BoundWorlds: ReconstructedAnyone remember Boundworlds? For those of you who haven't heard of it, or don't remember, the original topic is
here.
The BasicsIn a nutshell, it's an exploration-oriented game that allows users to construct worlds using an RPG Maker like interface, link them together with 'Gates', and explore the network by hopping from world to world, collecting "ontological gems", or "ontons" which are used to sustain the existence of their own constructed worlds. It was intended to be an expansive patchwork universe, but alas, it never really took off.
Boundworlds was one of my earliest projects, originally conceived almost ten years ago when I was just getting into programming (fun fact: originally inspired by the Pendragon books, the Quintet Heaven and Earth Trilogy aka the Soul Blazer RPG series, and Yume Nikki), and built piece by piece in an experimental and inelegant fashion that made it rather difficult to change or add new features to. It also had the misfortune of being built in Flash, which was the big game making technology back then but is rapidly becoming outmoded in the Web 2.0 era.
The new Boundworlds will be rebuilt entirely from the ground up in HTML5, and I'm going to try and take audience input into account more. Seeing as how the bulk of the game's world is supposed to be built by players, it seems like it was a bad design choice to spend a year creating the entire interface before looking for public opinion! Haha.
Anyway, the basic structure of the game is going to be pretty similar. Players build worlds using assets uploaded to image hosting sites, worlds are sustained by ontons, you collect ontons by either gathering them from a world or attracting other players to spend time in your world, the ontons you get when someone visits your world is based on the difference of how much time they spend and how much they take away. Worlds are made up of rooms, rooms are made up of layers, layers are inhabited by tilemaps and sprites, rooms and worlds are linked together using gates.
Some major differences:No more grid-constrained movement! The new Boundworlds will have a Zelda-esque feel, it still has an optional grid for block puzzles and precise jumps, but you'll be able to walk around and move diagonally by default.
I'm also taking some abandoned code from another one of my failed experiments, the Lotus Project. Expect more RTS-like features, such as teammates you can direct with the mouse and a zoom feature for the camera. Not really sure how well the RTS physics will mesh with the action-based exploration, but experiments will be made. When in doubt, I will try and give world builders as many options as possible.
Many more basic attributes for easy sprite manipulation. Enough options to fit on multiple screens, including AI behaviors and team alignments.
Even more options available in the advanced functions. Almost all object properties will be editable during the game. I want to make it possible for world builders to make anything in their worlds from Asteroids to Tetris to Final Fantasy to a 2-d version of The Sims. *Why* one would do this is another question entirely.
Of course, the features that were being planned before (persistent items, dialogue trees, custom animations, shops, etc) are still in the plan.
I should probably reserve some server space for people to upload images directly instead of forcing them to link to external image-hosting websites, shouldn't I. But server space costs moneeey...ehehe.
A more in-depth and thought-out 'meta-plot'. The player character will begin a wanderer, become a savior, ascend to be a creator, and as they gather more power the doorways leading to the truth about themselves will be unlocked, and you will discover what, exactly, is the purpose of the Traveler, and the Great Dream itself. There is something Bound within the Worlds...
I'm expecting the topic of multiplayer to come up. Boundworlds was originally conceived as a primarily single-player exploration experience and the space between the worlds is intended to feel like a vast, empty 'beautiful void' (as well as being retro and minimalistic enough for players with non-gaming computers that can't handle things like Second Life), but I wouldn't be opposed in principle for players to construct multiplayer-enabled regions within their worlds if that's what they want. The details will have to be discussed.
I'm also not sure how many RPG elements there will be, if any. People like RPG systems and leveling up, and the onton system could potentially translate into player abilities, but due to the essential non-linear nature of the game such features may prove to be both pointless and frustrating. I will leave this up for discussion as well.
What I have so farThe game's physics and graphics are working. I've got a room and a tilemap, with our old ambiguously-gendered cloaked Traveler walking around and looking rather nice, although collision detection is a little wonky at the moment. I'll add a few more basic features and then start working on the world builder interface.