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XMark
Guitar playin' black mage


Joined: 30 May 2002
Posts: 870
Location: New Westminster, BC, Canada

PostPosted: Wed May 04, 2005 6:15 pm    Post subject: ARC Online finally started! [quote]

http://abstract-productions.net/game/index.php
Note: it's password protected as a small measure against automated spam programs. Username is Guest and password is arc. (If anyone starts spamming or otherwise abusing the system I'll take access away)

This is just a really early, basic version of the game, but I'll be adding more and more features as time goes on. But for now, feel free to go crazy and make whatever changes/additions to the game world you want to!
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Mark Hall
Abstract Productions
I PLAYS THE MUSIC THAT MAKES THE PEOPLES FALL DOWN!
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Bjorn
Demon Hunter


Joined: 29 May 2002
Posts: 1425
Location: Germany

PostPosted: Wed May 04, 2005 11:46 pm    Post subject: [quote]

Interesting idea, I hope it works out. :-)

It would probably be a good idea to add edit history.
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XMark
Guitar playin' black mage


Joined: 30 May 2002
Posts: 870
Location: New Westminster, BC, Canada

PostPosted: Wed May 04, 2005 11:54 pm    Post subject: [quote]

yeah, that would be a good idea, though a little hard to implement. But my theory is that once a user login system is in place there will be access controls on rooms by who created it, so any abuse of the system will be limited to the abusive user's own domain.

BTW, why is everyone creating rooms and just leaving the default description? Creativity, man, use it!

EDIT:
Hey, I'm working on a map function at the moment, does anyone know how to make it so several small tables are arranged in a grid with no space in between them?
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Mark Hall
Abstract Productions
I PLAYS THE MUSIC THAT MAKES THE PEOPLES FALL DOWN!
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Mandrake
elementry school minded asshole


Joined: 28 May 2002
Posts: 1341
Location: GNARR!

PostPosted: Thu May 05, 2005 11:44 am    Post subject: [quote]

set cellpadding and cellspacing to 0.
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Xmark

http://pauljessup.com
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XMark
Guitar playin' black mage


Joined: 30 May 2002
Posts: 870
Location: New Westminster, BC, Canada

PostPosted: Thu May 05, 2005 4:48 pm    Post subject: [quote]

Yeah, I got the map function working now. Basically it's a table with a whole bunch of tiny little tables with colored cells.

BTW, have I mentioned that I freakin love PHP?
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Mark Hall
Abstract Productions
I PLAYS THE MUSIC THAT MAKES THE PEOPLES FALL DOWN!
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Mandrake
elementry school minded asshole


Joined: 28 May 2002
Posts: 1341
Location: GNARR!

PostPosted: Thu May 05, 2005 5:10 pm    Post subject: [quote]

Yeah, but the real power is when you combine it with Javascript and XML. Toot thweet.
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"Well, last time I flicked on a lighter, I'm pretty sure I didn't create a black hole."-
Xmark

http://pauljessup.com
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Xegnma
Monkey-Butler


Joined: 03 Apr 2003
Posts: 53
Location: Trapped in Middle Earth

PostPosted: Thu May 05, 2005 5:51 pm    Post subject: [quote]

Interesting idea...a lot of things could be done with something like this...For instance instead of just allowing movement along a 2d plane (left,right, back, forward), why not have levels as well (for up /down movement) . A person might climb a staircase/ or take an elevator. Fall through some weak flooring ...stuff like that... And you should still allow editing of rooms but to a limited extent...For example a room may have a vase or furniture with drawers or other compartments. Say someone creates a room and you give them the ability to create a key for it. You could then also give them the ability to put that key in the aforementioned vase/ drawer or any other class of object that could store another object.

Maybe every object would have a storage threshold/range . A vase then could only store objects from tiny to medium size. Whereas a closet could store even larger objects. All objects then would have to have a size attribute , probably following the following specifications:

tiny - small - medium - large - gargantuan etc.

So the attribute will determine which other objects can store them...

Yup lots of stuff to think up here lotsa stuff indeed...I hope this thing catches
on...
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XMark
Guitar playin' black mage


Joined: 30 May 2002
Posts: 870
Location: New Westminster, BC, Canada

PostPosted: Thu May 05, 2005 7:32 pm    Post subject: [quote]

I never thought about containing objects within other objects, but now that you mention it, it sounds like a neat idea.

hm... I've been looking around... this game would be classified as a MUD, right?
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Mark Hall
Abstract Productions
I PLAYS THE MUSIC THAT MAKES THE PEOPLES FALL DOWN!
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Verious
Mage


Joined: 06 Jan 2004
Posts: 409
Location: Online

PostPosted: Thu May 05, 2005 10:38 pm    Post subject: [quote]

The username and password combo don't seem to work anymore.
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XMark
Guitar playin' black mage


Joined: 30 May 2002
Posts: 870
Location: New Westminster, BC, Canada

PostPosted: Thu May 05, 2005 10:49 pm    Post subject: [quote]

I took it down until the login system is in place. Also, because I was making the core city, and didn't want any of my rooms to change on me during that time.
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Mark Hall
Abstract Productions
I PLAYS THE MUSIC THAT MAKES THE PEOPLES FALL DOWN!
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XMark
Guitar playin' black mage


Joined: 30 May 2002
Posts: 870
Location: New Westminster, BC, Canada

PostPosted: Fri May 06, 2005 2:38 am    Post subject: [quote]

I'm thinking... maybe this game could take place in the Jiall world?

BTW, I kind of miss the wiki, any chance of seeing it again soon, at least in a state where we can look at the information?
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Mark Hall
Abstract Productions
I PLAYS THE MUSIC THAT MAKES THE PEOPLES FALL DOWN!
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js71
Wandering DJ


Joined: 22 Nov 2002
Posts: 815

PostPosted: Fri May 06, 2005 4:36 am    Post subject: [quote]

Xmark, ever read 'Idoru' by William Gibson? If so... thoughts of Walled City came to mind. :)
(if you haven't read the book, 'walled city' was a virtual reality where these... for lack of a better word... nerds sort of 'lived', always building on to the world. they had their own quarters, that kinda thing...)
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XMark
Guitar playin' black mage


Joined: 30 May 2002
Posts: 870
Location: New Westminster, BC, Canada

PostPosted: Fri May 06, 2005 4:53 am    Post subject: [quote]

Ah yes, I've read that book. Virtual Light and the first half of Neuromancer too. Interesting reads, but more for the cyberpunky ideas than for the storyline.

Interesting thing is that the core city is actually a walled city in this game :)
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Mark Hall
Abstract Productions
I PLAYS THE MUSIC THAT MAKES THE PEOPLES FALL DOWN!
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XMark
Guitar playin' black mage


Joined: 30 May 2002
Posts: 870
Location: New Westminster, BC, Canada

PostPosted: Fri May 06, 2005 7:33 am    Post subject: [quote]

Login system in place, directory password stuff removed. Have fun!
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Mark Hall
Abstract Productions
I PLAYS THE MUSIC THAT MAKES THE PEOPLES FALL DOWN!
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Xegnma
Monkey-Butler


Joined: 03 Apr 2003
Posts: 53
Location: Trapped in Middle Earth

PostPosted: Fri May 06, 2005 6:14 pm    Post subject: [quote]

More ideas for ya XMark...

It would be nice if instead of just creating a 'room', we could also create other types of structures that would make it easier to partition the game/grid space. For example if you wanted to create a 'passage' (need a more generic term for passage) you would have to create each 'room', instead it would be nicer if you could simply click some 'create structure' button...select the type of structure(a passage in this case), give the structure a name say "Hallway of lost Memory", type in a value for the hallways length (in rooms/unit squares ) and bearing (north, south, east, west). You could then have that space reserved for the user who created it, who would then go back and populate it.
You could also create 'fork' (a path that splits into two other directions) and 'crossroad' ( basically a 4-way) type structures.

Would also be nice if you had a 'field of view' effect. Take a 3x3 grid for example. Say your character is located at the center of that grid and the grid is bounded (walled). Then it would be cool if when the user's mouse rolled over the eight surrounding areas he/she would get a light description (as opposed to the description one would get once in that spot) of the 8-areas surrounding him/her. In bigger spaces, depending on the characters FOV and boundaries (walls, doors, etc.)the descriptions would become more obscure the further out from his/her point of origin.

One more idea...Minish Mode...if you've ever played Zelda and the Minish Cap you'll know exactly where I'm going with this. Basically your character is "shrunk" by either some item or event (or both). So the game world becomes much larger and in miniture mode the player would explore familiar areas but "zoomed" in. You could probably represent this as one grid square balooning out to 9 grid squares(think 3x3 grid discussed above )...of course this would require more descriptions..heh

So you think you can implement this stuff XMark...I hope you try...
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