giant trees.
I might add another race or two, or maybe not. While I want to create a high-magic environment, I would prefer characters to be closer in spirit to humans than more fantastical creatures like Merpeople or Half-Dragons or such. Though down the road I may add "flavor" sub-races that further define the main five races.
Description and Portrait are pretty self-explanatory. You get decent size spot to type in some message about your character (which is html-stripped) and for your portrait you can choose from a gallery of pictures. As of now I have not made an interface for choosing a portrait, but that will be in before I consider the project moved to Alpha. I am testing with the original Baldur's Gate 2 portraits - pretty fun ride down memory lane there, but I am sucking with code execution for some reason. I think I have just been in a funk.
Height and Weight: Options given are along the lines of "short," "tall," "skinny" and "obese," et cetera. Each choice will modify your racial baseline height or weight. Right now I am just using a simple scale of values (like 1.2, 1.05,1,.95,.8 for instance) and multiplying them by the base values. I may make this more complex later on, but for right now keeping my eye on the specific values and tweaking them slightly when needed is working just fine.
Stats: The bread and butter of (most) RPGs since the glory days of the mid-1970s. I am currently in a funk (to reuse an odd phrase) as to how to handle these, as I am of the mind to access and use them directly within the course of the game rather than simply use them as a measure and rely mainly on the bonuses particularly high or low stats give the character.
As an example of what I mean is that rather than make a separate stat for Hit Points which is determined on its own yet influenced by constitution, why not make constitution the same as hit points and design around that? Currently I am casting about for ideas and reading up on old game manuals (I kinda have a slight collector-fetish for old PnP RPG paraphernalia).
Here are the stats I have in the game - these are pretty much set in stone at this point. I also have decided to dispense with extensibility on this as well. Hopefully the code will be clear and simple enough to allow someone to change it to add or subtract the values, but they will have some work tieing it all together with the adventure system. I'm not going to add the work on myself to make changing the actual stats themselves an Admin Panel affair.
Strength: Physical strength - the same as pretty much every other RPG in existence.
Dexterity: I would like to change this to Agility to be semantically correct for the intended meaning (Dexterity only refers to agility in the hands, not the whole body), but I feel a certain need to keep it as an homage to the original AD&D.
Stamina: This is either going to be a character's hit points or it will modifiy hit points. Haven't firmly decided yet.
Intelligence: Same as every other RPG since the dawn of time.
Luck: I got this idea from Tunnels and Trolls, though I have seen it used in other CRPGs also. Simply put this is something of wildcard stat to be used for strange savings throws or to add to (or subtract from) other actions. I plan on weaving Luck into as many aspects of the game as possible so this will be the most important stat for the min/max-style player.
Spirit: Wisdom in traditional D&D, though I plan on using this as the main metric for all magic so that magic will therefore also likely not have a distinction between arcane and divine magics.
Charisma: As with most RPGs that have it, it is your character's personal magnetism and ability to lead and inspire others. Even in games where it is not officially considered such, many people still think of this as also measuring the sexual appeal of a character. This is most definitely NOT the case in W O T A N, as you will see when I cover Character Traits.
And that is that for character stats. As I wrote earlier, these are pretty much set in stone. I plan on using them extensively within a system of savings throws that I will be using as much as the physical constraints of a typical shared hosting plan will allow.
I say shared hosting because one of my personal goals is to be able to run W O T A N or a W O T A N-like derivitive on a virtual web server because they are cheap and numerous. It will make it both easier on me and anyone else who may end up using this down the road. Honestly, I don't know if I will be able to pull it off in terms of resource-usage, but that is why this is a learning experience, no?
OK, I am going to cut this short as it is becoming too long of a semi-coherent babble for any sane person to read at any rate. I will try to summarize the remaining stats I have and then go more in-depth in a later post.
Skills and Classes: Originally I envisioned W O T A N with a class system like many other RPGs. After all, I am trying to capture a bit of a nostalgic, retro feel of old PnP RPGs from the 70s and 80s. But I ran into something of a loggerhead making my conception of skills and spells work with the basic concept of classes.
When I say loggerheads, I do mean a jam though it is a jam borne largely out of time constraints and sheer laziness. I suppose if I worked hard enough I could make it work, but I can't, don't want to, and 86ing classes completely will end up freeing some server system resources. So they are gone.
What we are left with is basically a long list of abilities that can either be called skills or spells. Whether it is skill of lock-picking or the ability to shoot energy beams out of your hands, it will technically be the same and any character will be able to combine them as they see fit. This will also enable the adding, modding and deleting of skills through an admin panel.
I haven't done a great deal of work on these yet, this is basically where I am at right now in terms of writing the system.
Character Traits: These are already in the system, and will be extensible via the admin panel. Basically a Trait is a 1,001-point scale from 0-1,000. These will be used as a meta-savings throw or more advanced form of a savings throw used exclusively for interaction with NPCs.
Some current traits I have for default inclusion are:
Morality (Good, Neutral, Evil)
Personality (Chaotic, Detached, Lawful)
Ethics: (Charitable, Prudent, Greedy)
Sexuality: (Chaste, Lusty (i.e. healthy, not lustfull), Perverse)
There are several more, I just don't want to go on too long and the list of default traits is not completely set in stone. (I actually currently have sexual preference ((i.e. gay, bi, straight)) on the list.) It is my hope with the Trait system I can really bring a sense of real role-playing to the game which is basically a single-player computer RPG. I covered most of this ground in a previous post, actually.
I still think of this game as an RPG because of the stats and presence of experience points and loot, but I might actually start calling it Interactive Fiction instead as I really want to make an environment that feels like you are taking part in a real book, not necessarily what we would today call a "virtual world."
Lastly, you noticed I always spell the project name with spaces between the letters. It's because I want what is going on between the lines in this game to be just as important as what is openly stated. Or something like that.
Thoughts on DDO beta so far
Ok, I know I promised to run down the basic character setup for W O T A N, the PBBG project I am working on. While I could consider myself tardy with that, whatever.
I am angsty over it because I have not been working on it as much as I would like lately. This is largely due to real-life concerns, but also to some semi-serious DDO beta playing. I truly wish I was insouciant enough to break the NDA regarding the various game changes (specifically the Turbine ((micro-transaction)) Store, but alas I won't. Though I think I will say a couple things.
There are some misconceptions floating around about the store and the role it plays in the game. Without going into specifics (that honestly are floating around out there from others who won't let an NDA hold them back) the store is not as "bad" as it seems most are currently making it out to be. Bad meaning it will kill the game.
There are some things available that I really don't think should be, there are some that I think should be available that others don't and there are some things most agree should or shouldn't be available. However, the one thing that stands out in my mind is that, with DDO at least, having all of this and more available in the shop would not really impact the overall game anyway.
What I am driving at, is that DDO has little or none of the community balancing issues that other "regular" MMOs face in terms of crafting and PVP. How does it honestly impact my game if your guild uses store-bought ********** on your raid? (edit: LOL, I actually typed out the full name of the item and caught it at the last second.)
Likewise, while I genuinely enjoy the DDO gameplay, I doubt I will ever be more than "casual" player so how does it impact that raiding guild's game if I choose to unlock certain game aspects by buying them rather than grinding them out with all that extra time I do not have?
I know I do not have the experience of having been following DDO for the past 40 months, however when I have played and what I have read lead me to believe it won't impact either of our games in the slightest. This is also where DDO's reliance on heavy instancing will be a strength.
In fact it is the instancing that has always made me see a little of Guild Wars in DDO. And that convinced me personally that DDO would probably fare better as f2p game - imagine my surprise and delight when they announced that very plan! I also wonder if that plays some part in what seems to be generally a warm reaction to the announcement. DDO never felt like a subscription-based game. Although with the hybrid-payment model they introduced I will probably find myself subbing an occasional month here and there where otherwise I might not have.
Also to clear up a misconception I have read more than once that should not violate the NDA, yes it will be possible to grind all of the important content (you might have to prioritize and forgo some cosmetics or other non-essential stuff). And I am sure there will be some people who do it. I also highly doubt it will be easy or go quickly.
At this point the general Turbine Point-to-dollar ratio is not heavily favorable for those seeking the entirely free route (for obvious reasons, i.e. running a game costs money and if a business doesn't make money it isn't a business), but it can be done. And it becomes easier the more paid shortcuts you take - and easy here is not defined in terms of "gaming skill" but in terms of "grind." (Given the nature of a few store options some might contest this point.)
Well, gotta cut this short - real life beckons. Time to go tie the hangman's noose.
DDO Beta
Hooray! I got into the DDO relaunch beta. The Lammania client is downloading as we speak. I'll make sure to take notes so I can post them as soon as the NDA is lifted.
Also, work on the basic character sheet for W O T A N is almost complete. I ran into a snag structuring the character creation process having to do with my noobish attempts to take my database to as clost to 3N as possible. While I believe I am structuring my database in decent (if not good) way, it is forcing me already to make certain decisions with my programming logic. In this case, the character table is divided into sections like stats, money, skills, inventory, et cetera. Each section has its own table with an ID that is written to the character table. So far so good.
But that means I either can't make the character creation process a 1-click affair, or it would be difficult for me to write it in an expedient fashion because each dependent table requires the character ID which isn't created until the character row is inserted into the character table.I suppose its a quasi- chicken/egg situation.
So I need to split the character creation process into stages. But I had each stage writing itself into the appropriate table, meaning if someone got halfway through and quit, it would create one or more orphan rows in the database. I can see this would be common user behavior, so I could also see my database growing to enormous size with junk data.
So before going to bed last night I decided I would make character creation two-stage: first the name and physical description is entered and then the user can fill out the details at their leisure. I'm not sure if it is the optimal solution, but it should work and it feels more "rp" to me at any rate.
Speaking of old-school rp mechanics and potential user abuse: I am still going ahead with a random-roll stat creation process. Meaning if you roll an 18 for strength you get an 18, if you roll a 6 ... you're gonna be one weak barbarian. Assuming I stick with this system, I know most users are going to abuse the refresh button. Rather than try to prevent that behavior I am considering just designing around it to mitigate its impact on system resources. I have a strange nostalgic feeling for this "exploit" myself, so rather than lock it down or use a distributive point system, I am going to test out leaving it in. I still might move to a distributive system, though, as it has game-play benefits beyond preventing system abuse.
I need to get back to work now, but in the next post I am going to recreate a character sheet and explain the basics of what it means. I'm not sure if it will be final, as there might be more things to add or delete, but it should be pretty representational of what the final sheet will be. If you are interested in the W O T A N project and want to give some feedback, look for the post in the next day or two!
World of Neurosiscraft
Work proceeds apace on my php WebRPG project, codenamed W O T A N. To recap, this is a browser game which will feature a full character, combat and loot system driven by a pluggable single-player text adventure games. Pluggable meaning whole adventures and series can be (relatively) easily written and added to the game with little to no hassle ... or even generated randomly and dynamically upon entry.
As I have been writing the engine I keep thinking "Fan Fiction 2.0" though I myself have no desire to base any adventures in existing IPs. But the way this is coming out, it seems like something a fan fiction person would like, if not go ape-shit over.
The bulk of the adventure screen will be descriptive text and actions the player can take are represented by hyperlinks. So, if you walk into a tavern within the description scene actors will be linked to a conversation/action page for them (basically another scene) where you can choose to trade, fight, use social engineering, et cetera. The point of structuring the game in this way is to create a very strongly story-driven experience but take advantage of the interactivity that computing provides. If we reach back a couple decades, we find the perfect genre name for this type of game: Interactive Fiction.
To be more clear about taking advantage of being books and stories on a computer rather than the printed page, this game doesn't simply have just "Alignment" for meta-gaming, so far I have added Morality (Good, Neutral, Evil), Personality (Chaotic, Detached, Lawful), Sexuality (Chaste, Lusty, Perverse), Politics (Libertarian, Statist, Autocratic) and Religiosity (Atheist, Agnostic, Believer). And I will probably add more as I think of them.
These exist both to define your character as well as open and close options within adventures. Each of these attributes have a value from 000-1000, where (to use Sexuality as an example) 000 is someone profoundly devoted to chastity, 500 is the height of virility/fertility and 1000 might represent utterly reprobate perversion.
So if you wander into a tavern and speak with Fang the Delectable, who turns out to be rather on the unsubtle and kinky side - the author can write his dialogue this way then set his mechanics to to respond to both male and female characters with sexuality scores between 550-700.
Imagined another way, suppose your character must negotiate a deal for a trade monopoly with a tyrannical and controlling queen but is scored at a soap-box-screaming 050 Politics - making him an outspoken and zealous libertarian. That's one negotiation that could go south very quickly ... unless their sexuality scores are a perfect match, that is.
And so each of these attributes will have bonuses and negatives depending on the adventure and what the author decides to put into it. Of course these values will be changeable according to decisions made within the adventure, and like loot and experience will be tied to to the character and so carry over between adventures. I'm also considering giving them the ability to affect stats, i.e. if you manage to rack up a donkey-show-participating score of 900 on Sexuality your Charisma could lose a couple points - possibly disastrous to a character with a Charisma-based class. Or a similar mechanism to something like that, I'm dealing with stuff as I come to it.
I also plan on putting languages into the game. While the game will have localization for non-English speakers (though I will not be able to actually provide translations myself), when I say language I mean like Elvish or Orc or what-have-you. So in other words, some dialogue will be conditional in that if you speak Dragon you will see "My, you look delicious!" and if you do not speak dragon you will see "Shhhdral yszzophaxiziz!"
Stuff like this is the true strength of text-based games and is a mechanic no graphic-based game can begin to touch (in my opinion, of course). Another common situation you may find in the game are text entries based on skills or stats. Of course there are the obvious situations like a conditional text about a hidden door (with hyperlink to "open" said door) that is only shown if the character passes a saving throw on their search skill, but what about that dragon? Let's say the character saw the gibberish text, but had a high enough Intelligence to pass a saving throw allowing her to see text describing the dragon as looking extremely hungry and drooling a bit when looking at her plump flesh.
Something else I added in today was height and weight. Idecided to go with a base racial height and weight - the most normal of averaged normals for that particular species - and then allow character customization by choosing "fat" or "skinny" etc. - I actually think each has a five-value range. And each option will just be a name for a modifier number. In the case of the fattest value, Obese, the character will be 1.75 times the normal weight for their species.
So height and weight will also play into the game in a similar way to the characteristic attributes mentioned above. If you are Obese then getting across that rickety bridge is not going to be easy. If you are small and thin then intimidating that bugbear into running away is not going to happen.
I have also been looking for technologies, if not actual third-party scripts to add in to this to expand player social interactions. I have been thinking about WordPress and may attempt a WordPress edition (probably pluginized) after I have a solid beta version 2 or 3 on a live server. However today I had the idea perhaps to integrate or attempt to write simple wiki functionality into the game.
The reason for this is to deal with the wheres and hows of actually building an easy web interface to write adventures in for both myself and (hopefully) others. I may be able to code in multiple if/then/else dialogue trees and pull variables from the database, but I do not really want someone else I have only met on the Internet to have that level of control of the site. A converted templating system might also work for this and I am considering that option as well.
That part of the game is a bit down the road, however. I do expect to get the character system along with the framework for basic classes, races, skills, spells and items (+inventory) into a functioning state by the end of the week if not sooner. Taken as a whole probably not sooner, but hey, the insomnia prevents me from dreaming in my sleep, I might was well do it while I'm awake.
RePhaos and W O T A N
It is so interesting to go back and read old posts. Here it is, yet again, an extended time since my last post. And a big change has come upon me in the intervening time, so if you are at all interested you might as well read on.
For one thing, I have decided to put all Civ4 and Colonization modding on complete hiatus. Meaning I am not abandoning my Grow Tycoon mod, but hey - if I get to it, I get to it; if I don't oh well. GASP!
There is, of course, a good reason and it comes from a sort of realization I had a week ago:
Why am I putting this much time into a mod that may only ever get played by a couple people?
Maybe several dozen if I am very lucky, but the point was for this to be a learning exercise for producing my own stand-alone game. I am at the point where I am learning Blender, of all things. While it and 3D Max are great tools for a 3D artist, I am not one nor do I aspire to master that skillset.
And that too me, is the other and more important realization - that is, what skills am I advancing by making this game nobody will likely ever play?
And in all honesty I can say my time playing with the SDK, Python and XML files was really helpful in getting me into the right frame of mind to begin the next stage of the journey. The brainstorming I did for the mod also has given me a pretty solid vision of what I want out of that game also. It is a shame I don't have a completed project to show for it, but oh well, time marches on.
I am moving forward with my desire to master PHP and using a browser game to do that is perfect. I had hoped to learn Python and experiment with building web apps in that language but I am already familiar with PHP so I'm just going for it.
Currently I consider myself working on two projects, both of the fantasy RPG variety. I actually touched on both in the last post, writing it is probably what got me thinking in the first place.
Project 1, working name: W O T A N
I am developing this game literally from the ground up as an exercise. And exercise it is for my flabby brain muscles, I am just now finishing off the user system, with only an e-mail activation method and a form/method for updating user data to go. Then on to the character system!
The plan for this game is simple:
- develop a character system with all the requisite stats, skills, inventory and such
- write combat, magic and savings throw system for character system
- write a system that allows you to carry out and respond to actions in text using these systems
- make smallish text entries utilizing this and have them display randomly
tl;dr --> A random textual dungeon generator with a character that interacts with the environment.
The character system will come with all you would expect out of an Internet computer game - storage on the server database, linked to your own account, etc. Items will be able to be carried from one dungeon to another. I would like to add in achievements (God, I know) to show which dungeons you have completed with so-many points awarded.
Points will be experience, so the top-ranking players will also be the highest level. The game is, however, very much a solo game. Characters are completely cut off from each other by the very nature of the game.
What I hope to do on the community side, though, is to heighten player interaction by experimenting with blogs or other CMS concepts. Think a WordPress-Mu-like setup where everyone will get there own blog. I am so considering that idea, actually, I mirrored the wordpress user table in my own database design.
I'm hoping that will encourage people to role-play, keep track of their adventures or even write guides ("how to kill that nasty yeti mini-boss that sometimes pops up on level 5 of the Dreaded Dungeon"). I have to admit, my.lotro.com was a big inspiration for that aspect of the project.
Project 2, working name: RePhaos (dev blog)
So after giving World of Phaos a test-spin, I found myself both repelled and irresistably drawn to it. After throwing up a couple times and realizing it was probably just those morning glory seeds I ate, I realized what I must do:
Create an MMORPG on TEH INTERWUBZ.
Overly obnoxious catchphrases aside (at least I didn't write "KTHXBAI!!1!"), this is something I want to do. Something I really, really want to do. And yet it seems so enormously difficult. Oh well, getting out of bed in the morning can be difficult, too.
So I was going to use World of Phaos as a starting point, and I am guess I still am, but I have a feeling by the time everything is said and done not a great deal of original code will be left. Right now this project is on a temporary hiatus whilst I steamroll my exhausted way through the noob-php-coder landscape of W O T A N.
The reason why I have halted this project to work on that one, however, is both to get my skillset up to level to tackle RePhaos but mainly to develop the game engine that I will then integrate into RePhaos.
To put it bluntly I am very dissatisfied with WoP's combat. I am also generally dissatisfied with the browser RPGs I have come across, the exceptions being the various MUDs which have made themselves available via flash and java web clients.
It seems like the run-of-the-mill browser RPGs invariably fall short the one area where they should excel over graphical games: minutiae. Why log in to take a few turns in "the forest"? What is the point? There is pretty much no character customization. I think you get my meaning - I generally find them shallow.
And that is precisely why I had the idea for a web-based MMORPG: because MMORPG players bitch and piss and moan have multitudinous cows, but how many do something about it? Well, I am. I've always wanted to make my own little world, and I want to play to the strengths this medium by replacing eye candy with mind candy. Well, mind candy if you are an accountant or statistician, perhaps.
HOWEVER, I do not, gentle reader, wish to mislead you as to my proper intentions. And those are to pursue another long-time desire of mine, which is to create something that is or approximates an MMORPG framework.
That is a generic engine that anyone with some skill and time can turn into their own functioning MMORPG. This is why I am so bent on rewriting the WoP code rather than simply subverting it to my own needs. I fully intend for RePhaos to be easily customized and highly extensible.
Essentially, once the various aspects of W O T A N are completed, I'm going to be integrating them into RePhaos. I'll probably be keeping (though modifying) systems like the darksmith shops, map, guilds and such. The thing I genuinely like about WoP is the easy flow of travel, explore, fight, explore some more - I like how MUD-like the system is.
I think that by refining the basic systems to make it actually enjoyable to play as well as making the code modular for plugins and customization, it could be big hit.
If you looked at the Google Code repository you will have noticed there are as of yet no changes. That is because I am having a hard time understanding SVN. I am such a noob.
Status Update
Well it has been about a month now since my last post, so I suppose I should make a record of my pernicious and insouciant behavior over the past month:
Game Making
Hard to believe, perhaps, but I am still latched on to my ideas for pot farming games. I am still working on the details of Grow Tycoon as a mod for Civ4 Colonization. I have delved into the SDK, toyed with .py files and even managed (with a lot of help) add a basic zombie into the game.
The current path of learning I am treading is to figure out how to add these zombies into a simple modcomp where they will be generated randomly and automatically at the start of a game. This behavior is very similar to how Barbarians are handled in Civ4, so I may try to re-add Barbarians into Colonization. I figure (assuming it is feasible) this will be a great way to become more familiarized with both C++, XML and graphical elements at the same time.
As I continue to get better at PHP, I am looking more seriously at my capability of producing a Browser Game. The deeper I delve into mod-making for Civ4, it almost seems like it would be easier. That is probably the me-trying-to-get-used-to-Blender talking, though. After all, you don't have to worry about site hackers or bandwidth limits with a Civ4 mod.
While my vision of a pot-farming browser game is more along the lines of Travian than an xRPG, I was hopefully in search of potential travian-like frameworks but instead found and installed World of Phaos on a test server to have a go with it. So far I am enjoying myself quite a bit with its basic setup, and it looks like it both requires the code love and has the ability to be easily modded that may make me want to stay with it. I've always wanted to do my own RPG, perhaps this can provide the basic framework for it.
But maybe not as I have been none to keen lately on making a multi-player for some reason. For an RPG I was considering adapting the Tunnels and Trolls PnP system or even Dungeons and Dragons (basic 1981 version) to a simple php single-player game system. The php would only really be used as a glorified character sheet and dice-roller, perhaps with the ability to save character and location information to a persistent cookie or as a text file. Not really sure why I'm not feeling the multi-player browser game love at the moment.
But if I decide to rework World of Phaos and get something interesting going, I'll put it on a public server so anyone can play. And did I mention something about a test server? That is right - this past month I finally got off my ass and repurposed an old computer as a web server so that I can avail myself of the joys of CLI with SSH tunnels and whatnot. Thanks go to Verizon FIOS for allowing the ability to create remote access to it as well. But if you think I'm linking it here for everyone to see, forget about it - my security skills aren't good enough yet to lead the world to my door.
Game Playing
I have been playing a lot of Lord of the Rings Online lately. I've fallen out somewhat with the MMORPG genre this past year, but still LOTRO keeps me coming back. Even with all its warts (like the dreaded pathing system) Turbine really did a quality job with this title.
I attempted to get back into World of Warcraft again, and just couldn't do it. I don't know why I even try to rekindle the passion, that game is utterly dead to me. If I were playing any other MMORPG right now, it would probably either be Dungeons and Dragons Online or Vanguard.
I have been playing a lot of Colonization and a bit of Civ4 lately, as working with the modding requires it. I have been playing mods, both official and not, a lot more and I can't believe how rich and diverse the modding scene for Civ4 is. Playing the mods made by other people as well as attempting to come up with my own has really rekindled some of the passion I have held in the past for the Civilization franchise.
Lastly, I bought Defense Grid: The Awakening on Steam a week or two ago (when it was on sale) and it was more than worth every penny. I truly enjoy this game, I only wish I had more time to really crack-out on it. I enjoy the progression also, making it a game that is easy to learn and play, but very difficult to master. I'm not really a tower defense afficianado so I can't really compare it to anything else, all I can say is I really enjoy playing it.
A fail and a couple wins
I feel I must be forthright with a recent occurrence. An occurrence of failure upon my part, borne as is so often the case out of good intentions in conception going awry in prosecution.
Basically I volunteered my time to a Colonization project of someone else's then flaked. It was more or less my responsibility to dump the Civilopedia into a spreadsheet and modify the appropriate entries for the mod. I figured this would work for me as I planned on performing this task for my own mod, Grow Tycoon.
Well, one thing leads to another as they say, and here we are more than a month later and I essentially forgot all about it. Well, not really forgot - more like I just kept putting it off. Of course the lines of communication going both ways could have been better utilized, but what is past is past.
Yes, I am an old rascal and have immense and profound powers of procrastination. But there is nothing like failing in public to better prepare oneself to succeed later on. I also feel the double burden of being a stoner who flaked as people tend to blame their predisposed prejudices and look no further rather than attempt to understand the nuances of life. I care very deeply about the issue of ending prohibition and I almost feel like I damaged it through my irresponsibility (albeit very slightly).
So in atonement I have been working extra hard on laying the foundations for the creation of Grow Tycoon. In a move that somewhat surprised me, I opted to delve into the mysterious world of the SDK first.
Following an excellent old post by Kael on Civ Fanatics, I was able to get the open source C++ IDE Code Blocks working with the Colonization SDK. I compiled a vanilla (unmodded) DLL successfully and used it within a basic test mod.
Afterward I went on to the fool-around-with stage and was able to fidget out the way to add a new Yield to the game. For those not familiar with Colonization, a Yield refers to any resource in the game whether it be Ore or Education points. The Yield I added was more in the vein of Liberty Bells or Crosses, but by following the the short guide I posted on Civ Fanatics you could come up with any sort of Yield you want.
I decided to start there first, as I want to add a viable Cultural Victory to vanilla Colonization. I am still tweaking the settings, though. My biggest problem at this point is deciding how the points should be generated in the game. At the moment I am thinking they will either need to be "built" by a unit in a building (like a Statesman in a Town Hall) - I am trying to avoid this - or they will be tacked onto Founding Fathers making collecting them more strategic (currently the player is rewarded for passing on a FF in favor of saving points for specific one - this will make grabbing all the FF you can more attractive).
The Founding Fathers option is by far the easiest option to add to the game, but I am also considering adding the ability to use colonists to work the Printing Press and Newspaper buildings for Fortuente Culture points. This would also create the need for an Expert culture unit, the Editor. I may end up adding both options, but I don't want to spend too much time on mods or modcomps other than those which directly benefit Grow Tycoon.
While I have seen some XML editors that looked pretty nice, I am currently using Adobe Dreamweaver (I know what you're thinking) and it works well enough that I have not really been looking for a replacement. I am looking for a Python IDE also, but have been procrastinating that rather much. Notepad totally sucks for editing Python, but it does work after all.
So as of right now I am working on that. I have added in my Fortuente Culture points into the Info screen (I'll probably post a guide on that too) and am playing through otherwise vanilla Colonization matches to tweak and refine my Cultural Victory option.
Happy 4:20:09!
Just making a short post to wish everyone a happy 4/20!
Unfortunately for me, I shan't be celebrating my favorite day too fully owing to a rather large number of chores I have amassed over the past couple weeks. Idleness is its own punishment, I suppose. However you can bet I am on an extended break as I write this and plan on enjoying a small morsel of time in honor of my favorite plant. And true to style as well - a pipe in one hand, cup of coffee in the other, a pastrie on deck and eyes glazed over and planted firmly in front of a computer monitor.
Well, I am off to do my thing before I am presented with the horreur that is folding laundry and dusting picture frames. I will leave you, as I did my fellow Landrovalians, with a quote from one of my favorite fictional characters, Gandalf the Grey from Tolkien's Unfinished Tales. He is addressing Saruman who has just upbraided him whilst showing contempt for his smoking habit:
You would not wonder, if you used the herb yourself. You might find that smoke blown out clears your mind of shadows within. Anyway, it gives patience to listen to error without anger.
Fallout 3 xlive.dll crash SOLUTION
Recently I decided to fire up Fallout 3 and partake in a little super-mutant battlefest. Fragging those hulking, machine-gun-wielding monsters with mini-nukes is a small pleasure to be sure, but aren't the small pleasures what make life worth living?
Having Fallout 3 through Steam, it is kept updated with the latest patch. I haven't loaded it in a while and I was a bit surprised when it made me install Games for Windows Live. I think I tried to cancel it, but it must have completed the install as I had to afterward uninstall it through Vista's control panel. It all happened in something of a blur as I was feverishly clicking the mouse and trying to hit the bong at the same time.
Apparently either Fallout 3 will not run without GFWL also installed or I screwed something up. I am inclined to think the former based on what I have read in attempting to solve the problem I was now faced with: the dreaded APPCRASH.
There was a fault in xlive.dll that prevented Fallout 3 from launching past the loader. While I do have an xlive.dll in my \Windows\sysWOW64\ directory (I use 64-bit Vista), either it is not the correct version or the dll does not exist in the proper place. I tried copying it to both \Windows\System32 and \Fallout 3 directories to no avail. And that was after I deleted my installation and redownloaded the behemoth from Steam (good thing I don't have metered bandwidth).
But I was just now able to get into the game! I found the Games for Windows LIVE Disabler, a small exe file that will rid Fallout 3's dependence on GFWL. It even removes the GFWL option on the menu.

Of course if you are interested in achievements and DLC and all that this solution isn't for you. Fortunately for myself I am not, so yay for me! And yay for you too if you feel like I do!
Again, the link to get the program is here: Games for Windows LIVE Disabler.
