Idle Hands are the Demiurge’s Tools
It is really quite something, that. What? Oh, merely my lack of focus. What was that? Oh, I am writing a blog post ... I knew that.
Work proceeds apace on The Wizard's Tower. I have hammered down the basic attributes of a "Book" and I am, at this moment, deciding whether to begin laying out the database structure and model code for the "Pages" of a Book or pay off some code debt in the form of writing some decent error handling controls. What is a Book? Why a gamebook, of course ... pshhh.
In the past week or so I was struggling to understand how to order the game's heirarchy with regard to the world the player character progresses through. My first impulse is to order the game universe along the lines of the modern CRPG or MMORPG in the sense that I create a world for the character to exist in. However, what I am trying to accomplish is to create a story for the character to exist in. They may seem like the same thing, but there are subtle differences.
For instance, existing in the story implies that the character will likely be moving forward. No revisiting areas for the player and no random NPCs who hand out quests and expect you to come back for a reward. Actually there will be both of those ... drat, what am I trying to say? Let me get it down.
Rather than a zone, the site will have a book and rather than have areas within the zone, you will have pages in the book. Each Book represents a self-contained adventure for which there are beginning and an end points, complete with its own rule system. Well, a variant of a an extremely basic rule system. Though, to keep in the gamebook spirit, I have disavowed my previous stance of character and environment complexity for one of simplicity. Though, the basic system will still likely end up being vaguely GURPs-like which is something I have had in the back of my head all along.
A character will only be able to exist in a single Book, though there is a mechanism to transfer a character through books linked in a series. Each Book is essentially a self-contained universe with its own stock of monsters, items, traps and puzzles. As I said earlier, character complexity is out; character skill necessity is in. I am now generically referring to skills and attributes as "Powers" which covers the gamut from technical skill to raw talent. And because each power exists only within its Book, if there are no locks in a Book, there will not need to be a lock-picking skill (as an example). Of course if another Book requires lock-picking then it will have it.
Some pages will be able to be revisited again and again, but these are the exceptions to the rule: cross-roads, taverns, WalMarts, et cetera. These are merely nodes from which adventure springs and beyond moving from point A to B or buying a ray gun, they do nothing else. I have completely abandoned my plans for designing a complex NPC dialogue system because I realized that the game itself serves that purpose already. There will be complex NPC dialogue trees, they just won't be anything special from a technical standpoint. (Phew.)
I don't know why I keep losing my focus, perhaps it is because I have had the devil of a cold the past few days. Oh well, I should get back to it, I suppose.
The Wizard’s Tower
Work on Project WOTAN (a web-based gamebook framework) has been proceeding at a fairly solid pace over the past month. I have been hammering down not only the conceptual ideas, but also the actual code. It has really evolved since last year, mainly code-wise and this is entirely due to my increasing familiarity with general programming concepts as well as php itself.
Speaking of which, I have now just a few days ago embarked on my journey into the wild, wooly world of Javascript. "Fuckin shit sucks," I'm tempted to say, but I shall not. I'm merely suffering from a lack of patience and want to be a jQuery AJAX master now, not later. Give me another week and I'll have those user forms completely AJAX-ified, I swear. Really.
I suppose I am feeling the pinch a bit because I have yet again set a date for the initial release of WOTAN: August of this year. I am too lazy at the moment (actually I am tweaking on that sweet, sweet, $("id").click(function(){...}); lovin), but I believe that is actually about one year past the initial release date. I suppose I could search back through the archives but that would be precious minutes away from the jQuery crack-pipe and we simply can not have that, now can we? That also seems rather far away, but with all that is left to do three-four months is not far away at all. I should probably extend it to October ...
So, ahem, yes, August 2010 I will be releasing WOTAN in the form of the web game "The Wizard's Tower."
Like all potential future WOTAN sites, The Wizard's Tower will essentially be a web-based gamebook along the lines of Steve Jackson and Ian Livingstone's Fighting Fantasy series or Joe Dever's Lone Wolf saga (a great favorite of mine as a young nerd). The main differences between a gamebook and WOTAN site lie in the technical possibilities and limitations between the two media. In spirit, I hope WOTAN plays much more like a traditional gamebook than what we might now think of as an "RPG."
And what story will The Wizard's Tower feature? I have actually been deeply considering this very question, and while I do not want to reveal too much, I am basing a great deal of it on Plato's Timaeus. And, of course, it will be set in the sort of generic dragons'n'warriors universe we have all come to know and love as it has evolved over the past couple-hundred years or so. While I'm not sure it could be considered high fantasy, as I am not sure I am capable of writing anything other than moral ambiguity, that is what I am going for.
And my plans for the story are also considering that I am running on schedule. I will be testing the site with a random dungeon generator and if I am too constrained for time I may have to launch with that in place and relegate the fleshing-out and writing of actual plot lines to post-launch site updates.
So that sums up WOTAN as of May 2010:
- php code and html markup coming along nicely and on-schedule
- UI in the form of AJAX components just barely started and I am worried this will fall behind schedule due to my inadequate skill level with javascript
- making me say things like "fuckin shit sucks" and refer to concepts like "stress head-aches"
Of course, I love it. And that reminds me, I need to find an artist whose willing to basically work for free out of an abiding love for interactive fantasy novels with neo-platonic/gnostic cosmological symbolism. Peace of cake, right?
Setbacks, Delays and Trying to Rise Up
Well, the inevitable has happened: I decided to push back my beta "launch" (snicker) for Project WOTAN to March, and quite possibly April or May, of next year.
I did virtually zero work on it in November as I was engaged in the cruder work of making money. Working 14-hour days out in the wilderness with bare access to electricity, let alone the Intertubes, is not conducive to making progress on an ambitious PBBG.
Even if I were able to make up the time this month, alas that is also not happening as I returned to find myself soon to be divorced, separated from my child and homeless leaving me scrambling to find a way just to stay alive. Again, not exactly an ideal situation for creating a browser game.
Rest assured, however, that unless my body washes up on a beach half-eaten I will continue to persevere in my effort and send Gungnir flying true. Of course, the inevitable mediocre anonymity the site will enjoy is not exactly a great incentive, but at least I will be able to say I finished it.
I have continued to develop my long-term idea for the project, and I am not sure if I will be able to make a MUD-for-the-web idea work; I'm not sure how well it would work even with more people (who know what they are doing) working with me. It is a dream, perhaps someday it will be a reality, but I do not believe so with this project.
Rather (long term), I am focusing on creating more of a combination of a single-player RPG and a social networking site. This was the original idea, I envisioned something maybe vaguely similar to Guild Portal. Rather than a guild organization and communication tool, though, it is a place to play and create text adventures as well as store the character(s) you use in the adventures and communicate and organize with others making and playing them.
To that effect, I am going to be setting up the main site for the project in the near future. I will need to get a VPS, and while at the lower levels they are not expensive, it is not exactly an expense I want jump right in and sign up for considering I am a very-soon-to-be homeless person. But running the game, especially how I envision it as a finished site, demand it. In fact, considering operating costs and my lack of a solid business plan, it's enough to make me hope for anonymous mediocrity.
I shouldn't underplay the business aspect of the game too much, but that is part of my extreme self-effacing nature. I actually have some really good ideas about how to make it pay for itself - none of them are original, but that also means I am picking from established practices.
