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Ghost Realms - Bad title, mad concept?
MMORPG Game Concepts « Developers Corner 5/17/09 9:56:04 AM
I have considered the following concept on and off for a number of years. It can be a little confusing to describe to begin with, but hopefully I can pull it off adequately. The Concept. Making it work. Every time you interact with something from a different zone, you get pulled more and more into alignment with it. This would apply to all objects as well. You see a mace on the ground, it is slightly translucent, it is an object from zone 4, so you pick it up. Just by performing this action you get pulled into alignment with zone 4 by a small amount, and the mace gets pulled into alignment with zone 5 a little. You go around, and kill some critters from zone 5 with the mace. It is only doing 66% damage to start with, but the more you use it, the more damage it will do, as it is becoming more aligned with your zone. Your actions with the mace will try to pull you into alignment with it, but as a counter you are hitting objects in your current zone, so you will stay 'anchored'. If this continues, eventually the mace will end up as a part of your zone 5. Instead you decide to hit critters in zone 4. The mace will do 100% damage to those critters, although it will lose some alignment the more you use it. However, because you are continually interacting with items in zone 4, you will get sucked into that zone. At this point zone 5 will seem slightly translucent to you, and you will be able to see zone 2 items as ghostly objects. Being 'attuned' to a zone would be a similar experience to how skills would work. Everything on you would slowly lose it's adherence to it's original host zone unless used on objects within that zone. Keeping a zone 4 item attuned to zone 4, while the player is in zone 5, would require you continually use it on zone 4 objects, as well as the player constantly interacting with zone 5 to stay attuned there. Death and Taxes Skills and Levels Server Model
Your thoughts would be nice, and also feel free to ask specific or general questions as to how so and so would or might work. |
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The CSR route is very similar how I got my current role with DarkSpace. I joined the game Staff as a Moderator (mall cop), and slowly progressed to the point where I am now one of the head honcho's in both CSR and development. I would love to be able to define my role more clearly, but there is simply far too much to list. The main difference with my position and the above article, is that this has been done entirely from home, on a voluntary basis, for less than peanuts, as a hobby, while trying to hold down various full time jobs. I may be a fool for this, but I do get a twisted sense of satisfaction in knowing that I have helped our service survive for so long, and it looks pretty good on the resume too. You get to see the best and worst in people when dealing with CSR, and as for Tubgirl... that's not even scratching the surface of internet depravity. Would I do this as a full-time job? I honestly couldn't say. I certainly wouldn't mind getting paid for what I do, but then that brings a whole new series of expectations and commitments. It would be fun to find out, though. |
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Quest bangs. It is not so much how to get rid of them that matters... the issue is with explaining away something so incongruous within a historical or fantasy setting. Magical fantasy would have an easier time of it, and in some ways the implementation would not be that difficult - you only need to look at today's technology (and that of the near future) for inspiration - bluetooth style alerts, job boards, GPS systems and 'enhanced' reality, etc. Each of the aforementioned could be adapted into a magical universe to help 'explain' the bangs, instead of removing them. Historical settings are another kettle of fish entirely... maybe have little pet monkey that skitters over to nearby NPC's and begins dry humping them if they have quests to offer, or will guide you back to them... |
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1) DarkSpace Reasons: DarkSpace GuildWars Everquest Warhammer Online Tabula Rasa Anyway, that's my two cents (and then some). P.S. Wizard101 deserves an honorable mention. It is a great game concept that is well designed. It pretty much nails it's target audience. I also know that Kingsisle are working on another project, although what exactly I haven't been able to fathom as yet. It is certainly a company to keep an eye on. |
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Haha! Nice video. Kudos to the person/people that created it. |
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This is a very simple question to answer. Is the experience of playing a given game worth more or less than the equivalent value in fast food and beer? |
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None? :-( |
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Each art style has it's place depending on your game concept and target audience. It is like trying to compare chalk and cheese. |
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Mine simply has to be DarkSpace. Primarily because I started out like anyone else, and have now ended up as a Developer for it. Now that's what you call character development :-P P.S. The game play is fun too. |
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General: MMORPG.com Now Offers Game Downloads!
News Discussion « General Discussion 3/07/09 10:15:52 AM
Hopefully getting your download added is just a simple matter of making sure GameGravity has it... What about the option of adding Developer approved torrents? |
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If you have a decent firewall operating, you will be able to use it's monitors to see that there are a number of popular titles which use both UDP and TCP streams for active game play. |
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Click on the little map to choose a location... |
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Now needing some industry... |
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Check the location. I cannot help being British :-( |
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Palestar wishes to invite everyone to come and participate in the DarkSpace experience for two weeks, gratis. This is in addition to the 14 day game time coupon you will receive upon creating an account, and does not restrict your ability to continue playing in the limited mode after the free time expires. It's easy - simply go to www.darkspace.net and complete the registration process, then download the latest client from one of our list of download mirrors, and you could be shortly blasting your way through hordes of space pirates, decimating the opposing factions in an attempt to gain universal dominance, helping to stem the invading tide of the dreaded Machine Intelligence, or simply whittling away your days attempting to construct the most awe inspiring orbital defense network known to man-(or alien)-kind. Of course, the enemy has it's own plans, and will surely be hunting you like a dog throughout. This offer expires 03/08/2009 at 20:00 CST. We look forward to seeing you... - The DarkSpace Development Team |
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JG:E will be employing battlegrounds, is this true?
General Discussion « Jumpgate Evolution 2/22/09 11:11:46 AM
Would be unprofessional of me to mention DarkSpace here. Oh well :-( |
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DarkSpace Development News - Version 1.509E Released
General Discussion « DarkSpace 2/18/09 2:35:43 PM
With the latest update to DarkSpace, there are a few significant tweaks and changes that have been implemented. The most significant to users in terms of game play will be the reduction in "Resources Lost" on ship destruction. To explain: whenever a ship a player is piloting is destroyed, the value of that ship is added to their game profile as the "Resources Lost" stat, which in turn is deducted from their prestige (experience) calculation as a negative modifier. Reducing the amount of "Resources Lost" applied to a players profile therefore decreases the prestige penalty whenever you die. Prior to this update, players piloting smaller ships were losing a much higher proportion of their prestige value for each death than was intended, and this was causing a significant barrier for new players in terms of actual prestige gain. Players piloting Cruiser class ships and above were also losing slightly more prestige per death than we were happy with and in turn this was felt to be discouraging PvP, although we still need to maintain a significant penalty for each death in order to encourage the use of the smaller class vessels for experienced players. So although the same 75% reduction has been applied to these ships, the basic spawn cost of these hull types has also been scaled up as we feel is appropriate. Overall, the death penalty is lower, but only by 10-20% for stations, and scaling to 75% for destroyer class ships and lower. We have also reworked torpedo damage values, which will bring them back into line with the primary cannon weapons. In terms of average DPS versus static targets, torpedoes now do around 15% more damage compared to primary cannons, although damage per volley is between 2-3x more than primary cannons. You will also find that weapons on smaller ships should be more efficient than their larger counterparts in terms of real-term damage output, although they still do less damage per individual volley. This makes fleets of smaller ships much more effective than before, as a group of scouts with the equivalent weapon capacity of a dreadnought will actually be able to out damage the dreadnought and avoid most of its weapons fire, although individual ships will not be much of a threat. As always, we hope these changes help everyone to have more fun. Enjoy. - The Development Team P.S. The full list of changes can be found in the Development Log, as usual. |
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I'm on a boat! |
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Too many rules there. I am playing the hardcore version. RULE 1: You are playing The Game. That's it. P.S. I lost gain :-( P.P.S Maybe this actually belongs in the Pub... |
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