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Author Topic: Wurmonline DF town  (Read 19778 times)

Mephisto

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Re: Wurmonline DF town
« Reply #210 on: March 07, 2008, 10:57:00 pm »

This pretty much has nothing whatsoever to do with Wurm now. Should someone start a new thread?

While I would help if I could, I'm learning Ada at the moment and I'm not particularly good at it. The (very) little bit of C++ I know would not be of much use, either.

[ March 07, 2008: Message edited by: Mephisto ]

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Kagus

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Re: Wurmonline DF town
« Reply #211 on: March 08, 2008, 12:46:00 am »

Yeah, I think a new thread is in order.  Might attract some more attention that way, too.

Boksi

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Re: Wurmonline DF town
« Reply #212 on: March 08, 2008, 07:29:00 am »

You know, I can immediately see what people forget to consider.

Planning.

There are three main questions you need to answer:
-What do we want to happen in the game?
-How do we want it to look like?
-How are we going to accomplish all this?

I've taken a course in this stuff. I also have some programming skill(novice), albeit it's mostly Java, and also in pixel art(skilled). So, I'm volunteering to work on this, even if it's proven to be doomed.

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qwertyuiopas

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Re: Wurmonline DF town
« Reply #213 on: March 08, 2008, 09:10:00 am »

I have managed to get a basic window up with opengl and timing, in C, although C++ would work just as well, although I copied someone else's code for initializing opengl(and closing it).

It should be a kind of 3D DF without certain processor-intensive features, no or few NPCs, each mountain is mostly seperate, and there is no simulated weather.
Accomplish it with effort?

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Kagus

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Re: Wurmonline DF town
« Reply #214 on: March 08, 2008, 09:35:00 am »

I take it we're dumping the idea of finding a pre-made MMORPG to settle in?  Making our own game is going to take a very, very long time.


As a side note, what are we planning as far as features?

Dark

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Re: Wurmonline DF town
« Reply #215 on: March 08, 2008, 10:10:00 am »

Features eh...? For starters:

1. Ability to carve out tunnels and rooms inside mountains and hills.
2. Ability to alter the ground by digging trenches or making dirt paths.
3. Ability to murder trees and process them into usuable material.
4. Ability to make various items from rock and wood.
5. Ability to make walls outdoors with wood and stone.
6. Ability to attack traitorous dwarves.
7. Ability to destroy walls and fill in empty trenches.
8. Ability to collect plants and channel water to promote plant growth.
9. Ability to plant seeds outdoors and grow cavecrops in caves.
10. Ability to sleep in beds to slowly recover health.
11. Ability to eat to speed recovery when resting.
12. Ability to apply herbs to speed recovery when resting.
13. Ability to apply herbs to accidentally poison your best friend.
14. Ability to brew alcohol from various plants and crops.
15. Ability to play as a dwarf!
16. Ability to create simple tools and advanced tools.
17. Finally require tools to work with material, start with some tools.
18. Ability to give tools and materials to other players without having to drop them.
19. Ability to find metal ores while mining.
20. Ability to refine metal ores with smelters and fuel.
21. Ability to find coal to use as fuel instead of wood.
22. Ability to create tools and items from metal at a forge.
23. Ability to find gems while mining.
24. Ability to work gems into various shapes.
25. Ability to encrust items with gems.
26. Ability to examine an item to see its quality and what gems its encrusted with.
27. Ability to decorate items.
28. Ability to make melee weapons and armour from metal.
29. Ability to fight various monsters.
30. Ability to form different factions, groups or guilds.
31. Ability to fight or trade with other factions.
32. Ability to upgrade dirt paths into roads.
33. Ability to make signposts.
34. Ability to gain skill in various trades.
35. Ability to make better items and tools with higher skill.
36. Ability to deal more damage with higher skill.
37. Ability to play as a human.
38...
39...
40...

We would of course have to go into each of these in more detail as we add them. Plus theres room at the bottom to add more features!

One more thing, this would be far easier if we used tile based 2D graphics rather than 3D. So far ive yet to see a 3D game in which you can dig tunnels, excluding Wurm because that uses a tile system.

[ March 08, 2008: Message edited by: Dark ]

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Fenrir

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Re: Wurmonline DF town
« Reply #216 on: March 08, 2008, 10:22:00 am »

Perhaps it is time for a new thread, no?
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Dark

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Re: Wurmonline DF town
« Reply #217 on: March 08, 2008, 10:24:00 am »

Yes.
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qwertyuiopas

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Re: Wurmonline DF town
« Reply #218 on: March 12, 2008, 11:46:00 am »

Does anyone still play it?
I am currently in copperblazes, and when I died there in january, I lost my hatchet.
If someone could get me one I would be quite happy.
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Kagus

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Re: Wurmonline DF town
« Reply #219 on: March 12, 2008, 12:31:00 pm »

Screw it.  I'm checking out Illarion.  Anyone coming?

The programming plans for our own MMO aren't going too smoothly.  Illarion can provide most of what we're looking for, provided we actually get started soon and start working together to amass a great big pile o' stuff.  And, it needs three or four months of just *being* there before you can start your own place.

Dark

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Re: Wurmonline DF town
« Reply #220 on: March 12, 2008, 12:51:00 pm »

*cries a bit*  :(

Alright lets do it, I'm quite a good roleplayer anyway so I shouldnt have any problems. Their forums however are rather unpleasant and people actually use the term 'noob' instead of 'newb'. Such barbarians! Dont they know the difference?

Anyway perhaps we should start an Illarion thread so as not to bum up the Wurm thread anymore, we've already done enough damage with our crazy dreams of fanciful computer games.

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Kagus

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Re: Wurmonline DF town
« Reply #221 on: March 12, 2008, 12:59:00 pm »

Look, it doesn't mean the project has to end.  We can infiltrate Illarion,  and try to find out how they do things in an inconspicuous manner.  Maybe some pig tail moustaches so they can't recognize us...?


I'm just saying that it will take too long before it's up and ready for play.  If things do go start moving with it (which, quite honestly, I really hope they do), then we can switch over from Illarion and start up in the new game, which has been tailored specifically to our wants and needs.

It's not like it's one or the other.  We can get some good ideas and maybe even interesting techniques from just paying attention to Illarion and the way it's put together.


I do heartily recommend more animations, however...

qwertyuiopas

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Re: Wurmonline DF town
« Reply #222 on: March 12, 2008, 01:00:00 pm »

problem *mostly* solved, coppeblazes had enough materials outside it. all I need to do is make the axe head once the metal melts.
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Red Jackard

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Re: Wurmonline DF town
« Reply #223 on: March 12, 2008, 01:41:00 pm »

quote:
Originally posted by qwertyuiopas:
<STRONG>Does anyone still play it?
I am currently in copperblazes, and when I died there in january, I lost my hatchet.
If someone could get me one I would be quite happy.</STRONG>

No - I never found a safe way to Copperblazes and there wasn't much point playing otherwise.
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Dark

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Re: Wurmonline DF town
« Reply #224 on: March 12, 2008, 01:53:00 pm »

Alright, our 'made-2-fit' game is still on the shelf then, metaphorically. Its just that while people seem interested in this, it looks to me as though they really arent willing to put much effort into it. To be honest neither am I, I'm only willing to do this is I can get the help and support of people here.

Anyway, for now Illarion remains open. I'll look into getting a character in sometime tomorrow, or the day after that. Though I have to say there are a few things in the forum I dont like as such. Apparently, despite starting out as dwarves, we cannot enter the dwarven city! Oh no, we have to ask in character on the forum to gain citizenship. So for now it looks like we're going to be roughing it out in some human town for a while. They better have rum and plump helmets, maybe with a bit of dwarven syrup!

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