Saturday, January 2, 2010

What is it?

MyRPGP is an idea I've had for a while now. I've often played role playing games online where the response is not real time and there is no server to deal with constantly keeping you updated. More recently, I've been exposed to social networking games like Mafia Wars on Facebook and an array of flash-based time consuming online RPG.

The main facets of these games is usually a time-based system of delay to prevent player progress. That concept is something I'm trying to overcome to bring a game to players that never puts them in a position where they are waiting for anything but their own imagination to catch up. Similarly, having to spend real money to get ahead in the game or spam friends constantly trying to gain an upper-hand is not something I'd ever program my self.

While I was searching around online for possible game rules to base an engine off of to handle characters, leveling, stats, battles, and every other possible aspect of the game from a mathematics stand-point (which, with lots of stats can be fairly difficult).

After much searching, I came across an easy 3 stat system that allowed the spawning of other stats (based on the three stats) and easy bracketing for levels and such.

In the creation of this game, I want there to easily be databases of "monsters" separated by level that generate stats based on their level. This way, a game master who is creating content (or all the users!) can add monsters to a database and all other players can challenge their monsters (guessing they are of the proper level gap).

Similarly, players are able to create their own characters that level up and gain stat points which can be allocated to develop individuals in desired directions.

During battle, the stats of players and monsters (or even players and players!) are rolled against each other mathematically until a victor is decided. There are complex mathematics that underlay the battle system so as to randomly introduce blocks, evasions and damage variations in to the equation from the influence of individual stats.

A response randomizer has also been developed to flavor the output of a battle and eventually make comments relevant to the outcome of a situation so the game seems more alive to the player.

No comments:

Post a Comment