Re: Theorizing : me makign an MMORPG, lets brainstorm
Here are few things I was witting down during my lunch break :
Professions :
-harvester - I prefer harvesting. Farming assumes you are growing something at specific locations as harvesting is more like you pop-up something a-la-Ryzom and extract it.
-hunter
-magician
-crafter (weapons, clothes, armors, builders (houses,stores,stands,...), tools)
-Fighter
-store owner - need suppliers and buyers, does he needs a stand/store ?
-supplier - could buy from hunter, crafter, cook or get it himself
-cook
-messenger
-trainer
definition of a player from a programing point of view (could almost apply for any NPC or MOBs):
- name
- race
- faction (which faction or neutral)
- experience
- profession (2nd profession could be harvester, hunter, magician, cook, crafter)
- skill list
- inventory
- money
- equipped list (what he is wearing)
- health
- stamina
- power (more for magician)
- current level & level progress
- vertue list (needed ?)
- guild (permanent grouping)
- team (temporary grouping)
- PVP (On/Off)
- Quest list
- hungriness (depends on how much physical activities done)
- tiredness (depends on time, race, physical activities)
- speed (depends on race, inventory, equipped, tiredness)
- agility (depends on race, tiredness)
- endurance (depends on race, health, tiredness)
- strength (depends on race, health, tiredness)
any objects from a programing point of view:
- lifetime and current time progress
- level
- creator (if was created by a player)
- amount of current wear/tear it has
- how much of wear/tear it can cause on other objects
- price
- power (affected by wear/tear/lifetime progress)
- dependency (if it needs another object to work/be used for)
- name
- description
- quest item (yes/no/Quest name)
- type of object
- weight
type of equipment :
-shoes
-chest armor
-pant armor
-hands (glove,armor)
-head (hat, armor)
-necklace
-earing
-rings
Location :
- a newbie island: I think this is a great idea
- main lands related to each race: this not common to Ryzom only
Quests :
- one thing I find a bit stupid in MMORPG, quests where you have to go get an object at a very specific place. If someone gets there 20 sec before you , the object is still there for you and if someone gets there 20 sec after you, it is still there for that person. Quests like that don't make sense to me as they do not look real. I prefer getting an object when you kill someone/something that resurects after a while.
- there could be quests like go kill X amount of Y to bring X amount of Z but not too much (maybe on Newbie island only ?) as it would start to look like WOW
- messenger types of quests
- protecting/escorting someone
- group quests
- build/craft/cook something
- should most quests be on newbie island and try to keep mainland as freedom-choice as possible (you can still fight MOBs/NPCs to gain xp/level)
Builders :
- the more builders working together on one project, the bigger the structure will be, the more money needed, the more ingredients needed from suppliers, ...). The idea behind builders is villages or cities could be created for the community and perhaps they would gain from renting/buying it.
p.s.: I'm sorry if the whole thing is somewhat out of order and not structured as I did this on my lunch
Last edited by browserice : May 1st, 2008 at 07:28 AM.
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