The work involved with designing a game from scratch is relative to the functions that the game includes as well as the systems built around it for example, a single user game where the character has to jump over obstacles and reach the end of the level while collecting items along the way could work with character object linked to keys that define actions like “jump” and the game engine would have a map that moves across the screen and affects the character when a collision is detected and a function to add the collectible items into the game as the characters location changes and more complicated games like call of duty which are too complicated to be discussed in this group since this is meant for people looking to develop their own. Such systems may involve anything from security to ensuring effective quality of service on the client side (assuming the game has a server). My game was born from the pure nature of other web based MUD games and from my general problem with them, not to say that they are all the same but so far I haven’t found one that suits me so I saw an opportunity to create something unique on the off chance that there are others who have the same problem. After reading articles and posts from other developers who often write articles with tips and methods for implementing game systems I could only come even closer to thinking that there was clearly something missing in the interface and after playing my first MUD I didn’t even need to read to have my own opinion.
I got to the website, signed up and then I created my character twice because of uncertainty and also because I wanted to be too many things, the way i saw it, “why should I have to be something that is known to do something instead of being able to evolve from a source character that is capable of learning everything the game has to teach? For example, if a necromancer can bring players back from the dead after what is usually a waiting period of a few minutes or hours then the player is left with waiting without anything to do for that long. I would rather have a system that allows the user to play while the character is deceased. I had the idea to create a separate map further down the z axis, and possibly call it the “the underworld” where the user could continue playing according to the scripts there or perhaps even find a way back to the “world of the living”, find their rotting corpse and posses it, with consequences of the darker nature of course, but then again, am I saying that every character that dies goes to the underworld? I need a better story.
A few months ago I found myself without a hobby or more specifically nothing to do, I had just graduated and had a lot of free time on my hands so I decided to do the internet and came across MUD (multi-user dungeons) and RPG (role playing games). For those who don’t know, an MUD game basically works in a similar way to any other graphical game except that its events are displayed as text however its not as simple as calling it an interactive story or text game as the functions are far too complex to call it such. Iv’e never played an application based MUD or RPG game as I am a fan browser based games. They allow for a more dynamic feel without the use of installations and updates on the client side however I don’t know if that makes it more or less convenient from the server side and also from a point of administration. The first mud I played made me look away for a while, from the beginning I was told that all characters die most of the time, also that it was okay for that to happen, I figured that it was necessary considering the fact that many people play action adventure games with an intention of casting spells on other players. If they don’t then I did, the first thing I noticed was that I now had to learn a whole new way being immoral, violent and greatly reckless, not that this is what I am in real life but the whole point of playing something that can allow you to do that is to do it, this also applies to watching shows, if a person has has watched 4 seasons of game of thrones then clearly a part of them enjoys exploring something like that from a safe spot behind the screen. So I viewed some commands on the game and soon enough I figured out how to walk and right after that, how to to kill and I knew then that the first player I saw running around the map in my line of sight was going to be my prey and would soon feel the wrath of the 3 commands I knew.
I was obviously defeated and once I had bled to death I noticed that the deity I chose in the beginning of the game had resurrected me or rather “spat out” my player or something to that effect, so then I wondered if every deity in this world was capable of giving such powers. I held the thought because I was being reckless considering that I hadn’t memorized the commands to the point of knowing how to interact with the world. So I typed “help” like any person would with a game like that once again was looking at a long list of commands that I now needed to understand. While the movement and kill commands were simple enough they had what appeared to be parameters that defined how the action could be specifically carried out which I suppose affects the outcome but at the time wasn’t even good at using the keyboard which meant that any given moment while I was looking down at my keyboard for a counter attack, some experienced player has already caused damage and even if I have time to dodge, the time will be spent deciding which command applies with which parameters and then finally look down before responding and by that time the enemy is walking away from my characters “corpse”.
So i figured why not create a game where a user doesn’t have to type but instead is provided with commands which when clicked process a client side script that loads the options for the players and displays them so the user is immediately given a wide range of options that don’t have to be memorized and also a game without a game over, users cycle through maps that represent different stages of existence and while they will lose things like inventory they will still keep playing and perhaps keep their experience points for the use of universal items. Sure it will probably take months but since Ill be studying again I figure why not?
Oddly enough what worries me about this project is not coding what is basically a whole new infrastructure for a what is actually a framework for a universe but the stories that have to be written in order for users to be interested and in order for the world to make sense. Everything has to be written, processed and displayed properly or the whole world collapses.