资源说明:A series of experiments and thoughts on an idea, with the eventual goal of creating something worthwhile.
h1. Communist Zombie Game This is an idea that I have given some thought to, although I cannot take all the credit, as a fine man named Squidi first came up with it "here":http://www.squidi.net/three/entry.php?id=30. One of the main goals in this idea is to implement a room generation system that can make interesting rooms with a minimum of fuss, and link them together in a systematic, non-random way, so that I can make a vast, nearly infinite map that players would be able to wander about on together, without having to resort to hand-crafting the map or having the player store gigabytes of map data. One way to do this is by using a random number generator, and starting from scratch, working our way from there. The biggest problem with this is controlling the quality of the produced product. I think that with enough testing and 'sanity' checking, this would be a surmountable obstacle. h2. Combat: A thought that I just had concerning combat: will it be real-time, or something more turn-based? There are problems inherent in both approaches, and I will have to think about them quite a bit until I figure out what would work the best. First, we'll take a look at a turn-based approach. The main game would have to be real-time, in order to provide the sort of interactivity that I wish to have in the game. Players need to wander around, and see other players wandering around, even if they themselves aren't moving or doing anything. The world needs to be active. With this approach, the timing of the game would change as soon as combat was entered, be it with another player or with a non-player. The turn based combat, if done in the style of most RPG games to date, would take place in an arena area that was separate from the general map. This is to facilitate a fair and equal balance between players. Combats taking place would probably appear as icons or something similar on the world map, so that passing players would know what is going on. This approach has advantages and disadvantages, though. h3. Advantages: * The players need not worry about the surrounding environment when the combat is initiated. The combat takes place in an arena containing only the combatants. * There would be either a controlled way for other parties to enter the combat, or there would be no way. * Groups of people would be able to schedule combat, that is to say it would be very easy to create group-on-group matches, should that sort of thing be required. h3. Disadvantages: * There is a large area of possible exploitation, if players figure out some way to rig the system up to give them combat with weak, or high-experience, creatures. * The switch back from combat would be jarring, in the sense that the participating players would have to quickly take into account the surroundings when combat ended. * If a player can initiate combat with another player without that player's consent, a large group of 'greifers' would be able to easily take advantage of an area filled with players, keeping the players from enjoying the game by continuously initiating combat with them. There are probably more issues with this turn-based form of combat, and I really think that it wouldn't fit the idea of a communist zombie game, at any rate. Zombies would be a terrible force in large numbers, and their inability to swarm upon players already in combat would be something that completely changed the game. There is another idea, and that would be a real-time combat system. In a roguelike environment, players have plenty of time to think what their next turn would be. Unfortunately, this ability to think doesn't apply to a real-time game. The controls would have to be quickly accessible, and easy to figure out, so that a player may 'jump right in' with a minimum of introduction. As I think about it, a real-time system would be easy to exploit, with a near-infinite run speed or 100+ attacks in a second, so there would definitely have to be some sort of throttling facility to prevent that. This would more than likely be in the 'sanity checking' part of the code. h2. Environment: The environment would be convenient to implement with a system like Dungeon Seige's, where rooms link to one-another via their doors, and are separate spaces in memory. This would allow for environments that span a great distance, and allow the player to explore for a great while. Of course, the ability to sense what is nearby is also important, and so the player would be able to see past the doorways, or hear things from the next room over. This awareness needs to be implemented in a way that is convenient to display, while at the same time portable and not 'in the way.' This will be an area that a lot of thought is given to. h2. Character Development: As per Squidi's idea, the player characters will be 'one-off' entities, that disappear when they die. To soften the blow of death, the players do carry over something they earn, called badges. When a character dies, their stuff remains, ready to be picked up by other players (This aspect of the game will definitely require a lot of thinking to manage, without extreme amounts of space being used on the server.) When a player starts a character, they will play a random choice from one of a plethora of different character types, with randomized stats. They don't have a choice in the matter, as the character they get is the character they will play until the next death. I'm not sure if I will allow different chances for different things, implementing a sort of common->medium->rare scheme of player types. This will require thought.
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