Showing posts with label design. Show all posts
Showing posts with label design. Show all posts

Sunday, October 14, 2007

Metaplace Scripting

I think I'm a serious nerd, last night I had a dream about writing scripts for a Metaplace game and thinking "Wow this is so great!". The game/service hasn't even come out yet and I'm already dreaming of writing code! I'm way too excited about this. Sean Riley, lead programmer at Areae for Metaplace has made a pretty insightful blog post about their goals and philosophy of scripting in MetaScript. It is a must read for any would-be Metaplace coders, and gives great insight into what we can look forward to in creating our mini virtual worlds.

I have to say as a Python junkie, I am a little saddened that they didn't go the py route, or even Ruby, but Lua isn't so bad. I did a little work with Lua in some Warcraft mods I wrote and it was alright, so I am still pretty jazzed about the whole thing. And really I shouldn't be surprised the game industry as a whole has been Lua crazy and for good reason.

--
Cheston

Thursday, August 9, 2007

YAFFP(Yet Another FanFaire Post): Vanguard

Note: This was after my limited appearance at this years FanFaire, just some notes I took and thoughts after the "Game Design" panel for Vanguard. I have to say I am really excited about all of the new developments in VG. Anyways I'll post my FF recap tomorrow, so as not to inundate you guys with posts.


Well I just got out of the Vanguard "Game Design" panel, it was very interesting. There are a ton of updates coming with regard to diplomacy that frankly make me want to reinstall. They are introducing diplomacy bosses who have incredibly long dialogs going up to 50 lines, the first diplomacy boss Eldor will have a huge loot table and be repeatable which will be interesting. There are many other diplo bosses in the works as well.
One thing I found particularly interesting is "Animacy" the future feature that will allow players to resurrect recently killed NPCs and engage in diplomacy with them. This sounds incredibly bad ass and the crowd seemed impressed, also mentioned is the possibility of newbies to follow around other groups and perform Animacy on their recently killed mobs, it will be interesting to see how they handle this and what possibilities it will present.

A quest designer went through basically the anatomy of a quest, and how from start to finish quests are designed, using the Unicorn mount quest as an example. This was quite interesting to see, but not wholly surprising in any way.

One of the reward(loot) creators was also demoing some new tier 5 weapons with new tints and other cool stuff. There were some awesome new items and armor sets that will be introduced in future updates, including a new direction w/ armor including "warcrafty" like pauldrens, though they don't get too nuts as WoW has.

I have to say if this game continues to improve as it has I can easily see switching as soon as I can get a beastly machine to play it on. What I see as a large part of the problem is that there is a lot of legacy material that the devs are working with, often the original designer no longer works there and they are having to deal with their problems and their design. I can see this being a huge problem for the first year for VG, and as EQ2 has seen, can plauge them in the future. But once this hurdle is mostly cleared I can see VG becoming a real feature complete, straight up awesome game. And I for one can't wait for it.

--
Cheston