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Dire Lemon's picture
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I'm not much of a techy. At least not with software. I sort of know how to make stuff in Illustrator or Photoshop, but I'm not too good with either.

What kind of fleshing out some kind of environment do you suggest? I think some sort of minimap would be useful, but nothing too concrete. Bad artwork is worse than no artwork.

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Something along the lines of a mini map. Maybe add in a few minigames, for things like escaping from mazes and whatnot.

Everyone likes minigames!!!

We should start simple. Make sigil to begin with and work our way from there to something a little more infinite.
But what I'd really like to hear is how complex visually do people think we can actually make it? Just so we can understand, how far at this point it could be stretched. We'll worry about how bad the art will be later. Hell we'll get Tiefling and the rest of the Civil Festhall hangabouts to help with that department.

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Well, I don't really know what Metaplace can do graphically, so that point is kinda moot for me.
However, I'd like to see some graphics at least, since I find staring at text for long times extremely tiring. And yes, I have played a lot of Muds and textbased adventures, and liked them a lot.

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'Dire Lemon' wrote:
Wow, you went through the trouble to make an account just to make a single flame bait post?
I don't consider the post flame bait, as I don't think anybody in this forum is stupid enough to fall for such tricks.

The post served it's purpose, and that's all that matters.

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'Khagan' wrote:
'Dire Lemon' wrote:
Wow, you went through the trouble to make an account just to make a single flame bait post?
I don't consider the post flame bait, as I don't think anybody in this forum is stupid enough to fall for such tricks.

The post served it's purpose, and that's all that matters.

What purpose did it serve? Puzzled All it's done for me is give me a bad first impression of you.

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'Dire Lemon' wrote:
'Khagan' wrote:
'Dire Lemon' wrote:
Wow, you went through the trouble to make an account just to make a single flame bait post?
I don't consider the post flame bait, as I don't think anybody in this forum is stupid enough to fall for such tricks.

The post served it's purpose, and that's all that matters.

What purpose did it serve? Puzzled All it's done for me is give me a bad first impression of you.


Well Khagan saved me the trouble of writing a lengthy post defending modern feminism and how I understand the the modern feminist cause, as I parallel it to the fact that I hate being stereotyped and don't like being told I can't drink, I'm a bad driver, and I'm only allowed to be good at math (even though I am) because of my ethnicity.

Instead a long lengthy post from someone I don't know, done in an obviously satirical tone mocking those attitudes does work better (despite the homophobic language, I laughed). It got the point across a lot clearer.

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I'm sorry if my post offended you, but you've obviously missed my point. Someone joining the forum just to post a long hostile, sarcastic post like Khagan's only makes themselves look irrational and immature. Thanking that person for making such a worthless post only serves to make you looking the same.

I don't want to drive this thread any further off topic so maybe we should move this away from here.

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I think Khagan was being tounge-in-cheek. The last line of the post gives it away.

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It's a classic internet jerk tactic to try to make someone you disagree with look like an idiot by saying you agree with them and then saying a bunch of completely ridiculous things that totally miss the point.

Then you make sure people get that you didn't really mean any of the crap you said by making a remark like the last line in the post. Khagan totally missed the point of the post he were reacting to though. He's also only made two posts so far since joining, both in response to my posts in this thread. This gives the impression that he's only interested in stirring up trouble.

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Dire Lemon wrote:

Quote:
Wow, you went through the trouble to make an account just to make a single flame bait post?

Eldan wrote:

Quote:
I suggest using the Lady of Pain as a spam filter. The first time you say "lol" everyone dives into cover, runs away or starts swearing. The second time, you get mazed.

I'm of the opinion that we let the lady have her way with trolls too. Because in a near-inescapable maze, noone has to listen to you rant.

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'Zeniel' wrote:
I reckon we should try and avoid a total MUD I think we should at least try and flesh out some kind of environment.
The idea about a text only game gives me a rather ambiguous feeling. I think that it will attract few but the most nostalgic fellows. (People like me Smiling )

I’ll list some options concerning an online version of PS that sprang to my mind (unafraid of stating the obvious):

Where?
1) the planes: (-) too many equal possibilities, none of which preferable over the others.
2) Sigil: (+) mascot to PS, contains her Serenity and lots of interesting NPCs, vanilla flavoured

When?
1) pre faction war: (+) classic (-)predetermined storyline, static scenario
2) faction war: (+) lots of action (-) few interaction, one sided on “blood sports”
3) post faction war: (+) evolving, totally open ended
4) ancient Sigil: (?) weird/cool
5) kriegstanz: (?) ditto, but with the objections from 2)

What (should it incorporate)?
- “know thyself” problems, ethic quest(ion)s, philosophy (PS:T, Black & White)
- weird atmosphere, never telling the whole story (PS:T, Ecstatica)
- decisions whether players want to meddle with factions, which would influence their goals
- slow, non-linear game play (PS:T, Realms of Arkania [imho best CRPG ever!])
- as many details as possible (Ultima)
- beholders as a player characters

How?
a) first person: (?) standard, action oriented
b) iso perspective: (+) classic
c) bird’s view: (+) very cute (like “Dawn of War”; all those tiny orks jostling and bustling around)

Tech?
a) Metaplace: (+) new approach, server usage included (-) unfinished (only 2D yet), closed down
b) alternatives: see www.devmaster.net/engines/ on this

That's all folks. What’s your opinion?

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Or how about this? We recreate the entire Faction scenario. I.E Let people form their own philosophical factions and then let the lady decree the set number and anyone who refuses shall die.

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We could set it in "Ye Olde Sigil". Way back, way before the upheaval. That way, everyone could found as many philosophical factions as they want. Also, we would be pretty free to incorporate anything we'd like, probably even freer (is that a word?) than after the faction war.

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Now theres an idea. We already know that some of the factions had a following back then (the Dustmen are the oldest faction on record, for example). We can bring back a few old favorites (Incanterium!) as well as the possibility of having some of the prefaction war factions as upstarting sects. and then theres the sects that players are free to start themselves.

The only thing is determining how one starts and promotes a sect. A sect is supposed to be a perspective, not just some guild of players who want a neat symbol.

And I would be sure to include the rule of one sect at a time.

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Hmm. But then there needs to be a way for the factions to gain influence...

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'Rabenaas' wrote:
Where? 1) the planes: (-) too many equal possibilities, none of which preferable over the others. 2) Sigil: (+) mascot to PS, contains her Serenity and lots of interesting NPCs, vanilla flavoured

right, Sigil itself gives enough RPG-possibilities for a long time. But it will take some time to design it. An inside out approch for building is useful. Start with Sigil or even only an interesting part of it (eg. the hive), and build more as the people come in. It's quite useless to have only 200 people scattered over all of Sigil or even a few planes.

Quote:
When? 1) pre faction war: (+) classic (-)predetermined storyline, static scenario 2) faction war: (+) lots of action (-) few interaction, one sided on “blood sports” 3) post faction war: (+) evolving, totally open ended 4) ancient Sigil: (?) weird/cool 5) kriegstanz: (?) ditto, but with the objections from 2)

2 is out imho - the faction war was too short for a longstanding (should be planed as one, otherwise why spending so much time creating) online-game
3 is a chance and a risk. Either you connect this with the development of PSCS, or you could have the online-version move one way, the "official" campaignsetting another.
4 or 5 seems good, as it offers any player the possibility to build his own sect. But there has to be any form of control, that this sects are based on a shared believe (thats a bit more in character than "we are buddys, we know each other from our WOW-guild")
I still prefer 1, cause it really shows sigil to experienced players in a way they all know it (even if they never played anything else than PS:T), and a lot of players never used the faction war in their own campaign. It's just the question, whether you want to use this primary as a meeting point for old PS-fans, or if you want to win new players for PS. For new players the switch to actual PS-stuff is much harder if the city is completely different, all NPC he knows from the online-game are dead (and no one heard about most of them anyway). The city won't feel like the sigil he knows from the online-game. This can happen to experienced players the other way round. Visiting the online-version they won't get the feeling of being in sigil.

Quote:
How? a) first person: (?) standard, action oriented b) iso perspective: (+) classic c) bird’s view: (+) very cute (like “Dawn of War”; all those tiny orks jostling and bustling around)
I prefer iso, but it will largely depend on the tech used

Quote:
Tech? a) Metaplace: (+) new approach, server usage included (-) unfinished (only 2D yet), closed down b) alternatives: see www.devmaster.net/engines/ on this

Considering the name, this might be the right one:
http://www.multiverse.net/
:mrgreen:

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multiverse.net has a nice ring to it. A very nice ring to it.

Yes we should definately start small. So sigil to begin with and then pan out from there.

Ancient Sigil is a great idea, but then I think we should give em a good ol' taste of the planes and have em all culled by the ladies decree. Y'know once the factions get all out of hand and are just hacking each other up in the streets.

I also reckon that if anyone faction has/gains majority control it somehow affects the way of the multiverse what with belief having the effect it does.

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'Mask' wrote:
But there has to be any form of control, that this sects are based on a shared believe (thats a bit more in character than "we are buddys, we know each other from our WOW-guild")
Maybe we should grant upstarting factions a bonus for every dozen of new souls or so. Such a bonus (e.g. experience bonus on certain activities, new spells, gold, special abilities, prestige classes, whatever) could be chosen from several alternatives and would benefit every member of that sect. But it must come with certain restraints, too. Thus the sects will eventually evolve into different directions, gaining momentum on their way.

The game’s complexity will improve, since the (possible) goals would then include the hunt for new comrades and that for experience, gold or just hanging around.

Btw, I’m downloading right now the “Nebula Device 2” in order to see whether it’s an option for an engine. It is open source and used right now for a big commercial RPG called “Drakensang”.

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Problem with that, is that unlike Metaplace, which seems to be a good deal simpler, Nebula Device 2 definitely requires a good knowledge of programing, which may be a problem if we don't have the people.

On a diferent note, I can do artwork textures, and maybe 3d modeling (Iso is probably more practical, so the point is kind of moot)

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As said before, this humble clueless has no programming skill whatsoever and would be disappointed if having such skills was required for participation in this endeavour.

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Well if we are short on programmers, as I suspected we would be, its a comment occurence I've found. Do people have friends or aquaintences who do know programming and would be willing to help out when we ask them to?

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That'd probably be the big draw for using metaplace, I think. If we can do that, we'll take the biggest problem out of the picture.

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Some programming will be a necessary evil (the D20 rules must be known to the computer, for example), because all engines, including the new ones like Metaplace and Mutliverse, are generic and must be adapted in order to serve our purpose.

If it is done in the right way, we can run our stuff with little effort on most engines alike, similar to a company of actors staging the same play in different theatres.
My idea is to try and make a rudimentary draft version (technical demo or such), that we can get warm on.

When Metaplace is ready for us, then we can move there what we have created so far, if we want to.

The programming will only be the tip of the iceberg. What the game really needs is content: story (or rather a set of stories), graphics, sound. And we need a concept, as detailed as possible. And a general motto wouldn’t be bad either.

We have one volunteering programmer (me :twisted:). Oh brothers where art ye?

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I've been wondering, how the heck is this going to work without a DM?

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While this may not be possible, there have been a couple DnD vid-ga-ma-games for the PC. Would it be possible to use those as a base for the ruleset-system? Or maybe a mod to make programing work easier for everyone?

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I'm hesitant to make this post, as I really don't want to drag this thread off topic again, but I do feel that this one point must be clarified.

'Dire Lemon' wrote:

Then you make sure people get that you didn't really mean any of the crap you said by making a remark like the last line in the post.

The point of the last line was to illustrate how hypocritical it is to complain about strong women being unrealistic while turning a blind eye towards crap like wizards shooting magical fireballs out of their hands. And when you get down to it, magical wizards are far more unrealistic than really strong women swinging around big swords.

*EDITED for clarity, though I'm already too late.*

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'Khagan' wrote:
I'm hesitant to make this post, as I really don't want to drag this thread off topic again, but I do feel that this one point must be clarified.
'Dire Lemon' wrote:
Then you make sure people get that you didn't really mean any of the crap you said by making a remark like the last line in the post.
The point of the last line was to illustrate how hypocritical it is to complain about physically identical sexes being unrealistic while turning a blind eye towards crap like wizards shooting magical fireballs out of their hands. And when you get down to it, magical wizards are far more unrealistic than really strong women swinging around big swords.

I hope you didn't just join this forum to try to convince everyone that men and women are physically identical.

I never said anything about realism because I knew that someone would immediately make this tired and meaningless argument. Would you be happy with humans bleeding iced tea and sweating Gatorade then trading it to the elves for free movie tickets even though movies don't exist in the setting? No, because that's stupid and completely inconsistent. So are identical sexes in humans.

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Please stop derailing the thread, guys. I'm no mod, and have no real authority backing up anything I say, but you're way off topic at this point, and Clueless has plenty of better things to do then mediate disputes.

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'Dire Lemon' wrote:
I hope you didn't just join this forum to try to convince everyone that men and women are physically identical.

I never said anything about realism because I knew that someone would immediately make this tired and meaningless argument. Would you be happy with humans bleeding iced tea and sweating Gatorade then trading it to the elves for free movie tickets even though movies don't exist in the setting? No, because that's stupid and completely inconsistent. So are identical sexes in humans.


Obvious strawman is obvious. You've gotta be trying to troll me, there's no other explanation. (Which is funny, I have to love your attempt at irony.)

*EDIT: Yes, I do realize that my first post was itself a strawman of epic proportions, but that was the point. It was an exaggeration of a viewpoint that is itself absurd. Kobold and Azure realized this at least, and I imagine that so do most people who read it.

But don't claim you didn't bring realism up. What's the word you used? Anachronistic? Well what's that but a fancy and specific way of saying unrealistic?

But it doesn't matter. You are trolling the troll, after all. But let me ask one question

Quote:
The whole physically identical sexes thing in D&D is just a misguided anachronistic concession to modern feminism. The game would likely be called sexist if it tried to differentiate between the abilities of men and women. Men and women should be equal, but they are no more identical than cocks and hens.

This is the quote that my "troll" post replied to. I took this quote to mean that you think that there should be stat differences between male and female PCs. Was I wrong?

If I was, sorry.

If I was right, well, you need to realize that we're talking about a game, something that's supposed to entertain people. An RPG whose purpose is to allow you to play someone who is the exception to the rule, someone who defies conventions and stereotypes, someone who is unique. If you can't atleast understand that, then you're the one with the problems, not me.

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[mod] Take it to a different thread, or to PMs at this point guys if it's just the two of you, if you would please? You're way off-topic for this thread, and I'd like to give the online-game topic a chance to grow.[/mod]

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'Dire Lemon' wrote:
I've been wondering, how the heck is this going to work without a DM?
The DMing could be done direct and indirect: Firstly we would build scenes and quests that anyone can explore. (Just like PS:T for instance.). Secondly the admins could turn into certain NPCs, which become PCs with certain special abilities (mazing people etc.).

That’s the standard way to do it, I think.

'BERK' wrote:
Or maybe a mod to make programing work easier for everyone?
The game must be scriptable, anyway. Metaplace uses the programming language Lua (as do most modern games like WoW, NWN, …) for that purpose. Maybe we could even come up with a visual editor for quests which would assemble puzzles (or whole quests) by drag and drop, generating the corresponding Lua script.

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I think the biggest stumbling block here is - if we aren't using a text oriented system - the artwork for the skins and textures. That's what killed CODI in the past and is part of the delays even for the RogueDao projects.

I'm not familiar with Metaplace - does it do procedural art generation?

Beyond that, prior experience in admining MUDS indicates that even if you can start with a minimal area and core classes - then it's starting with something. My old mud, Cthulhumud, has lasted for over 10 years though coding changes and area expansions into a pretty huge and mechanically complex kinda place. It started with 20 rooms and I think something like 6 classes. Very very barebones DIKU at first.

So long as you've not designed yourself into a corner you can always expand as you get more of a populace playing that can explore the new features. And the new updates actually help keep older players involved as they see more things to explore.

Approach the faction war (in/out/current) and which planes to include sort of questions after you have a core location and at least five regular players. Those are your core-players who can then be recruited into helping you answer those questions and creating areas - and are therefore hooked because now it's their baby too. Plus, you then know what your actual player community as opposed to your hypothetical one wants to do.

Then you make updates in small batches - a new class here, a new 20 room area there, and a new mechanical game system after a few months... A "go-for-it" stance with online games such as this is a lot more successful than waiting for it to be perfect and over designing everything in advance.

Heck - that's how these forums came about:
"Hey Gabe, Ken? I wanna set up forums. Like. Tomorrow."
"But we don't even have an article system, or the PSCS release or...."
"I know. I don't care. This is more important - without a community we won't have any of it."

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'Rabenaas' wrote:
'BERK' wrote:
Or maybe a mod to make programing work easier for everyone?
The game must be scriptable, anyway. Metaplace uses the programming language Lua (as do most modern games like WoW, NWN, …) for that purpose. Maybe we could even come up with a visual editor for quests which would assemble puzzles (or whole quests) by drag and drop, generating the corresponding Lua script.

This is a good idea and should be one of the first projects started on after your initial 20 room / 5 classes batch is completed. This sort of system will allow you to easily convert trusted players into reliable builders, sharing the workload and building momentum of game development. If you need building done and this isn't ready - be prepared to train some people on the use of Lua directly, building is more important to maintain populace interest - but even so - keep this idea around for the future.

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Ok. Then we need to know what we want to start with.
First: an area.
Requirements: Small, not too complicated, much room for expansion.
Suggestion: Some limited location within Sigil, one with many portals.

Then:
About five classes.
Requirements: not too hard to do.
Now, the problem starts here. Implementing something like the wizard, cleric or druid will be an enormous lot of work, even at the lowest level. Perhaps we should therefore save spellcasters for later and put in, let's say, fighters, rogues and similar combatants.

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I was thinking for the begining setting it could be like the GTA in game evolution. Y'know. First your stuck in a part in sigi, the lady has stopped all portal for some reason or other and the rest of the city is walled off by the dabus, closed for repairs so to speak, then as the game grows more of it becomes accessable, then as the game grows the portals start to work again.

As for GMing it would seem completely uneccessary for their to be a DM as the makers would flesh out the world and you'd find your own tales. Grated we could "toy" with people and send them on quests that lead to an epic adventure full of immense and profound insight. We could be like a real version of the gods, grant some players demigod status, have people run around in circles and lead people into tragedy, all for the sake of our own sick twisted amusement. Bwhahahaa! Just every now and then pick a player at random and have a little say in his destiny. Just like the gods.

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It wouldn't even have to be the Lady shutting down portals... the keys changed and people don't know them. Bonus points for the player who hums "Freude schöner Götterfunken" backwards while holding a dead rat to open the portal to Oinos.
Oh, and I guess Isometric camera would be just fine. It's a lot simpler to do than 3d. Quicker, simpler and so on. And it doesn't necessarily look bad.

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'Clueless' wrote:
I think the biggest stumbling block here is - if we aren't using a text oriented system - the artwork for the skins and textures. That's what killed CODI in the past and is part of the delays even for the RogueDao projects.
You are right, getting story ideas (eg. dialog-ideas for NPC) shouldn't be too hard. And scripting is much easier to learn than grafic-editing. Especially as a scripter just has to produce the effect, no one will take a closer look how clumsy the code is made. But grafics cannot really be improvised.

Asking myself:
1.How important is a D&D System for Planescape Online?
Not at all! Planescape worked with AD&D, D&D 3 it will work with 4th Ed and you can rebuild your favorite Planescape-Char even with BESM, should you need to Eye-wink
So it shouldn't be a problem to use an engine with a build-in RPG-System.

2.How important are grafics at all?
If you dream of "getting new players interested in Planescape": Do you think they will even try a game made by some guys most of whom have neither an idea of graficdesign nor of coding. Eye-wink The progress made will be VERY slow, and this will finally drive off the last interested people. (Settling for an engine that is not even ready to use will add to this problem. NWN I would be more useful ...)
So why not take some 2D morpg-engine. There are lots of them floating around, the problem is finding one, that is (supported and) customisable enough to allow good NPC-scripting. NPC are crucial for the Planescape-feel in the game, especially if you can't do too much with grafics. (Those who "need" 3d-effects can be told to try RogueDao anyway Eye-wink ) 2D-Grafic editing is way easier than 3D. It would be able to produce quick results, and at least getting some of the users in here interested to participate. With a basis like that you can always make it grow.

Something like this: http://xtremeworlds.com/index.php?title=Main_Page
(they may be better ones - especially as I don't know the scripting possibilitys for the NPC. But at least it already has a Guild-system Eye-wink )

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Again, since I'm interested in the graphics part of this it'd help to know what this engine needs. I'm also supourtive of 2d graphics, because, while I'm quite familiar with 3d modelling, it takes a team of better and faster people than me (working for longer than I have in a day) to get something decent done.

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Mash wrote:

Quote:
How important is a D&D System for Planescape Online?

Do we have to recreate every single nook and cranny of D&D into our online game. God no. However, we are going to need some way of dealing with combat (because combat is an integral part of Planescape. Granted, it's not on the "lets go around and kill some random goblins" level. It's more on the lines of "we'd better get diplomic because this dark goblin overlord can kill us eight different ways without blinking" level. Not to mention that sooner or later, it's going to be you verse the elite team of goblin agents who are currently infiltrating Sigil, and you're going to need some way to fight them.

Once you establish you need a combat system, we might as well use the d&d system. Why? Two reasons:
1) Everyone knows it. Nobody is going to go "huh" when you tell them they lost 2d8 hit points. And Planescape is based in D&D.
2) The D&D combat system is incredibly easy to program. 2d8 turns into Math.random() * 8 + Math.random() * 8. Rolling d20 is just Math.random() * 20.

Of course, wizards and clerics are far more difficult, but still doable. Thus, it's probably easiest to use basic D&D rules, even if we have to modify a few for our purposes (we don't want players to have access to Planar Shift if we havn't made any other planes).

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I'm all for an isometric View in game. If we can't go 3d I'm more than happy to accept 2d graphics. But once again its all a matter of how much effort and people are willing to dedicate.

Obviously we going to need a combat system, and if its doable the D&D code would be best as a) its easy to understand b) its traditional and c) its maths and learning is fun Laughing out loud

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I *can* do iso, but it's a lot harder to make walking, attacking, etc. animations. There's also the question of how animations need to work, which probably depends on the program.

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What exactly do you mean by it's harder to make isometric animations?

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Factor
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It's not any harder technology-wise, but drawing with propper perspective, accurate joint movement, foreshortening, etc. for each frame is much slower and more dificult than a top-down view (it's also really hard to make it look good with low res. characters) Top-down is extremely simple to paint and animate, which is probably good if we want a lot of diferent NPC and PC sprites--it is Planescape after all. A slightly orthographic top view is almost as easy, though, and provides a better view of the characters, and, much more importantly, a good view of doors, windows, etc.

There is also the question of resolution. I can get to work on stuff whenever someone gives me an idea what the people doing coding need for their test, but it's essential that I know what size I'm working at and what format the files need to be in, because I'll be creating tiles, objects, and characters accordingly and then using a map editor and Photoshop to piece stuff together quickly and efficiently. I'm not familiar with creating graphics for games, so I also probably need a description, so I can make my final products easier for everyone else to use.

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weishan - if it's harder to do an isometric animation, why not just do a 3d animation and render it from an isometric perspective? Just a thought.

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Factor
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because then I have to model, unwrap, texture, animate, and render everything myself. Those are 4 full time jobs and one big drain on my PC.

This is the easy perspective, it's not much harder than an isometric top view, and I can handle it without much diference in work. It's more complicated perspective that's the problem.

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Oh. I thought you meant that 3d was easier than isometric. Although, it does look like you have 3D Max up and running. Personally, I've yet to get past the modeling stage. Unwrapping and texturing is uncharted territory. I agree that it's a timesink like no other.

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Factor
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Painting textures on an unwrapped model, even with pelt mapping in 8 is mind-numbing, yeah. And that's not even including rigging, which is a huge weakness. I can do some things in 3ds, but it's less work to paint over them in Photoshop than to texture them, usually.

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'lsdfjkdsf' wrote:
Mash wrote: Once you establish you need a combat system, we might as well use the d&d system. Why? Two reasons: 1) Everyone knows it. Nobody is going to go "huh" when you tell them they lost 2d8 hit points. And Planescape is based in D&D. 2) The D&D combat system is incredibly easy to program. 2d8 turns into Math.random() * 8 + Math.random() * 8. Rolling d20 is just Math.random() * 20.
Or you can copy and paste from any standard open source MUD - some of them come very close to replicating the rules, some don't. I know one that does a corrupted form of Rolemaster even. Eye-wink I suggest playing them for a few levels looking for something with the right feel in gameplay, keeping in mind you can always rebrand spells and classes with the DnD names.

Familiar mechanics - yay, coolbeans - but speed of implementation and reliability are even more yay at this stage. Basic systems can be easily expanded upon to come more into compliance with DnD terms once you've jumped the artistic and community hurdles. I'd include feats system or spell levels system as something to add in post initial setup - using the shortcut of an existing system to bootstrap you forward as much as possible. Having a codebase to start also means you aren't building an event/trigger system from the ground up, or a player-stat tracking system, or critter-AI and interaction scripting.

I suspect a platform needs to be picked - like ASAP - to take the questions about what look things should have and how to go about it out of the realm of hypothetical and into the measurable.

Since you're looking at a GUI interface - that steps well outside of my realm of expertise as an old-school mudder, but - could someone compile a list of the top five options available and their pros and cons?

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'Iavas' wrote:
weishan - if it's harder to do an isometric animation, why not just do a 3d animation and render it from an isometric perspective? Just a thought.
That is exactly what they did in PS:T. The models are rendered from 3D to 2D. (That’s why it still looks good. I'm not quite sure whether 2D will be easier than 3D, since 3D can be honed over and over again and is easily customized, whereas 2D bitmaps are static and there will be lots of them.)

My first choice if we want things to get going fast would be Arianne.
Have a look at Planeshift, too. It is open source and maybe the game will be as easily customized as the name Smiling
crossfire looks somewhat low tech, but it might do.
We might also use a Ultima Online shard emulator.

Whatever we do, it should be done efficiently. That is we make one humanoid character (no matter if 2D or 3D) and animate it. Then this paragon would be accommodated to all other models.

If it is to be 3D then I recommend www.blender.org , since it has become a sort of free standard and can import/export almost every format.

If we don’t use Metaplace or such then we will have to find a server. (Peer2peer MMORPGs are rare.) That might turn out to be a problem.

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Factor
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I have my own 3d software, it's way beter than Blender IMHO, and it's not easy to learn a new program. It's not eficient when there is only one or a few people doing the work, though. Just painting a texture takes as long as animating a sprite, forget modeling, actually unwrapping for textruing, rigging, etc. As far as a character standard, it would be wise to do two, I think, one male, and one female, but it's not hard to reuse images, especially in photoshop.

I personally think that getting something up relatively soon will ensure that the project won't die. It will also line up with my February break, which means I can get the graphics done.

Arianne, from my non-technical perspective looks best in that seems that it will be fairly easy to implement nice looking 2d graphics. Really, I don't have the knowledge to make a good or well informed decesion, though.

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