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Messages - Omni-Tom

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 To clarify,, The reference to hurd is just a example. I am not saying make something like hurd but rather a reference to the approach.

 So referring to a game base combined with a layer approach so the hard like guts will be like a game kernel or components that do not change by description. And the reference to a hurd like layer more like a added layer of things that can and may change. Also not thinking of anything pertaining to rewrite the game engine rather modifying. So any reference to hurd like is just a reference not the desired results.

 guess a simple example would be say having a combat system where the core has the core guts and may load a different module pertaining to what he is armed with say a different file for say a sword or a bow as the systems are a bit different where there may be the long attack range set with this module. Hopefully this might allow say for a firearm in a different aspect.

 But more importantly as this was based on the fact that Planeshift is about developing a game engine would be what can we do now with little work or disturbance to game engine development.

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Hi guys.
Planeshift as a game engine and as a game. It has a lot of possibilities.

 Though most work seems to be on the engine within the Planshift game I think that there are other options that may help the engine in general.

 First off there is the issue of licensing,, So from what I read so far the base engine is open source and the Planeshift stuff is not.

 I have been thinking about this for a while now and feel we might be able to do more open source stuff that could help with engine development.

 First off I was thinking of something a bit different lightly based on the Herd operating system, this uses the mach OS kernel and the hurd system acting as a layer of that OS. This got me thinking that it might be possible to something a bit different.
 Would it be possible to reorganize the game engine in a manner that can enhance the engine in general. Currently I am thinking of something where the base game engine could be like a kernel that does the base nitty gritty and have a game layer like hurd giving it function. So now we could have the base game engine kernel that does not change or rather stuff that will not change in general and a hurd like layer of things that may change. This layer which hopefully can also be open source it may be able to add new features to say a game someone wants to develop. This can include moduals such as combat systems such as aiming and damage or say character racial traits. Also I am hoping that having a layer for the game engine kernel can define programming game functions such as pre defined functions that can e used in game. This may allow for custom tweeking and game development possibly with a future module maker.

 This is sort of organization based in that you have the base game engine Kernel and the game layer hurd like system that can be tweeked and also have it so that interacts with other components to make a playable game. Modules can add even more functionality to the game engine. For example it may be possible to have a hurd like layer that adds say the open source D&D mechanics.

 So kind of  thinking of having bits and pieces coming together to make a gaming system. Also hoping that this can cause forking and merging where other developers can contribute to the game engine.

 Oh ya this would be so sweet for a original Unreal like game lol.

 Anyways what do you guys think of somthing like this.

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Wish list / A balanced regeneration Spell or skill (meditate)
« on: November 16, 2008, 09:41:39 pm »
 Hi Guys

 K came up with interesting thing a long time ago where regeneration is handled a bit differently than normal regeneration as in a normal regen would give say 1 hp a tick. Now this works on a variable curve where say regen had different levels for say hp, now the stat will be broken up in % groups so 1-20 would be very fast, 20-50 would be a bit slower, 50-75 still slower, and 75 to 100 would be slower still which would be the normal regen rate. Now not saying tweeking normal regen but rather a regen spell or skill such as meditate could use this variable curve in regen. This is balanced in that though if recovering hp stam and mp it would be very easy to regen some hp stam mp but as the players % goes up it will take longer to a point where say anywhere from 60% or so regen will be neer a normal rate.

 This would allow a player to quickly gain a little stam, mp and hp but not fully recover maintaining some game balance.

 Also it could be limited in other ways such as stamina and magic points would recover much more than hp.
 Also in the future t his might be very usefull for mental stamina.

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Wish list / Requesting a weaken spell tweek.
« on: November 16, 2008, 09:19:19 pm »
 Hi guys

 Well got lucky and got a weaken glyph and the spell is pretty neet as it takes a monsters hp and gives it to you but slowly. I was wondering if it would be possible to tweek the weaken spell to also take a monsters stamina and give it to the caster. This could be very helpful for players who run out of stamina in combat especially ones with crappy endurance and stamina.

 Persona preference as my char has crappy stamina and would help him out.

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Wish list / Multi point of view stamina and walking jogging and running.
« on: November 15, 2008, 04:34:11 am »
 Hi Guys not sure how to implement something like this as per coding but think this is interesting.

 Now stamina and running with regeneration is pretty basic but am thinking it may be possible to heavily tweek this with multiple options pertaining to race, stats etc. Thinking of a tweek starts getting pretty complex and this kind of needs a race stat etc part to make it work. Now as for walking and running it might be interesting to add jog to this so you can walk normally, jog that will use less stam than running and running with high stam drain.

 This gets really complex with racial and stat modifiers. I though of the racial stuff a long time ago before I started playing here but generally works on stat modifiers. This works on the basis that it may have a racial bonus and can also have a racial handicap but generally would have say a agile race may have a +10 for jogging and running allowing them to run using less stamina. A huge race might use a lot of stamina but regenerate it quicker than weaker races.

 This can also be used for stamina regeneration where races can have + regeneration. Now this is a bit I find a bit sticky but thought that regeneration can also be affected by what got you tired so say a long run could take a little more time to generate than say from jogging might move slower than a run but the regeneration after would be quicker.

 So now you can have (this is just virtual to explain it) 3 bars so when you run you have a run bar, when you jog you have a jog bar, when you walk you have a walk bar. After jogging a bit and say you start walking you add to the walk bar but the jogging bar goes down. The result if you run out of stamina and have to stop it would take the numbers from the bars and add them up into a regeneration rate.

 Now this allows for more options pertaining to what a character is doing so say he is travelling with say a walk and jog it will help could help that or if a player is running full tilt from a monster he will be very tired afterwords much like real life (I used to jog lol)

 This may also allow stamina in fighting to be tweeked with its own regeneration rate and possibly a attack and defence system where defence is treeted a bit different similar to the scales that can affect regeneration during combat which may also utilize defensive natures of some weapons. So say you have a quarterstaff that is good at defence the stamina drain would be treeted different that may help classes with low stamina.

 Now stats can also interact with this witch is another aspect in say a char with a lot of stamina and agility could be at par with a char that has this racial trait though its lower stats.

 Also some races classes seem to have crappy stamina but might benefit from quicker regen rates for running sort of but not using the same amount of stamina running as a lower agil race at say a quick jog.

 Another aspect is run speeds and from playing other games this was interesting where a agile race mage could out run a heavy fighter with heavy armor. 

 This is a very rough idea so far and need a lot of input

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Wish list / Temp and long term fix for magic class.
« on: November 14, 2008, 12:31:43 am »
 Hi Guys.

 Read that magic has been broken for a long period of time in game though that curse when after you die is totally ubber if I could do that to a mob id be kicking major but,,, looked at the stat reduction and just sit around till it wares off lol.

  After seeing a few  the magic looking staffs and the things the guards carry look amazing so thought if might be interesting to add some weapon classes to the game based on mage weapons such as a magic quarterstaff or a wand like staff based on the neet sticks the guard carry. So generally weapons damage is based on strength so though it may be interesting to have something based on magic damage but rather more based on doing damage based on intelligence or wisdom. Not sure how this could work as in engine but could be a spell a player learns to use his int or wis for a damage bonus. Another option as opposed to doing huge damage is half decent damage but with greater accuracy in that it might do less damage that the average fighter with good strength but will increase the hit rate and defeat monster defences more than if he wielded a strength weapon with low strength etc.

 A well trained staff can be a very affective weapon but with a magic aspect it may also fit into role playing with a lot of growth potential.
As a quick fix it may be implemented to help mage class in basic combat but in the future it may have other possibilities with such things as spell range so say a normal spell goes so far you could have a staff that interacts with the mage and increases the range of some of his spells. Or say a wand like device that shortens the range of certain spells but greatly increases the power of his spells.

 Also kind of like the stargate SG1 like staff that shoots bolts so sort of a ranged type thing with say ranged advarntages and disadvantages. Or even a bow that works with the magic arrow spell that greatly enhances this spell.

 This deals with a lot more than just items and how they are used and kind of fits into game engine development as it could allow for future developments for the engine as ways to allow for weapon and item enhancements for magic and possibly other weapon classes such as intelligence affecting the use of daggers for critical strikes or using agility etc. So say you wanted a mix assassin mage class say a shadow assassin he could say use a mix of magic and rogue skills and have items suited for his use in RP.

 Also combining this into crafting may enhance the economy. So say for example a Shadow assassin may not pick a lock but use a magical devise to do so. But it might take a mage to make it as a craftskill so a mix magic rogue could be very interesting for craft skills.

 But generally a int weapon class may help mages till magic is fixed in game.

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Wish list / Re: Mining fish and hunting trees
« on: November 14, 2008, 12:06:08 am »
 Fish for a poison puffer fish that can be used for making poison possibly for thrown weapons.

 That would make fishing and ranged more desirable.

 Fish for food.

 Fish big tough fish for there hide or rather heavily armoured scales. (there researching a ancient scales fish and trying to apply it to body armour as it interlocks and makes it more affective) Might be interesting for for super armour, light and medium armours that are more affective. Trade skill only to keep there value.

 Fish for items to make cures and potions.


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Wish list / Re: Teleportation System
« on: November 14, 2008, 12:00:26 am »
 Blin and teleport are well known in muds as in teleport in a direction such as north or random blinking which is kind of useless. In a mud this does not work to well as you can get lost very easily.

 Generally this works well in a graphical game and have seen it in another game that I originally thought was useless till I used it. The useless part was that the click distance was very short for such In game I checked the click distance and it is very far so this would be a very usefull spell as in casting teleport and clicking far in front of you. As for cast speed it may be a long spell to cast but generally with low stamina it would greatly help weaker class builds in moving around. Right now my class mage sucks at getting around the world maps.

 Also it may be possible to utilize a portal like spell that is more of a magic enhancement that a game feature such as using a magic map to access the new portal system sort if say scribing a magic scroll like map from an atlas that allows you to use a portal that is neer by. Thinking of this more as a tradeskill type thing for higher level mages that can sell to newer players etc.

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Wish list / 3D Graphics usage for magic eye/map
« on: November 11, 2008, 10:03:58 pm »
 Hi Guys.

 Thought of something interesting for the game, I noticed this on some games where you fly around the map out of game. But generally you can fly up and look down on the map. Not sure if it is possible but I was thinking of having say a spell or item to do certain things such as scrying or magic eye.

 The magic eye would generally allow a player to say cast magic eye or use a item to use magic eye. The player would then kind of be in the magic eye in that would kink of be up in the air looking down on the area he is in. One problem is that his char would still have to be on the ground and be seeing the ground from up in the air.

 Scrying may be similar where a char would sitting in a area and be seeing through a magic ball where he can move and look around at higher than run speeds but could be limited in the range from the character.

 Kind of got thinking about this as it uses what is there all ready in a different manner that fits into rpg elements.

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PlaneShift Mods / Re: Tontow's MapMaker Tool 2.0
« on: November 11, 2008, 09:54:00 pm »
 Im running Linux-64 here. Also the more playable the game gets the more it will be a linux standard rpg game.

 Sounds interesting and was thinking of something before I got linked to this post.

 As for the mapping thought it would be need to have a in game magic map. This would work an purchasing a magic map from say a merchant or magic store and so something similar to your code to generate a general map of the area you are in. As for usage it may be a normal in game magical item or something used by a mage or both. Also may be interesting to have a atlas book where maps could be scribed into it.

 Generally could be something similar to a online web map page worked into the game with advanced book, copy and scribe capabilities.

 Thing is can they implement your script into the game.

 Usable maps and atlas books in game sound really interesting.

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Wish list / Re: Racial weapons
« on: November 11, 2008, 09:31:00 pm »
 I played a mud a long time ago and they had something interesting similar as in a racial or class weapon. The racial bonus was based on the fact that other weapons could be practised to 100% but a racial weapon skill could be practised above this, think it was 110%. or 120%.
it w
 The general idea was that this weapon was a lot more affective for the character. Such as say a raced mage using a quarterstaff with 110% staff which would enhance the players combat abilities with that weapon type. This could be implemented with say a % bonus say 10% for example. This may be applied to a players skill as he starts a level with a 10% bonus on the base and also can be added to the high end above say 99%.

 As for damage that may be nice but for some being much more accurate and able to hit and damage a monster may prove an impotant ability.

 As for racial weapons it would have to give some sort of noticeable difference be it damage, accuracy, or both. Also from what I noticed so far actually doing damage may be a bonus where a player would do damage to a monster when it would not as opposed to a monsters defence or countering it. Another option could be that it may do 1/2 or 2/3 damage against a monsteres defence when it would do no damage.

 You hit the monster in the chest, the monsters plate armor partially blocks your attack,, you do ??? crush damage  to the monster.

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Wish list / /survey commands for players
« on: November 11, 2008, 07:57:47 pm »
 Hi Guys

 The survey commands are available in a lot of mud games and may help with GUI. Generally you can see a lot in a graphics game but there is a point where the map falls off like a fog affect. I am not sure how this can be implemented with ground terrain where you are in a hilly area. Generally though it would be like /survey = you see a tower in front of you off in the distance. This is ok but generally limited as to global and also the roleplay aspect.

 However it may be possible to use landmarks on the maps. Landmarks may be objects that are there to allow a player to take a bearing. They can be a tower or expanded to say there is a blue tower ...     and a red tower ...   a road sign if off to your right., A pile of stones etc etc. Also when nearer to a town it could say you seem what appears to be a towns tower far in front of you. As a player gets more game experience it could help with navigation and also in helping a newb find something such as a area.
 

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