Text Online MMORPG style 2.0
I will not hide, I love this genre. He played at one time in the Fight Club, then there were a number of similar projects. Then he tied up - it’s boring and monotonous everywhere. There was an idea to create my project interesting and fresh, but in the end I realized that the game was not worth the candle. However, all the entries on the topic saved.
The other day I came across an old notebook and again there was a desire to make an interesting project. But I don’t want to work idle, so I’ll post the main ideas to the trial of habra-users, and you decide - should I kill a month and a half of free evenings for version 0.1 or the thought is so-so.
- No pictures. Only text, nice looking design, good usability of the interface.
- There are no levels. Strength of a character is determined by leveling skills and clothes.
- The character is unlimited. There is no rigid class framework. The character class is determined only by the upgraded skills and the assembled set of clothes.
- Powerful quest engine. Quests from "bring-submit" to "exchange a shovel for a rare magic ingredient in five turns."
- Skills are pumped for a certain time. The player may not be in the game, but the skill will still continue to be pumped.
- Clothing is obtained for participating in game events and for completing quests.
- An interesting (in my opinion) scheme for using magic skills. An experienced player can understand what trouble will fall on his head in a couple of moves and have time to cast a contra spell.
- Step skills. We use the skill, the effect remains on the enemy. With this effect, we can use another skill, more powerful. It also leaves an effect. We use the following, etc. The system is not straightforward, i.e. after applying the first effect, you can use several different skills that require this effect on the target, but are different in their effect.
- A lot of different skills (because only the server side is required, no pictures are needed, animations too)
- A lot of objects. The ability to assemble kits.
- The battle is also textual, with a cool log. The battle will be built in such a way that any action can be counteracted. In general, for those people who really like to think with their brains, and not stupidly press buttons.
Anyway, for all the moments of the game - I want to make it so that it’s just nice to spend an hour and a half before going to bed, chat with interesting people, smash your head over an interesting quest, and correctly circle your opponent around your finger in a couple of fights.And then beat mobs all night.
Wishes and other ideas are accepted. If there are people who want to help, it's super!
As a platform, I think Symfony + Propel 1.3. Not the fastest option, of course, but it’s convenient and pleasant to work with this framework.
On this I conclude and offer you to express your opinion.
The other day I came across an old notebook and again there was a desire to make an interesting project. But I don’t want to work idle, so I’ll post the main ideas to the trial of habra-users, and you decide - should I kill a month and a half of free evenings for version 0.1 or the thought is so-so.
- No pictures. Only text, nice looking design, good usability of the interface.
- There are no levels. Strength of a character is determined by leveling skills and clothes.
- The character is unlimited. There is no rigid class framework. The character class is determined only by the upgraded skills and the assembled set of clothes.
- Powerful quest engine. Quests from "bring-submit" to "exchange a shovel for a rare magic ingredient in five turns."
- Skills are pumped for a certain time. The player may not be in the game, but the skill will still continue to be pumped.
- Clothing is obtained for participating in game events and for completing quests.
- An interesting (in my opinion) scheme for using magic skills. An experienced player can understand what trouble will fall on his head in a couple of moves and have time to cast a contra spell.
- Step skills. We use the skill, the effect remains on the enemy. With this effect, we can use another skill, more powerful. It also leaves an effect. We use the following, etc. The system is not straightforward, i.e. after applying the first effect, you can use several different skills that require this effect on the target, but are different in their effect.
- A lot of different skills (because only the server side is required, no pictures are needed, animations too)
- A lot of objects. The ability to assemble kits.
- The battle is also textual, with a cool log. The battle will be built in such a way that any action can be counteracted. In general, for those people who really like to think with their brains, and not stupidly press buttons.
Anyway, for all the moments of the game - I want to make it so that it’s just nice to spend an hour and a half before going to bed, chat with interesting people, smash your head over an interesting quest, and correctly circle your opponent around your finger in a couple of fights.
Wishes and other ideas are accepted. If there are people who want to help, it's super!
As a platform, I think Symfony + Propel 1.3. Not the fastest option, of course, but it’s convenient and pleasant to work with this framework.
On this I conclude and offer you to express your opinion.