This is a little project of mine I've came up that is a BIG IF.
It's a post apocalyptic cyberpunk multiplayer RP. Almost mmorpg.
If anyone would like to help in various aspects of the modding process I will have plenty of openings if this actually comes into play, for now it'll be the tutorial reflecting the overall idea at work.
this is a general priority categorized list of what I need to build:
1.) Hardware, administration and character generation
a.) I will have to figure out how I could upload and setup a server to keep the game world running consistently on a server that would save every 10-15minutes.
b.) if I can get a) working, then... first thing we will need is admins/moderators who will not only bring the world to life at free-will, they'll enforce the rules and fix technical issues
c.) if a) and b) work... character generation will be more complex than normal char-gen. Mainly since each player will have to submit a 'history' which will provide basic background information that will reflect your character in relation to the world-theme. There will also be a boost in beginning perks/skill pts, lvl 5 or so? Submissions will go to administration who will overlook acceptance.
2) key implementations (cloning, implants, leveling)
a.) cloning will certainly be possible, as Jarekall stated we could save stats to dummies and have them spawned upon death of your character. Each player would be limited to 1 character (although turrets will be allowed in your apartment/business)
eventually players can go on vacation to have alternate chars
b.) implants will be installable/removable by a cyberdoc archetype, possibly just a 100% doctor skill will suffice (if I can somehow implement that) if not they will have to choose a cyberdoc archetype or perk in Cgen who's ability to remove/install will be determined by their doc skill (later, for now just be able to remove/install implants regardless) Installs would only be allowed in a clinic, so I'd designate certain buildings for that. Perhaps a NPC that could provide it temporarily until the game is established. The basic implants that just reflect stat raises will be the easiest, it will be much more complicated to build certain speciality implants which offer other/more than stat raises.
c.) experience and leveling would be a set amount gained per day, no idea how to implement
3.) mapping, general environment, NPCs
a.) we will mainly focus in the westside with the general populace, eastside is barricaded by moneywall containing within it all the megacorporations and shuttle to leave the city (offworld, Bangkok) I think this is the least of my issues although I could use suggestions for good plain maps to mod (wastes in general, large main city /w many buildings/streets) I have a good map I am using for the tutorial for now.
b.) the general environment will have a number of bars and stores of all kinds throughout the city. Bars will each contain 1-2 turrets that will attack anyone who displays hostility (main bar area, not back rooms) There will also be a bouncer in each. These will not be full proof, players may group together and raid a bar by destroying the turret and killing the bouncer though they will respawn in 10-15min, they're powerful but not too powerful.
c.) there will be several types of generic NPCs dispersed throughout the city. Shopkeepers, bartenders, bouncers are the most general and a few courier/hitman job providers. not too complicated, least of my worries for the most part.
4.) extras, PtP interaction through dialogue box
a.) many extras I won't get into detail about but certainly will try to work on IF 1/2/3/a/b/c come together... Scavenging would reflect a players outdoorsmen skill could salvage pelts from animals to sell to a NPC among other things. cyberweapons are implanted weapons which are usually pretty cool, altering actors to display these weapons would be nice but again complicated (cybertalons 3 monoblade claws retractable into knuckles, monofilament thumbwire wickedly brutal though you may cut your own head off, 14mm cybercannon tank/turret killer etc etc.) DTV is the arena we host the big public duals hence Death Tri V. Decking is a big IF, if I even bother. Building the matrix won't be as complicated since it would simply be a different map accessible by decker via jacking in kind of like Neo in The Matrix, but the capabilities the deckers had in the game I am mirroring was more of a hack & track sort of deal, not to mention they would eavesdrop on communications and have their own job systems
b.) PtP interaction will largely be based upon being able to put free input into the dialogue box that pops up between players. Extras like generic @socials, poses and other forms of RP generation will have to be implemented later since it is a key aspect of the game although it would require me to actually have the rest of the mechanics up and running smoothly
Again this is a big 'IF' I can get past the initial requirements.
Anyone who has an idea for how to implement anything here/ I am very open to suggestion and if anyone would like to hop on board to help me build this very in-depth world my email is dyce77@live.com (also my msn messenger) or you can IM me at DiceCW777@aol.com. This is a big project so patience is a given.
Input always will be appreciated, any updates will be posted here.
The big theme I left out is linked here:
http://cs.netsville.com/wiki/wikka.php?wakka=ThemeOverview
more in depth here...
[url]http://cs.netsville.com/wiki/wikka.php?wakka=WorldHistory
[/url]
It's a post apocalyptic cyberpunk multiplayer RP. Almost mmorpg.
If anyone would like to help in various aspects of the modding process I will have plenty of openings if this actually comes into play, for now it'll be the tutorial reflecting the overall idea at work.
this is a general priority categorized list of what I need to build:
1.) Hardware, administration and character generation
a.) I will have to figure out how I could upload and setup a server to keep the game world running consistently on a server that would save every 10-15minutes.
b.) if I can get a) working, then... first thing we will need is admins/moderators who will not only bring the world to life at free-will, they'll enforce the rules and fix technical issues
c.) if a) and b) work... character generation will be more complex than normal char-gen. Mainly since each player will have to submit a 'history' which will provide basic background information that will reflect your character in relation to the world-theme. There will also be a boost in beginning perks/skill pts, lvl 5 or so? Submissions will go to administration who will overlook acceptance.
2) key implementations (cloning, implants, leveling)
a.) cloning will certainly be possible, as Jarekall stated we could save stats to dummies and have them spawned upon death of your character. Each player would be limited to 1 character (although turrets will be allowed in your apartment/business)
eventually players can go on vacation to have alternate chars
b.) implants will be installable/removable by a cyberdoc archetype, possibly just a 100% doctor skill will suffice (if I can somehow implement that) if not they will have to choose a cyberdoc archetype or perk in Cgen who's ability to remove/install will be determined by their doc skill (later, for now just be able to remove/install implants regardless) Installs would only be allowed in a clinic, so I'd designate certain buildings for that. Perhaps a NPC that could provide it temporarily until the game is established. The basic implants that just reflect stat raises will be the easiest, it will be much more complicated to build certain speciality implants which offer other/more than stat raises.
c.) experience and leveling would be a set amount gained per day, no idea how to implement
3.) mapping, general environment, NPCs
a.) we will mainly focus in the westside with the general populace, eastside is barricaded by moneywall containing within it all the megacorporations and shuttle to leave the city (offworld, Bangkok) I think this is the least of my issues although I could use suggestions for good plain maps to mod (wastes in general, large main city /w many buildings/streets) I have a good map I am using for the tutorial for now.
b.) the general environment will have a number of bars and stores of all kinds throughout the city. Bars will each contain 1-2 turrets that will attack anyone who displays hostility (main bar area, not back rooms) There will also be a bouncer in each. These will not be full proof, players may group together and raid a bar by destroying the turret and killing the bouncer though they will respawn in 10-15min, they're powerful but not too powerful.
c.) there will be several types of generic NPCs dispersed throughout the city. Shopkeepers, bartenders, bouncers are the most general and a few courier/hitman job providers. not too complicated, least of my worries for the most part.
4.) extras, PtP interaction through dialogue box
a.) many extras I won't get into detail about but certainly will try to work on IF 1/2/3/a/b/c come together... Scavenging would reflect a players outdoorsmen skill could salvage pelts from animals to sell to a NPC among other things. cyberweapons are implanted weapons which are usually pretty cool, altering actors to display these weapons would be nice but again complicated (cybertalons 3 monoblade claws retractable into knuckles, monofilament thumbwire wickedly brutal though you may cut your own head off, 14mm cybercannon tank/turret killer etc etc.) DTV is the arena we host the big public duals hence Death Tri V. Decking is a big IF, if I even bother. Building the matrix won't be as complicated since it would simply be a different map accessible by decker via jacking in kind of like Neo in The Matrix, but the capabilities the deckers had in the game I am mirroring was more of a hack & track sort of deal, not to mention they would eavesdrop on communications and have their own job systems
b.) PtP interaction will largely be based upon being able to put free input into the dialogue box that pops up between players. Extras like generic @socials, poses and other forms of RP generation will have to be implemented later since it is a key aspect of the game although it would require me to actually have the rest of the mechanics up and running smoothly
Again this is a big 'IF' I can get past the initial requirements.
Anyone who has an idea for how to implement anything here/ I am very open to suggestion and if anyone would like to hop on board to help me build this very in-depth world my email is dyce77@live.com (also my msn messenger) or you can IM me at DiceCW777@aol.com. This is a big project so patience is a given.
Input always will be appreciated, any updates will be posted here.
The big theme I left out is linked here:
http://cs.netsville.com/wiki/wikka.php?wakka=ThemeOverview
more in depth here...
[url]http://cs.netsville.com/wiki/wikka.php?wakka=WorldHistory
[/url]