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jstrat74
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PostSubject: New to all of this.   Mon 12 Mar - 19:15

I imagine I should post an introduction; since I've already started posting, away, in the other threads.

My name is Jeremy. I might as well be totally new to all of this. I've dabbled in 3D Studio Max so long ago it wasn't even called "Max". It was just 3D Studio with a release number. I haven't kept up with it either. I have the same anti-experience with coding as well. I dabbled in mostly web-based stuff so long ago, that most of it isn't used today.

I do have an artistic eye and a love for storytelling. I'm a word-nerd. Graphics programs don't feel totally alien to me, but I usually have to learn how to use them, from the ground up.

I guess I'm one of "those": the person who loves to play MMOs and maybe Blog about them and thought it'd be cool to make my own.

I went into this with little expectations and assuming it would mostly be un-fun work(which has made the experience more fun, so far).

I plan on learning all I can with the initial goal of making a super-tiny little zone(or area of land), complete with a quest or two and some graphics that I learn to make.

I'm currently starting with the graphical-side of things: mainly terrain generation. I've organized a bit and put together a loose outline so far. I'll be working on figuring out how I want my terrain to look and what tools I'll end up using, including a skybox or other ways to make the sky(if other ways exist). Then it's on to assets, which will take a very long time to learn and create. After that, I'll look into coding and actually baking this cake.

I think I've settled on L3DT as my terrain generator, but I still will fiddle with PnP, as it gives a lot more fine-tuning controls. My main concern I'm still dealing with is how to sharpen the terrain images and utilize up to eight imported, high-res textures to improve the look. I haven't tried importing a PnP or Earthsculptor map yet, so I don't know how much of the original will be retained. I'm also experimenting to see if rendering higher anti-aliased and hi-res alpha maps in L3DT actually make any difference when importing to Multiverse.

Anyway, this is an introduction not a diary. I'm trying to make a standard fantasy MMO with mechanics that I prefer that you either don't see anymore or never saw. I'm building the game around a crafting/economy core.

Hope to talk to everyone soon, as I make my way on this journey.
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CobaltBlues
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PostSubject: Re: New to all of this.   Tue 13 Mar - 3:43

Welcome jstrat74,

I am personally highly interested in crafting and economic mmo games. I think there is great opportunity to do things not normally done in most combat focused mmos. I think a lot of people would like a rich world with a great and unique crafting system.

Shane C Fischer
scficher7
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jstrat74
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PostSubject: Re: New to all of this.   Tue 13 Mar - 8:42

scfischer7 wrote:
Welcome jstrat74,

I am personally highly interested in crafting and economic mmo games. I think there is great opportunity to do things not normally done in most combat focused mmos. I think a lot of people would like a rich world with a great and unique crafting system.

Shane C Fischer
scficher7

Hello Shane,
I can go ahead and tell you a bit more about 2 core objectives. Crafting as a renewable resource and location-based selling. Everything in the game will break down. Extenders can be toyed with and tested, but the core is that everything breaks, period. Weapons and armor will have 2 status numbers: Quality and Durability. Durability will behave like any other MMO today. You can repair it and when it goes down, it affects your attributes and power/defense against enemies. Quality cannot be reparied and slowly goes down, each time you repair durability. Once quality reaches zero, you better craft, buy or find someone to craft you a new one. There are many more variables and questions that arise, but I won't go into them, here.

The other core idea is having one universal auction house(similar to many of today's MMOs). You can buy/sell from many locations that will be spread out throughout all the zones and/or world, but you have to go to the location to pick up any item(s) you buy. With this, I hope to mimic(on a tiny scale) fluctuating prices between similar items.

I do plan on having many staples of today's MMOs. I actually like a lot of the potential in today's MMOs. I'd simply tweak what is already there(along with new ideas of my own). So, I would like to have a form of raiding/dungeons, different PvP(but strategic) and so on, like you find in many themepark MMOs. I also want to combine themeparks and sandbox MMOs. I think it's gotten a bit ridiculous how the industry has so drastically separated these two things. To me, it's like separating the peanut butter from the chocolate in a Reese's Cup.
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