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MMORPG Game Concepts  » Sandbox Travel

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59 posts found
  Cuathon

Advanced Member

Joined: 10/24/04
Posts: 2254

Draw Something is now an MMO. God has forsaken us.

 
OP  2/27/12 3:46:35 PM#41
Originally posted by MumboJumbo
Originally posted by Cuathon
Originally posted by MumboJumbo

Climbing was always useful in DnD to lay-up a pre-planned trap/throw off a pursuit.

A. Climb up cliff

B. Chasers climb up

C. Roll boulder off ledge!

Agree, climbing can be great, it's especially good in platformers too. The GW2 vid of "climbing" up a tower to explore was cool so real climbing x10?!

I demand a video of this. I have not see a climbing vid. I am not suprised though. GW has really pushed towards my ideal game with GW2. If only they had gone all the way so I wouldn't have to attempt to make a game myself. Maybe GW3 will go far enough? :P

GW2 was initially intended to have climbing but early on discarded it. Seems this particular exploration challenge might have been inspired by it... it at least uses the (-y,+y) axis v dramatically:

http://www.youtube.com/watch?v=q0Z8n120H7Y

Full article at TenTonHammer. There's a little climbing in ArchAge I think on certain areas?

Thats not really climbing per say. Thats just platforming.

  Loktofeit

Elite Member

Joined: 1/13/10
Posts: 13418

Currently playing EVE, SMITE, ArcheAge, and Combat Arms

2/27/12 8:25:16 PM#42
Originally posted by Cuathon
Originally posted by nariusseldon
Originally posted by Cuathon
In a virtual world there is no need to have edges to the map. Defeats the whole purpose.

Sound good but totally impractical.

Are you gonig to have an infinite world? Are you going to generate terrain on the fly forever? That would make a boring random world, even if you have the technology to do so.

Um no, I am going to a world. You know, a sphere.

I think you'd be the first one to ever do that.

There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein

  Cuathon

Advanced Member

Joined: 10/24/04
Posts: 2254

Draw Something is now an MMO. God has forsaken us.

 
OP  2/27/12 8:36:25 PM#43
Originally posted by Loktofeit
Originally posted by Cuathon
Originally posted by nariusseldon
Originally posted by Cuathon
In a virtual world there is no need to have edges to the map. Defeats the whole purpose.

Sound good but totally impractical.

Are you gonig to have an infinite world? Are you going to generate terrain on the fly forever? That would make a boring random world, even if you have the technology to do so.

Um no, I am going to a world. You know, a sphere.

I think you'd be the first one to ever do that.

What? That can't be right. Although the only example off the top of my head is infinity the quest for earth.

  jusomdude

Spotlight Poster

Joined: 11/21/06
Posts: 2423

2/27/12 8:38:05 PM#44
Originally posted by Loktofeit
Originally posted by Cuathon
Originally posted by nariusseldon
Originally posted by Cuathon
In a virtual world there is no need to have edges to the map. Defeats the whole purpose.

Sound good but totally impractical.

Are you gonig to have an infinite world? Are you going to generate terrain on the fly forever? That would make a boring random world, even if you have the technology to do so.

Um no, I am going to a world. You know, a sphere.

I think you'd be the first one to ever do that.

I had a prototype of a game with a sphere world before. Think I deleted it awhile ago though. Anyways, pretty much the same effect can be done by loading the other end of the map when reaching the edge. Kinda like how some old RPG's did it.

Makes it easier to load stuff in and out, and you don't need to modify the gravity, and always rotate moving objects so their bottom faces the sphere center.

  Cuathon

Advanced Member

Joined: 10/24/04
Posts: 2254

Draw Something is now an MMO. God has forsaken us.

 
OP  2/27/12 8:43:24 PM#45
Originally posted by jusomdude
Originally posted by Loktofeit
Originally posted by Cuathon
Originally posted by nariusseldon
Originally posted by Cuathon
In a virtual world there is no need to have edges to the map. Defeats the whole purpose.

Sound good but totally impractical.

Are you gonig to have an infinite world? Are you going to generate terrain on the fly forever? That would make a boring random world, even if you have the technology to do so.

Um no, I am going to a world. You know, a sphere.

I think you'd be the first one to ever do that.

I had a prototype of a game with a sphere world before. Think I deleted it awhile ago though. Anyways, pretty much the same effect can be done by loading the other end of the map when reaching the edge. Kinda like how some old RPG's did it.

Makes it easier to load stuff in and out, and you don't need to modify the gravity, and always rotate moving objects so their bottom faces the sphere center.


I was actually gonna do that, for reasons of hard and expensive. The player can't tell the difference anyways.

  jusomdude

Spotlight Poster

Joined: 11/21/06
Posts: 2423

2/27/12 8:43:53 PM#46

Climbing could be more immersive, but you have to ask yourself if it's really worth putting in the game.

 

Will it be rewarding enough for players to want to climb?

Does it serve a purpose, other than to do it for the hell of it?

 

If there's typically no reward for some complicated climbing mini game besides being at a higher point and increasing my climbing skills, I know I wouldn't bother with it.

  Cuathon

Advanced Member

Joined: 10/24/04
Posts: 2254

Draw Something is now an MMO. God has forsaken us.

 
OP  2/27/12 8:45:03 PM#47
Originally posted by jusomdude

Climbing could be more immersive, but you have to ask yourself if it's really worth putting in the game.

 

Will it be rewarding enough for players to want to climb?

Does it serve a purpose, other than to do it for the hell of it?

 

If there's typically no reward for some complicated climbing mini game besides being at a higher point and increasing my climbing skills, I know I wouldn't bother with it.

Did you read the thread? Climbing is quite useful. Some posts later on went over some reasons.

  jusomdude

Spotlight Poster

Joined: 11/21/06
Posts: 2423

2/27/12 8:50:37 PM#48

I would hope there are many areas that are only accesible by climbing, with things I couldn't get anywhere else.

  Cuathon

Advanced Member

Joined: 10/24/04
Posts: 2254

Draw Something is now an MMO. God has forsaken us.

 
OP  2/27/12 8:52:53 PM#49
Originally posted by jusomdude

I would hope there are many areas that are only accesible by climbing, with things I couldn't get anywhere else.

Well climbing allows shortcuts, and protection from monsters when you log off. In TTS Avatars do no disappear when you go offline. You can also use it to get some places, although because of modifying the world eventually you could go the same place on inner stairs or flying mounts or levitating. You can get access to some special stuff, some herbs have specific altitudes and some creatures prefer them as well.

 

I see they moved this to Dev Corner, where good threads go to die.

  jusomdude

Spotlight Poster

Joined: 11/21/06
Posts: 2423

2/27/12 9:00:52 PM#50

Well it is a developer topic. I think your other planned features pretty well invalidate climbing, but if you really think it's worth putting in go ahead.

  Cuathon

Advanced Member

Joined: 10/24/04
Posts: 2254

Draw Something is now an MMO. God has forsaken us.

 
OP  2/27/12 9:08:11 PM#51
Originally posted by jusomdude

Well it is a developer topic. I think your other planned features pretty well invalidate climbing, but if you really think it's worth putting in go ahead.

Well, levitation is limited by mana so its not a good offline plan. And flying mounts and levitation are amazingly rare anyways. In TTS only 10% or so players will have access to significant magic. Magic is gained through being the first to explore some areas. I guess we will see what goes down if I ever get a playable version.

  solarine

Advanced Member

Joined: 10/25/06
Posts: 1204

2/28/12 7:03:01 AM#52
Originally posted by Miner-2049er

I like the idea of climbing but I think it is difficult to know exactly what to do with it.

For example, if you have incline that requires a given level/percentage then what happens to players that have not invested time in climbing. Since possibly not everyone will have the skill you would be kind of limited into what you can put at the top of the climb. Otherwise, if the skill is required then everyone would be forced to train it.

Still, I don't want to knock back your idea as it could be a cool thing. Perhaps you could allow players to have base skils in running, swimming, horse riding, climbing etc. They can then develop these skills further to be quicker in their chosen mode of transport.

I love the thought of chasing someone in PvP where I have a faster running skill, but they have a better climbing hill and head straight for the nearby cliff to get away.

 

On a separate note, one of the things I loved about Xsyon was that there were no invisible walls. OK there were eventually some cliffs you could not climb but this was based only on the angle of incline. Strangely, I had a lot of fun in that game actually trying to climb 'impossible' ascents (like the one on the mysterious island in the lake). It was interesting to be forced to actually evaluate the terrain and plan a route up that could work. This did not involve a given skill but was actually in a way close to how climbing really is (simplified, of course). 

 

If I'm not mistaken, in Fallen Earth different mounts could run up different angles of incline, so some could climb steeper hills. Like, say, a car couldn't go up a steep hill, whereas a horse could.

So maybe you could give mounts/vehicles some set climbing ability rank based on the angles of inclination they could run up, instead of making it a character skill.

Of course, that'd make it more of an item hunt than a skill grind, but... oh, well. :) 

Let me just say I like the idea of various ranks of climbing in a game. 

 

  77lolmac77

Apprentice Member

Joined: 11/14/11
Posts: 498

2/28/12 7:13:35 AM#53
That sounds like a cool idea. I dont think anyone can honestly say they think its a bad idea. I think some people just arent very interested in exploring, and would prefer more focus on the fighting aspects, which is understandable. You arent going to please everybody so you might as well just do what you think is best considering you are the one creating the game.
  BLueBEar

Novice Member

Joined: 10/22/03
Posts: 244

2/28/12 7:19:05 AM#54

Wurm has climbing, it has it's usefullness, for adventurers it's both rewarding and so damn fun especially if you like exploring the unknown areas of the game world in which you play.


For example; you find a large mountain and reach the top of it the views can be breath taking and you can capture screenshots to share with fellow players or friends for later when you tell them your adventures. A short vid on wurm mountain climbing.

________________________________

Oh my got!!!
i neber see a graphic of this before,
i neber p2p any game before, but this game i must!
________________________________

  jusomdude

Spotlight Poster

Joined: 11/21/06
Posts: 2423

2/29/12 12:16:36 PM#55

Climbing could be cool, but I think indie developers would be wise, especially if it's one guy, to avoid getting mixed up with feature creep if they ever want their games to see the light of day.

 

Creating a game with very minimal amount of features is a big enough task as it is, espicially an MMO. From what I can tell, based on some of his other posts, this is OP's first attempt at making a game from scratch.

 

I know how tempting it is to add all these cool features that no other games have, but I'd look keeping the features fairly basic until the game is released. Other features can be added after release. So I would design your game with planned features in mind but hold off on putting every thought of feature in at release. Also gives your players things to look forward too.

  Cuathon

Advanced Member

Joined: 10/24/04
Posts: 2254

Draw Something is now an MMO. God has forsaken us.

 
OP  3/02/12 8:22:31 AM#56
Originally posted by jusomdude

Climbing could be cool, but I think indie developers would be wise, especially if it's one guy, to avoid getting mixed up with feature creep if they ever want their games to see the light of day.

 

Creating a game with very minimal amount of features is a big enough task as it is, espicially an MMO. From what I can tell, based on some of his other posts, this is OP's first attempt at making a game from scratch.

 

I know how tempting it is to add all these cool features that no other games have, but I'd look keeping the features fairly basic until the game is released. Other features can be added after release. So I would design your game with planned features in mind but hold off on putting every thought of feature in at release. Also gives your players things to look forward too.

This is my first time making an MMORPG from scratch. I have made a complete MMORTS text game, ala OGame, War Facts, Space Fed. I never released it cause money for servers and time to spend maintaining but I did some testing. You may or may not be able to exploit mechanics stuff but there are no huge bugs where something is just broken.

  Maduo

Novice Member

Joined: 5/30/10
Posts: 8

Don't know, Don't care.

1/20/14 8:20:14 AM#57
Grappling would be amazing if the landscape wasn't pancaked for the mmo that added it. Think of shadow of the colossus style gameplay, where grappling and navigating in tough to reach areas would open up new regions or zones or just areas within a region. bring back the exploration and reduce the grind.

[Nuclear Launch Detected]

  Aledra

Apprentice Member

Joined: 6/15/11
Posts: 13

1/20/14 9:44:56 AM#58

I always like trying to go up mountains in MMORPGs, seeing if I can go to some new areas, sadly there are always invisible walls and  I was just walking and jumping up, not actually climbing.

So I would like it if a game makes climbing more interesting and worthwhile. It shouldn't be too easy to get to the other side using other ways though.Having certain herbs on top of the mountain as you were taking about would be nice too. Just make it worthwhile because people tend to be lazy, if climbing doesn't give enough of an advantage they might not want to bother. But it seems you already have thought out several incentives for people to climb.

Climbing should also be fun, it might be interesting to have the system as realistic as possible but that might not always be the best way to go. Since I have no real life experience with real life climbing I don't know what it would be like if climbing in a game would be completely realistic, but I can imagine it might be tedious if you don't have the real life kick from it.

I think the most important thing to consider of all is wether it is worth the development time. I can imagine with such an ambitious plan and not having a full developers team like AA games out there, that every hour is precious. So there might be other features that have a higher priority.

But all in all, if you can make a fun, usefull climbing system without  greatly slowing down your development process I would go for it.

Unique indie mmorpg that would like your support:http://www.kickstarter.com/projects/jeffleigh/antilia-a-majestic-3d-mmo

  Sovrath

Elite Member

Joined: 1/06/05
Posts: 18389

1/20/14 10:09:38 AM#59
Originally posted by Cuathon

 

As a general query:

Do you want to have climbing in a game?

What other kinds of travel would you like to see?

How do you feel about the above climbing system in particular?

Well, as long as you are asking "sure" but "why does it have to be so involved.

I think it's a lot of effort "shoes/gloves/pitons, etc" for something that doesn't have to or need to be so involved. It's a little picayune to my taste.

For instance, what is the game play value of having all this and why not just have it so that if a person comes to a an area with climbing they can just "whip out" their "automatic" climbing gear and go up. Maybe there is a skill as far as far as speed and falling.

But I suppose it depends on what your game is about. Who your audience is.

If the game is "about" climbing then sure, adding levels to that game play is fine. But otherwise it seems like adding complexity for the sake of complexity.

"Is this going to be fun for me? Does it add actual game play value?"

IN any case that's my two cents. good luck!

So what Aledra says. Is this really worth the time which can be used on "anything else"?

Whenever you see "established AAA developers" release a game you oftentimes see players asking "what were they thinking?"

My thought is that sometimes developers are too caught up in being "developers" and creating systems but those systems are only going to be worth "so much" to their players.

 

 

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