My participation is entirely contingent on writing the game in Ruby on Rails, since that is what I know and I don’t have time to learn a new language or framework.
Regarding number 2, the problem I see with doing things on the clientside is that people could cheat, but I don’t know if that’s important for this kind of game. It’s not necessary, at least, because it’s possible to use WebSockets to push notifications down to the client.
The next step to take is to describe in detail our minimum viable product. What is the minimum features we need to have to make this start to be useful? Things can be added on later, and it’ll be more motivating to have a handful of core features to work toward than a huge ball of features, as it’ll be easier to feel like progress is made. That doesn’t mean we won’t implement all the features we want; we’re just deciding on the fewest features we need to get this thing out the door.
It’s going to need task tracking as simple as a todo list, punishment for not completing a task, and reward for completing them at the very least. I’d like to add group stuff to the MVP too, since I think that’s a core feature. Maybe the MVP should include some kind of party system where damage and reward is spread out over the entire party. That way it wouldn’t be necessary to implement quests in the MVP, but you still get the accountability.
Let me know what you think.
I agree that a MVP is a good start. Cheating shouldn't be something we need to worry about, since the entire thing is honors-system based anyway. People can lie all they want to get better stuff, so we just have to assume that the users want to use the program correctly (otherwise they won't get a benefit from it anyway).
I think the minimum that we need includes:
-The task system -- I agree that HRPG does this pretty well. Separate lists for habits, dailies, and to-do, carrying over the rewards and consequences. We should take care that the dailies actually do give an increase in reward over time. As it's coded now, you get a streak bonus, but the value of the task also decreases automatically the more blue it gets, so in the end, you get slightly less reward each day. You should be getting slightly more reward in this case.
-Rewards. I like the equipment system, although it could use some tweaking. The pets are not necessary to start with. I would also say that instead of a rigid class system, it should be possible for users to "buy" new skills as their attributes allow. So each level, the user gets a stat point to be allotted. Depending on how high the stats are, new skills could become available, as well as new equipment. Right now, there's not enough equipment available, and it's too easy to max out very quickly and have nothing left to buy. I think it should be possible to buy whatever you want, provided your stats allow for it, so someone who maxes out on INT stuff can start boosting their strength instead, etc. There would have to be limits, but that needs to be discussed in detail.
-Groups and quests. This is a very important aspect of the site which has been heavily neglected by HRPG. There needs to be a method of communication within a group (IRC chat plus private message system or else a bulletin board). Quests need to work so that everyone is responsible, but also able to protect themselves against slacking teammates (ie constitution MUST count against quest monsters, should be possible to remove unhelpful party members easily, etc.). Quests could be available for cash purchase, but they should also (rarely) drop randomly as loot or be awarded at level-up. I also like the idea of there being group consequences (and bonuses) even when you're not on a quest, however I don't know if that needs to be in the MVP.
-The community in general also needs to be able to communicate. I'd advocate a bulletin board system, divided into categories for discussion, so that like-minded people can find each other, people can find groups, and there is a sense of community in general. If it's a "single-player" experience, there's less drive to continue playing once the initial rush wears off. I don't see any need for a chat room.
I think that's it for a start. Eventually I'd like to see pets, maybe player houses, or at least group houses that can be upgraded over time, etc.
How many people are actually interested in doing this? Should we start a thread in the Creative Projects forum? I'm happy to contribute however I'm able. I am slowly learning to code, and would need help at first, but I'll get there. I could also help with graphics and overall organization.
In other news, the hedgebeast is
deadcalmed down and has offered up a sacrifice of her children as a reward! Who knew that hedgehogs hatched from eggs? Now we need to decide which quest to take on next. Should we grab us some gryphons? Or should we go for the new Dish Disaster questline? Cast your votes in the party window (let's keep it all in one place) and we'll start soon!