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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 8:53 pm    Post subject: [quote]

I like the idea of passages and stuff. One issue I recently thought of was that someone might want to have a long corridor, but if anyone else can branch their own rooms off to the side of it, it would ruin their corridor. Perhaps I could make it so you can block off directions that lead to empty space as well.

And when I create entities/events, it could include an event type... a warp in a certain direction, a certain amount of spaces, to simulate walking through an underground passage or something. It would add more depth to the world as well as speed up navigation.
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Mark Hall
Abstract Productions
I PLAYS THE MUSIC THAT MAKES THE PEOPLES FALL DOWN!
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Terry
Spectral Form


Joined: 16 Jun 2002
Posts: 798
Location: Dublin, Ireland

PostPosted: Fri May 06, 2005 10:32 pm    Post subject: [quote]

I would suggest allowing users to "lock" completed rooms - pending a moderator's approval. This would mean that finished areas could be left in a finished state, rather than having the whole game permanently under construction.

I've tried it out, and I think it's pretty neat :) I'm looking forward to seeing what happens when objects are added...
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LeoDraco
Demon Hunter


Joined: 24 Jun 2003
Posts: 584
Location: Riverside, South Cali

PostPosted: Sat May 07, 2005 1:59 am    Post subject: [quote]

Also, that whole map thing just screams "zip-mode"; you have an interface by which you can allow a user to quickly re-visit rooms he has already been in, without having to go through the tedium of clicking some combination of the directions. For instance, you could store which rooms a user has been in, and color those particular grids a different shade on the map. The user could then click on one of those squares, and is immediately transported back there.

Although, if you have some sort of event always happen in a particular room, I suppose this would allow users to skip over that. So, perhaps, have it tied to a relatively obscure item, or something.
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XMark
Guitar playin' black mage


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

PostPosted: Sat May 07, 2005 9:15 am    Post subject: [quote]

Storyline posted in the game's forum, and the official name is now "The Nexus"
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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: Sat May 07, 2005 4:10 pm    Post subject: [quote]

XMark wrote:
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?

I think building on the ideas of Jiall World will be a nice idea. And I'll make putting back the Wiki my number one task this weekend.
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Xegnma
Monkey-Butler


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

PostPosted: Tue May 10, 2005 8:09 pm    Post subject: [quote]

Just thought of something...how about time stamping each room with its creation date...It would also be a nice little addition if the world had it's own calendar along side the one we normaly use..
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XMark
Guitar playin' black mage


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

PostPosted: Tue May 10, 2005 8:45 pm    Post subject: [quote]

yeah, the time stamping thing would be a good idea on general principle alone, gotta figure out how to grab the current time. I think I'll stick to regular time though :)

BTW, entity creation and editing is now active! However, you can't make the entity tree structure (like in the Nexus room) yet, I'll have to code that in tonight. Time for class!
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Mark Hall
Abstract Productions
I PLAYS THE MUSIC THAT MAKES THE PEOPLES FALL DOWN!
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LeoDraco
Demon Hunter


Joined: 24 Jun 2003
Posts: 584
Location: Riverside, South Cali

PostPosted: Wed May 11, 2005 2:17 am    Post subject: [quote]

XMark wrote:
yeah, the time stamping thing would be a good idea on general principle alone, gotta figure out how to grab the current time. I think I'll stick to regular time though :)


What, for inserts to a database type of thing? If you don't want to track room version history, it would probably be sufficient to simply add a field to the room table that is of type timestamp. (If you wanted to track room history, you could have a separate table which linked room ids to user ids and a datetime.)

Heh. Of course, that's assuming (A) you're doing this in MySQL (although, SQL-99 should be pretty much the same, so anything based on it should operate along similar lines), (B) you're actually using a database for all the data storage, as opposed to some other format, and (C) I understood you correctly.
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XMark
Guitar playin' black mage


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

PostPosted: Wed May 11, 2005 2:57 am    Post subject: [quote]

Yeah, I'm using MySQL. So does the timestamp automatically set itself on inserts and updates? That would work good.
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Mark Hall
Abstract Productions
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LeoDraco
Demon Hunter


Joined: 24 Jun 2003
Posts: 584
Location: Riverside, South Cali

PostPosted: Wed May 11, 2005 3:30 am    Post subject: [quote]

Yeah, it does, with some restrictions. It's a pretty nice way of paging updates.
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Xegnma
Monkey-Butler


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

PostPosted: Thu May 12, 2005 5:46 pm    Post subject: The "Visited Room" Problem [quote]

Someone said earlier (or somewhere) that it would be nice to have a "Visited Room" history. I suppose he/she meant that you could see on the world grid the places you've been. Thinking on this I came upon the idea of having "default" one-time events. You enter the room for the first time and a one-time event occurs. The room I created "LOOK BUT DON'T TOUCH" would probably fall into this category (since after "soiling" oneself the first time, the player would'nt be so eager to touch the wall a second time...heh).
One-Time Events (O.T.E.s...I got a thing for acronyms) could then be tied in with the "Visited Room" history(V.R.H.). So in extremely simplified psuedo-code:
Code:

if !(roomVisited(room)){

  Trigger one-time event for room;
  Update player's "Visited Room" history;

}


But then I started to think about how these features would scale with an expanding world (ie. additional rooms being created) and an increasing number of players.

Thus, there are two issues to deal with...

  1. The more players there are the more VRHs that would need to be maintained.
  2. The size of all VRHs increases as more rooms are added.

I am not at all satisfied with this implementation. I get the feeling that there might be a more optimal approach...Any ideas folks...
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XMark
Guitar playin' black mage


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

PostPosted: Thu May 12, 2005 6:13 pm    Post subject: [quote]

I am actually going to be adding action scripting to the game. Essentially each player can have any number of "quest variables" for themselves and there will be a scripting language available (as simple as I can possibly make it since I want a lot of people to make quests)

so for example it could be something like
Code:

IF XegnmaQuest = 0
    message "You run out of the way as a gigantic banana falls from the ceiling!"
    XegnmaQuest = 1
    EXIT
END IF
IF XegnmaQuest = 1
    message "There is a gigantic banana in the middle of the room"
END IF


This will take a while for me to program though.
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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: Thu May 12, 2005 6:50 pm    Post subject: [quote]

whoa, I think I uncovered a potentially major security flaw. By viewing the html source code I was able to grab the directional button code, put it into an HTML file on my computer, and alter the code so I could immediately warp to any room I wanted to if I knew the room ID.

It's not a big deal now but when I have more critical stuff in the future I wouldn't want hackers to take advantage of it... Does anyone know how to prevent accepting form posts from outside the web server?
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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: Thu May 12, 2005 6:51 pm    Post subject: [quote]

That could work...:)
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janus
Mage


Joined: 29 Jun 2002
Posts: 464
Location: Issaquah, WA

PostPosted: Fri May 13, 2005 1:08 am    Post subject: [quote]

XMark wrote:
It's not a big deal now but when I have more critical stuff in the future I wouldn't want hackers to take advantage of it... Does anyone know how to prevent accepting form posts from outside the web server?
Require a HTTP Referrer that matches your server.
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