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.
What I’ve been up to lately
I haven't made a post in a little while, so I want to catch up my multiple personalities (and anyone else who is interested) on what is going on with my hobbiest/permanent vacation lifestyle.
Strategy Gaming:
I still consider myself to be working on Grow Tycoon, my pot-growing Colonization mod. I have also taken on the duty of rewriting the Civilopedia for the Colonization mod Mare Nostrum. It's a (relatively) simple reworking of Colonization to fit the world of the Mediterranean Sea around roughly 700-300 BCE (if I remember correctly).
Right now I am basically copying Colonization's civilopedia into spreadsheet form, listing important XML files and tags with their appropriate entries. I figure having this will streamline the actual editing of the XML files and help ensure consistency for both these and any future mods. Of course, I am making these available to anyone who wants to use them via Google Docs.
I am slowly becoming addicted to both Nile Online and Ikariam. For someone without a desk job, I am spending far too much time obsessing over my monument's limestone production and the technology levels of my colonies' phalanxes.
I've also found myself craving sessions in Hinterland and Disciples 2. I had almost forgot how much I love Disciples ... I wonder when the new one is coming out?
MMORPGs:
Not much to report here, really. I am still playing Lord of the Rings Online and I still don't have a level 50 (not to mention 60) character, though I am a bit more focused on that as I really want to finally get down into Moria. Or maybe I'm a little afraid of those drums in the dark and I am subsconciously keeping my leveling at a snail's pace. Naaahhh. I'm a friggin Elven Lore Master from Mirkwood, what do I have to be nervous about? Right?
I have taken up playing the MUD Lusternia: Age of Ascension. Talk about a steep learning curve ... but then again I quite literally haven't seriously played a text-based game since the 1980s. Man, have I been missing out.
This is my first "real" MUD (or MUSH or whatever), and I am having a pretty good time with it. I think a lot of it is nostalgia for my textual childhood combined with the appeal of a modern MMORPG - in fact, the only thing Lusternia (or any of the various other popular MUDs) lacks is the graphics. Everything else - titles, achievements, crafting, pvp, housing, cosmetic clothing, etc. - is there with far more to boot.
In fact, in Lusternia I have finally found a game that not only lets my character smoke, and not only lets various herbs and pipes give him buffs, but even to a degree requires him to smoke to take advantage of those buffs in combat. Any game that lets me have a pipe hanging out of my mouth while I am sticking my claymore through an orc is sure-fire winner in my book.
I allowed my Star Wars Galaxies trial to lapse. I think it probably still has the best crafting in the MMORPG genre, but sadly it is a game that reeks of death. I found the animations poor (and not because they are old, just poor - like when a mob starts running to you, disappears then reappears dead at your feet).
There also seems to be a prevailing opinion amongst (some) players that the optional trading card game and the in-game perks you can win by buying virtual decks will ruin crafting and is a cynical attempt at "RMT" - even worse, since buying a pack of these virtual cards won't guarantee you an item. Therefore there will be plenty of players with uber gear - the same players who can afford to lay out hundreds of dollars on starter packs to find that one random item.
As you know if you read the last post, I was considering pre-ordering Darkfall. Well, if you have followed that game's launch at all, you will understand me when I say I am very glad I decided against it. Though I will point out it is not simply because of what the various users of MMORPG.com have to say about it (I believe Obi Wan would refer to that site as a "hive of scum and trollery").
The poor launch does not irk me in the least, strangely. And I say that even considering if I was one of the lucky few to pre-order. Aventurine's utter lack of any meaningful public relations is annoying and precludes me from finding them really trustworthy, but at the same time I can understand it as a tactic if they are purposely trying to keep the game small and want to turn people away without appearing to be turning them away. Bad way to do it, but I can understand.
I am bothered by the reports of botting, speedhacking and macroing. If the game is truly as PVP-focused as it is said to be, then this cheating can and will truly kill it dead. In the non-MMO world a single cheater can cause an entire server to clear out and constant cheating will earn the server a reputation that ensures nobody will ever want to play on it again. But even this, at this point, doesn't make me not want to get the game (it's still too early to really tell).
Overall, I think it's the players. Considering the type of posts one can expect to read on the Darkfall Forums and taking into account the stereotypical player of a heavy-pvp game, I'm not sure if I will ever play this game.
Ahh, who am I kidding? But I'm definitely waiting for the jury to be out on this one.
Everything Else:
I took advantage of Steam sale on Lost Planet: Extreme Condition. We'll see how that goes, as it is not my usual sort of game. But hey, it was $5 and lets you blow apart monsters in an arctic wasteland. Thanks to its handy tool, I already benchmarked it and get passable frames-per-second (~85 snow, ~45 cave) at 1440x900 resolution with 2xAA. I'll have to fiddle with some more settings.
I am still a Team Fortress 2 addict. TF2 has, by this point, become one of my all-time most-played games. A legendary list, to be sure, and a list which it shares with such luminaries as SimCity and SimCity 2000, Might and Magic 2, Civilization 3, Baldur's Gate 2 and World of Warcraft. For better or worse, I have put literally hundreds of man-hours into each of these games. Comprised as a whole, they would represent a pretty decent chunk of this life I am existing in. Fun!
A way to make an FPS MMORPG work?
I wonder, has this topic been done to death yet? For many of us sundry MMOers, there exists a mythical land which one can often read or listen to us opine about. A land much like any other, full of scantily-clad shield maidens and snarling manticore. A land of mystery and danger. A land where one goes about their business clicking the mouse button and aiming rather than hitting tab and the keys 1-9.
The First Person Shooter Massively Multiplayer Online Role Playing Game. That's a mouthful. There have already been stabs at it, but largely it remains an Avalon for some of us. Without going into details of the various arguments for an against, I just want to share an idea I recently had.
First, context: I have been working on an off on my Pot Farming mod for Colonization and have been putting more time than I should into a couple other strategy games like Settlers 6, and the browser games Ikariam and Nile Online. If you have read back a few posts you will know all about it.
I am an RPG, and therefore to some degree, an MMORPG enthusiast. I have been rather disenchanted with the genre as a whole lately, however. Mainly after the WAR release. I like WAR, I just don't giving-$15/month-and-my-precious-time love it. With the exception of a few games like DDO (a truly different experience and a gem for it) and LOTRO (which has the "all who wander are not lost" ethic going to help mitigate any potential raid-fueled loot race), I am pretty much disenchanted with the entire genre.
Basically: I hate raiding and I am sorry if it offends anyone but PVP is a massive joke. I hate to be the one to say it, but if you want to PVP, play Counter Strike.
So what to do? How to rectify these conflicting emotions and disparate feelings? By daydreaming of an FPS (i.e. "real" twitch-based PVP) with all the ephemera of an RPG set in a massive world.
Probably the most often argument against such a game is that as soon as you introduce RPG elements, you lose twitch. And without RPG elements it won't be an RPG. Or something like that - essentially an FPS offers a technically even playing field and by introducing attributes and skills you destroy that. But without character building you won't have an RPG and more importantly you won't have any players.
This argument is very good, and I wholly subscribe to it. So rather than continue to butt heads against this wall, what other concept can we come up with?
Well, as I have been very much in resource/building strategy games, it has got me thinking about crafting in MMOs. Like I said, I like RPGs and Fortuente cannot live on strategy games alone. So I have focused my efforts into finding the ultimate crafting MMORPG.
I wanted to try Istaria (aka Horizons) which has a good reputation for crafting, but it doesn't work on Vista at the moment. Even more annoying is that it forces you into using Internet Explorer to launch the game. I suppose that is because superfluous stand-alone launchers and support for Vista are not important. Deleted.
Right now I am on a trial for Star Wars Galaxies (gasp!). I have to say, it is my first experience with the NGE and it is ... ghetto, for lack of a better expression. And that encompasses from the crappy clip-art interface to the thrown together hodge-podge classes. But I will endure it until the end as there is still some of that old magic lurking beneath and the crafting system is still quite good as crafting systems go. I might even sub for a while.
What does all this meandering mean? Going over countless forum posts for the best crafting MMO combined with my constant mental chatter debating ideas and strategies for Grow Tycoon, caused me to have a minor epiphany of sorts ... the PERFECT FPSMMORPG. According to me, at least.
First, lets shorten that damn title. What works? How about First Person Multiplayer Role Playing Game - FPMRPG. That works for now.
So in my idealized FPMRPG there are no combat skills what-so-ever. No Strength or Dexterity, no such thing as weapon specializations or talent trees. Nada, zilch - it's (mostly) all twitch, baby. But then if that is the case, where does the RPG come into play?
Ahhh, you notice I said no "combat" skills. In my Avalon there would still be hundreds - thousands - even of skills to train and use, but they would all be focused around crafting. It would be a game for a curious type of MMO gamer, the crafting PVPer.
Before when I said combat is mostly (not 100%) twitch-based, I said that because in this world there would still be some degree of itemization. A magic sword might make you swing faster, and enchanted bow might expand your opponents' hit boxes slightly or an enchanted shield might wear out more slowly. There would certainly be healing and energy potions as well (although every FPS I can think of has something like that already).
Being a 100% crafting and resource-gathering economy, there will be no repair of items, only salvage for new ones. Crafting would encompass everything (kinda like SWG) from castles to ploughs to farming. Breeding animals would be part of the crafting. I am envisioning a crafter's paradise, here.
So what do you think? Would a combat-based FPS MMORPG actually work as an RPG without combat-based skills and stats? And assuming the crafting system made every other system since look like weak sauce could such a game actually find a niche to be successful in?
More Grow Tycoon Ideas
In the course of dissecting Colonization (and to a lesser extent Civ IV), I have come across a few other ideas I have for my illicit-pot-growing Colonization mod, currently code-named Grow Tycoon that I wanted to briefly write down here both for myself and for anyone else who might happen to read this and be interested.
First, I haven't mentioned it but from the beginning I have planned on morphing the Founding Father system into a plant varietal system. Meaning rather than accumulating points and spending them to have a historical figure join your cause, you will accumulate points and use them to research and/or cross breed strains of pot to come up with other strains to grow.
I would like to have a mechanic that has a more sandbox feel - similar perhaps to the way one would create new units in Alpha Centauri. The player could mix and match to create strains that have specific bonuses (easier to grow, worth more money when sold, etc.), however for this mod I want to keep it as simple as possible. So an easier alternative given the Civ 4 engine is to simply make pre-defined strains that are researchable along a "tech tree" or in the case of Colonization the "Founding Father" tree. Plus, I always have fun coming up with silly names like Spanish Trampoline and it might make a nice way to pay homage to some real-life historical strains like Maui Wowee or Northern Lights.
Another thing that I have had in mind this whole time but I believe I have not mentioned is crucial to my decision to use Colonization as a base rather than Civilization IV itself - the town and trade system. Because pot farming in real life is itself an industry I want to preserve that (Tycoon) element by using the city-building aspects of Colonization. Where it uses schools, cigar-rolling factories, stockades and the like, however, I will be using (water) wells, generators and CCTV security systems. All which, like Colonization, must be constructed over X amount of turns and be manned by a "colonist" (I still haven't come up with a generic unit name yet).
As I mentioned in an earlier post, the scale of Grow Tycoon's world is much reduced from that of the other Civ games. But I was still having a hard time working out exactly what that means to the game. The way I have decided to approach it is to leave the basic mechanic largely unchanged and chalk up the scale difference to nothing more than graphics and text.
Which means you will still be using a unit to construct farms outside of your city, but it will be presented as constructing fields outside of your base camp. The base camp (like the Civ city) houses your workers and contains all your important buildings. From the base camp management screen (city management screen) you can assign your workers to pot fields you have constructed or other duties I haven't come up with yet. An example for a potential tile assignment would be guard duty that provides a bonus to defense from the Law or criminal gangs.
I'm going to end this here for today. As I am finishing the task of fleshing out my basic concepts I am turning more an more to creating specific units. Like the wagon - a land resource transportation unit - which I want to have a few different versions of to take into account for things like SUVs with hidden compartments, tractor trailers that hall other goods to disguise your contraband or basic cars that can travel fast but have a higher chance of getting caught by the Law. Or maybe only have one basic land transport unit that takes advantage of the experience-point system (but then how will it gain xp if it is destroyed on being caught?). That's the kind of stuff I have been moving on to lately, which I suppose means development is proceeding at a fair pace.
If you are familiar with Civ 4 and/or Colonization and would like to make some suggestions, I whole-heartedly welcome them! If you aren't familiar with Sid Meier strategy games and like turn-based strategy I also recommend you give them a try. Modding in Civ 3 was good, but as you might have seen modding in Civ 4 allows you to do almost anything you want with the only real limit being your time and expertise.
More Pot Farming Mod Braindump
OK, so I bet all of you are tight and ready for an in-depth description of how my Pot-farming Colonization mod is shaping up? Uh, yeah, about that ...
Seriously, I have not (a mere week-and-a-half) later decided to abandon it. I have, however, not being working on it at all. I am still basically at the conceptual stage with a final few issues to work out:
How will stealth/secrecy work? Will it be in game at all?
How do I bring together the way Civilization treats resources and my concept of it?
First, the secrecy aspect I am still clueless about. I have no solid, definable way of dealing with it which is why I am considering leaving it out. But then how do we prevent the wandering police units from wandering onto our farm and shutting it down? Perhaps with buildings or "national wonders."
Originally, however, I had envisioned giving each farm or civ (hereto referred to as "grow operation") a modifier like that used in diplomacy. Or reintroducing espionage from Civ 4 back into Colonization - or both. Assuming I keep this in the mod, it is likely I will definitely use the former from the outset and introduce the latter in a later iteration. In fact I don't know why I have angst about using something approximating a secrecy mechanic - it is probably due to a lack of the same perspective I suffer with the next issue: resources.
Being a long-time Civilization player, I am having a problem staying focused on the physical scale of the game. As in all the regular civ games, individual tiles represent quite significant chunks of land. One tile is simply not a "farm" or a "mine" but it is taken to represent a small industry of each. A large city occupies a single tile.
In this mod, I am not dealing with cities and nations. The entire area of a huge map for this mod equates to only a few tiles from a regular civ game. I simply need to keep this in mind more as I go over the mod in my mind and on paper.
A useful way I have found at looking at the situation is to view cities and their cultural boundries as houses with their property boundries. This is basically how I am planning for a typical map to play out. The downside is that it will increase the amount of custom graphics needed.
What I have to work out for this is how to morph the city culture rating and boundry growth. I am not sure having actual property value in the mod is worthwhile to the game (though it sounds like the beginning of an excellent real estate Civ mod), and I definitely do not want property boundaries to grow of their own accord from a rating - more land must be purchased with "gold" (which will certainly be changed to US dollars in the mod).
In this way I plan on having the "cultural" boundries set in stone at the beginning of a game with the ability to change shape through purchase or trade. It will also open the door to introducing the ability of putting farms on land not owned by you - i.e. one could play a map where the majority of land is a national park owned by the government.
So that's all I have right now in terms of musings. Once I get it nice and clean, I plan on putting my text documents online for whoever to see. Maybe I'll use Google docs - I'll let you know. Other than that my current goals are to catalogue every unit and building in the game so I can figure out what I need to change, add and delete. Essentially I am dumping the Civilopedia onto a spreadsheet.
I am also slowly familiarizing myself with Visual Studio 2008, but as I haven't touched a compiler let alone written C++ in almost 10 years, you can imagine how that is going. Slow is the key word here. But before I am able to truly move beyond the concept stage and into realizing certain mechanics I will likely have to master it.
If you are reading this and it sounds interesting to you, I welcome any comments below. Though it is true, I am mainly making this mod for my own selfish pleasure, I have no problem sharing and welcome any insights that could help make this a mod everyone can enjoy!
Finally, I need to finalize the working name for this mod. I have to admit I am rather not partial my original name "Pot Farmer Tycoon." Interesting it is not the Tycoon part that puts me off. So I am going to finalize the working title right now: Grow Tycoon. If you can think of a better name, let me know - this is just the working title.
Settlers 6 and Colonization 2 Modding
First off, for the past few days I have been completely engrossed in Settlers VI - Rise of an Empire. I'm feeling a little short on words today, so all I can come up with is that I think it "kicks ass."
I'm almost through the campaign missions, and I have been enjoying myself quite a bit. It's the perfect blend of RTS for a turtle like myself. Basically, it has elements of both combat and base- (city-) building, but with the building elements fleshed out much more than the combat elements. This is almost always the opposite in RTS titles, with buildings only being a means to create different and better units.
So focusing less on martial topics, it leaves you free to create a large and prosperous town in its fictionally generic medieval world. (No magic or monsters - just plenty of mead, Vikings and large-chested wenches.) I suppose you could think of it as carebear RTS. And it is precisely what I was looking for.
The last couple posts I was musing about my desire to see a Pot Growing Tycoon game. While I wrote it in the hope some amateur designers or modders will see and be inspired, I've decided to take the plunge and work on my version of it. Despite knowing absolutely nothing about game design other than what I learned from playing the wretched time-sinks over the years.
So first thing I realized is that considering the main limitations of time, motivation and technical knowledge, I would not be well-served in attempting a grandiose web application, let alone a stand-alone executable. So the obvious choice is to begin a mod for a pre-existing game.
My first thought was, as you might have guessed, Settlers 6. In fact I think that Settlers makes the perfect framework for the game I had in mind, as it focuses on resource acquisition, refining and building with a small amount of combat mixed in - almost exactly as I had imagined it. However, while Settlers boasts an excellent map-making tool, either it won't allow the level of customization I want or modding with it is not realistic given my three main limitations.
So I have been thinking about it, and at the end I thought Colonization 2 might make a good game to receive the "Pot Grower" touch.I am also thinking it will be the (relatively speaking) easiest to mod.
First, a great deal of the actual modification can be done simply through XML files and secondly because it is based on Civilization IV, there is already an abundance of resources to make use of in the case of customized units as well veteran modders to ask for help. Plus, I am very familiar with both Civ 4 and Colonization so win/win if you ask me.
At this point I am having a bit of trouble reconciling the differences between what I had in mind and the constraints that will be placed on me by using Colonization. Mainly I had in mind a game that plays out in a roughly similar way to Children of the Nile, Settlers, or even Hinterland. Settlers comes closest, however. Colonization like Civilization focuses more on macroscopic view with the building of multiple bases and distributing material between them.
This can still work, though. I suppose I need merely keep Railroad Tycoon rather than Rollercoaster Tycoon in mind, perhaps. I also find the trade the system used to interact with Europe to my liking in the context of this mod.
As I envision it currently:
- Rather than building "cities" or "forts" the players will build illicit growing operations and they can build a network of these farms across the given territory. This can bring players into conflict with each other and with the locals.
- The territory will also be inhabited by "natives" - in this case the locals with established towns with residents and security. Security consists mainly of police, which will also patrol the roads and randomly stop pot farmer units.
- Pot farmers will earn the bulk of their income trading items - largely pot - to some degree with the locals, but mainly to the "Big City" which replaces Europe in this mod. In the big city you can also import specialists - i.e. Trimmers and Thugs as well as buy goods like guns, plant clones or growing equipment. Of course locals will also trade items like these back and forth as well.
Some things to think on further:
- How to resolve the hidden aspect of the pot farm with the locals? In other words, the local security must not inherently know about the existence of the pot farms or network. And if there should be a mechanic that enables them to find out and attack the farm.
- And in Colonization, the fights are life-and-death. There would need to be a way to account that most busts go down without gunplay let alone deaths - and ultimately result in jail or prison. If a player is found out by the locals and raided, how would that play out?
- Should the farmers be allowed to take over entire towns of locals? If you spend all the money you make selling pot to fund a small army, what would stop you the player from simply destroying the nearest town (whether or not it is a nuisance)? This is completely unrealistic, I need to find a way to address it.
- At the same time, there should be a mechanic to allow infiltration of local towns by farmers in order to change laws or bribe officials. Perhaps this could be handled by setting the locals as decidedly neutral to the pot-growing issue but use them as spawning points for police units that attack-on-sight pot-farm units.
- The police units could use a non-combat animation similar to the one used when a worker unit is captured in Civilization when busting a farmer unit - in fact, they could become literally captured and stored in a jail. Then they could be released after X turns, released early through the diplomacy (lawyer) screen, or busted out with a "thug" unit.
I suppose the whole conflict of life-and-death versus liberty-and-imprisonment could be resolved by making the player some shadowy ubermensche much like in the Civilization series. But while it would be impossible for the player to be busted, it would be all-too-common for his units. And eventually if the right combination of diplomacy, secrecy and thuggery are not employed the result will be the confiscation of all farms and units.
I wonder how deep into Civ 4 territory you can go with Colonization? The thought just occurred to me that the espionage tactic could probably be used to both hide and discover secret farms. One would imagine the locations of farms between players would be secret as well.
Hmmm. Stealth Civ - I'm starting to like where this is heading. I'm going to head out for a gravity bong and ponder this some more. If you would like to add your thoughts on my pot grower civ mod, please do so below!
