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Red House Games Below are the 8 most recent journal entries recorded in the "Red House Games" journal:
July 3rd, 2004
01:09 am
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Update (not that anyone reads this anyway): the bot may or may not be back up this weekend. I'm at least shooting for Monday. Right now, I have an old 266 box sitting next to me that I'm hoping will boot. If it will, I can put Linux on it and use it as a dedicated webserver/torrent tracker/RPGBot host, although I still need to work out a few bugs from the bot before it'll run again. Unfortunately, this also happens to be the weekend of the 4th of July AND the weekend my dad decided we need to do an assload of work on the house, repainting a few rooms and stuff like that. So yeah...I've got the Fedora Core 2 ISOs downloaded, just a matter of making sure the box will boot then burn the CDs and install Linux on it.

If it does work, then RPGBot will take a BIG back seat until Divine Right is done. Trig's waited far too long for me to get the damn thing going, and I'm not going to make him wait any longer.

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June 30th, 2004
06:18 pm
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Bot's on hold until I get unlazy. Probably Friday.

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June 28th, 2004
12:54 am
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    DONE:
  • Physical PvP, including skill effects

  • Spell PvP, including spell effects

  • Skill system (increases, skill effectiveness, etc)

  • Leveling (stat training, HP based on level, etc)

  • Items (shop, inventory management)


  • TO DO:
  • Rebalance physical and spell-based combat

  • Bounty system

  • Random magic item generation

  • Fix DCC

  • Auto/timer/bot prevention

  • Timed/Random Events

  • Item degrading/durability

  • Spellcaster items



I think I've found an easier way around adding skill bonus effects to items, so it won't be a problem adding that in...just need to get around to it. Besides that, I'm just really dreading having to rebalance physical/spell combat...it's going to be tough. Bleh. Still, I hope to at least get that done tonight. The bounty system would be nice too, but I dunno if I'll be awake long enough for that.

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June 26th, 2004
10:06 pm
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Didn't make any improvements on RPGBot today, for two reasons - one, it wouldn't work for half the morning, and two, I spent a lot of today thinking about it.

It seems like a lot of people like RPGBot *just* as a PvP game, and wouldn't care for the PvM that I'm planning. Effectively, RPGBot is becoming a game that I didn't plan on it becoming. This is both cool and bad - bad because, well, I didn't plan on all this so I'm kinda winging a lot of the design decisions right now, and cool, because that leaves me with a decent (at least, I hope it's decent) game and an idea for another good one.

So here's the plan. Before anything else, spells and weapons need to be overhauled, both in respect to damage and in respect to skills. There's a basic problem with the skill system currently. Whenever you perform an action, you get a chance for your skills to go up based on the level of your target. It doesn't matter, though, if you're using hand to hand attacks that have a 45 second cooldown or you're using a huge axe and heavy armor that makes you wait five minutes between attacks (come to think of it, I need to fix quickness as well...it's not good enough). So people who use spells or heavy weapons will have lower skills than those who use quick weapons, which sucks. So that needs to be done. Damage for both weapons and spells were kinda arbitrarily set, with no regard for each other...so I need to run some numbers and figure out exactly what would make a good balance. That means all spells and weapons will most likely end up being redesigned. I also think there's some clunkers, such as shadow. Need to implement necromancy as well...I'll probably make it a life steal skill instead of a pet summoning thingy, since IMO pets don't belong in a pure PvP game.

After that, I'm going to look at a rating system, as well as changing the exp system. I don't like the exp system since it's based on damage for weapons, which can be horribly unfair depending on which weapons are used, and on skill level for spells, which means it's going to be nigh impossible to mach spell exp to weapon exp. Plus I still want a rating system to compare players' performance, instead of just declaring the player with the most exp as the winner of the round, so I'm thinking of something like a 'bounty' system. Every time you attack someone, your bounty increases by 10% of theirs, you gain an equal amount of exp, and their bounty decreases by 5%. If you kill someone, their bounty gets halved, and yours goes up by an equal amount along with exp. Anyone who had an assist, meaning that they attacked the dead guy within the last 5 minutes, gets half of the bounty increase, with exp. Kills/deaths/assists will be tracked. Gold will be done only through the luck skill, and a certain amount of it will be "found" every set amount of time based on your skill. Salvaging will probably be removed.

I still want magic items in the game somehow though, so I'm thinking about possibly adding imbue points. You get one every kill, or every level, or however I decide on doing it. One imbue point lets you enchant one item. You don't get any control over what gets put on it, but before I do that I'll let players sell each other items, so if it's something you don't like you can sell it to someone else. The enchantment will be based on level, so if you want a quick boost early on you can use your imbues as you get them, or if you want to save them to roll on uber items later on, you can do that too.

As for the PvM game, I've got ideas that'll make it more than just "smack monster X until you can smack monster Y". It'll involve PvP elements that also aren't just "smack player X until he's dead, then laugh at him". I want to finish RPGBot first (and give it a real name, god dammit), so it'll be awhile before you see anything else about it.

On a sidenote, comments are enabled here, whether or not you have your own LJ account. If you have any thoughts or whatnot, I'd prefer that you comment on these posts instead of telling me in IRC. I forget a lot of stuff that's told to me and sometimes don't pay attention to PMs, so your best bet is to post it here and lemme get to it later.

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June 25th, 2004
10:28 pm
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    DONE:
  • Physical PvP, including skill effects

  • Spell PvP, including spell effects

  • Skill system (increases, skill effectiveness, etc)

  • Leveling (stat training, HP based on level, etc)

  • Items (shop, inventory management)


  • TO DO:
  • Design and implement a pet system so you can summon/buy pets

  • PvM combat

  • PvP rating system

  • Random magic item generation

  • Fix DCC

  • Auto/timer/bot prevention

  • Timed events (needed for my current PvM plan)

  • Fix/rebalance physical combat

  • Item degrading/durability

  • Spellcaster items

  • Quests

  • Random Events



It still seems like magic and physical combat is unbalanced, but it's about as good as I'm gonna get it right now. Magic is just unable to keep up with physical damage output. I've tried increasing the cost of all weapons, but it hasn't had time to play out. We'll have to wait until there's some high level players on each end to try rebalancing again.

Not entirely sure what to work on next, besides rebalancing. I'm thinking about doing PvM next. Random events will be easy to code though, probably gonna try that first.

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03:00 pm
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Weapons have now been added. View http://www.redhouesgames.com/cere4l/official/ to find the commands for using the shop and inventory. No armor yet, but it has been changed to absorb damage. Hopefully I can add armor either tonight or tomorrow.

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02:27 pm
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I need more names for the 'piercing' type weapons on RPGBot. Here's what I have so far:

Dagger
Dirk
Kris
Blade
Poignard
Rondel
Cinquedeas
Stilleto
Bone Knife
Mithril Point
Fanged Knife
Legend Spike

30+ would be nice. If you can find some, comment here or email them to bloodofthedragon dot gmail at com (reverse the dot/at, and replace them with their respective symbols).

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02:46 am
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Yes. LJ FINALLY quit acting like crap.

Okay, so here's the deal so far.


  • Divine Right is not dead. I'm still coding it, Trig is still the main designer for it, and yes, BCart is going to be helping as well. We've been stuck for the last two freaking MONTHS trying to get it going though - we simply don't have anywhere to test the scripts. My current website's (www.redhousegames.com) ISP won't give me full access to the error logs, my old Linux server won't boot up, and I can't get Apache/mod_perl running on Windows for the life of me. (note: this is why I'm NOT going into any kind of IT administrative field). So yeah...until we find a solution for that, I'm kinda screwed.

  • UC is still kinda halfway in the back of my mind. I've put too much work into it to give up on it, but at the same time, there's other projects going on that are either more interesting to me at the moment or are more important in some other way. I'm thinking that once DR is running and fairly stable, I can start on UC while maintaining DR or something along those lines.

  • RPGBot is still going strong. The third rewrite of it has been playable for quite awhile now. There's still a lot of things I need to do to it, which I'll go into later.



So, summary, until further notice when things change - DR is on hold until we're able to test scripts, RPGBot is now my main priority, and UC will be restarted eventually.

Now, for RPGBot - the really big thing I wanted to do was take the focus away from PvP for growth. I want to implement PvM, possibly in groups, and change PvP to a sort of rating system, that's more just for bragging rights than anything. PvM is going to be one hell of a bitch to code, mainly for two reasons - one, all the code I've written so far has loaned itself towards PvP combat only, and two, I'm still not *entirely* sure how I want to handle it. I've got a pretty good idea, but even if that's what I do end up doing, I'm not entirely sure how to code it, so that'll take some work. Still, that's what I'm aiming for - character development comes from PvM, bragging rights from PvP. It's a long way off, but it's doable.

The next thing I'm going to do is get the damned item database created. It's mostly just laziness on my part - there's code (that might or might not work) currently implemented to handle buying new items and changing your equipment around, but I just haven't added anything to the item database to be bought. I've got a list of weapon names for each class of weapon, now it's a matter of creating values/costs/etc for each weapon and getting them put into the database. Hopefully, I'll be able to get that done in the next few days. After that, I'm hoping to start PvM combat, but we'll see what happens. I'm also looking at physical combat vs. spell combat - they seem to be vastly unbalanced, at least to me. One major thing I intend to change is armor. Currently, armor improves the chances of you not getting hit. Unfortunately, your weapon/offense skills will only go up so fast, and your dodge skill pretty much matches it...so eventually, when people are walking around with 300 dodge and uber armor, even if you've been training weapons/offense through the entire game and you're half again your target's level, you'd have next to no chance of hitting them. Instead, I want to base accuracy purely off of weapon/offense compared to dodge, and have armor absorb damage instead. Still unsure whether armor will be allowed to absorb all damage, or if the absorb value will be randomized, or if there will be a minimum amount of damage, or if armor will degrade over time, or anything like that...we'll just have to see. Finally, spellcasters will need some kind of equipment, but at the moment I'm unsure how to do that...the only "magic effects" I have implemented right now are for stat alterations. I'd like to make effects that can alter skill levels, but I'm torn between the "get stuff working now" mode and "keep everything clean and modular so it's easy to add stuff later" line of thought...I could easily do the former, but it would potentially EASILY break things later if I add/remove skills once it's in, and would take an arseload of time to alter. But while I do realize how useful the current "engine", if you can call it that, has been, I hate writing code in that style. >_< So yeah...I'm pretty sure I'm going to hold out, but we'll see.

SO...here's a sort of statusish type report on RPGBot currently:
    DONE:
  • Physical PvP, including skill effects

  • Spell PvP, including spell effects

  • Skill system (increases, skill effectiveness, etc)

  • Leveling (stat training, HP based on level, etc)


  • TO DO:
  • Items

  • Test shop/inventory code

  • Design and implement a pet system so you can summon/buy pets

  • PvM combat

  • PvP rating system

  • Random magic item generation

  • Fix DCC

  • Auto/timer/bot prevention

  • Timed events (needed for my current PvM plan)

  • Fix/rebalance physical combat

  • Item degrading/durability

  • Spellcaster items

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