GAF builds a browser-based realtime multiplayer game - take 2

GDJustin

stuck my tongue deep inside Atlus' cookies
So almost a year ago (ironic!) I made a topic, seeing if anyone else on GAF would be interested in building a browser-based realtime MMOG. For those unfamiliar with these games, they're all more-or-less the same. They're text-based, and you play them in your browser itself, and they run in realtime, meaning you can play and succeed just by logging on once or twice a day. You could log in, and queue up six ships, each one taking a (realtime) hour to construct, or send your fleet to attack an enemy that's 12 hours away, etc. Some examples of these kinds of games:

http://www.ogame.org/
http://www.kingpinmafia.com/
http://www.inselkampf.com/

The response was pretty positive, and for a few months myself, OnWarmerMusic, Tf53, and a few other people bounced around lots of design ideas, talked through various questions and problems, and just generally created what (I feel) was a pretty good, workable idea for a game. Something worth pursuing and prototyping, at least. There's only one problem: it didn't get built :p. I got busy, OWM (the main engineer) got busy, and, like a lot of things, the project just kinda stalled.

I'd like to get in un-stalled, though. And that's where this topic comes in :) I'd like to get some help from some GAF members that have the relevant skills, and get this sucker into a playable, alpha state. Just something nice and simple to bring back and show GAF, and then use that feedback to build on that basic framework, and basically build the project out from there.

Here's what we have, so far:

Piracy! (alternate names: Pixel Pirates, Kingdom of Pirates, Sea Raiders...

Premise: Gamers begin with their own small pirate island. They gather resources and build buildings to increase their income, and advance the tech tree. Ultimately a shipyard can be constructed, allowing for the construction of ships. From there, fleets can be sent to neighboring islands, and gamers must balance offense vs. defending their own island from attack and further growing their economy. If you fully conquer an opponent's island, you now have *two* bases to work from...

Resources

Pirates - Your biggest/most important resource is your pirate crew itself. Crew is needed to staff your ships, and staff your economic buildings. The idea behind people being a resource itself instead of ships/buildings just running themselves is that it allows for flexibility. You can shift crew from ships into mining and back, as necessary.

Pirates are generated from the Brothel building. Upgrading your Brothel will increase your total Pirate cap, as well as the rate at which you gain new pirates.


Lumber - Generated from a Lumber Mill. Upgrading the lumber mill increases lumber output, but also increases the required # of pirate workers. Lumber is needed in small-ish amounts for the construction of buildings, and in very large amounts for the construction of ships.

Metal & Gold - Metal & Gold are both generated from a Mine. Metal in great quantities, gold in much smaller quantities. Upgrading the mine increases the output of both, but again, more pirates are required to staff the building. Metal is required in large amounts for building construction, and in small amounts for ship construction. Gold is a scarce but all-around resource. Most of it will most likely be spent on tech-tree advances rather than ship or building construction.

Rum - Rum is generated by a distillery. It's a late(ish) game resource - it's the fuel your pirate ships run on. After a distillery is built, all that's left is the shipyard itself, and then PvP ocean combat begins.

Buildings

I won't rehash the resource-generating buildings already discussed (Lumber Mill, Mine, Brothel, & Distillery).

Shipyard - Allows for the construction of ships. Upgrading the shipyard allows for the construction of more advanced ships, as well as decreasing construction time.

Alchemist - Right now in the design the alchemy shop manages the entire tech tree. You'd go to your alchemist to research gunpowder for cannonballs, tempered steel for better swords, construction techniques for bigger ships, etc. It's possible these buildings could be split into various separate buildings - a blacksmith, a gunnery, etc.

Combat & Ships

Combat is all ship-to-ship. Or ship-to-island, but the island is basically treated as a "ship" in those cases. All ships have four stats: Offense, Defense (health), & Speed. Offense is determined by the number of cannon ports - 30 cannon ports on your giant Warship, and it'll have an Offense of 30. Speed & Defense are set more abstractly.

Combat is then a dice roll, weighted by Offense - Defense = damage dealt, with speed acting as a "miss" modifier. It's not as complicated as it sounds. Think about it like Risk. In Risk, you always know which army has the advantage, but there's still a degree of chance built-in. This is the same way. Example Scenario:

Attacking Ship A has an Offense of 15, Defense of 15, Speed of 5. Defending Ship B has Offense, Defense, & Speed of 10. In this scenario, Ship A is quite a bit stronger, but slower. The dice roll would determine how many of Ship A's 15 cannons missed, and how many hit. Ship B's +5 speed advantage will modify the dice roll, causing it to dodge more of the volleys.

...that still sounded confusing. Let's say a ship is outfitted with 30 cannons, and is up against a ship that has "30" as its defense stat. Each cannon represents one potential HP of damage dealt per volley, meaning the attacking ship COULD destroy the defender in one go. But that's where speed comes in. The faster the speed of the defending ship, the more cannons miss their mark. And the misses are determined by a tight dice roll.

Wrapping up

...aaaand that's basically it. That's the game, in a nutshell. You build up your base, expanding your economy and the size of your pirate crew, until you can eventually build ships and engage in stat-based ship-to-ship combat. You need to balance ship strength with ship speed, economic growth with fleet growth, etc.

We decided on more stuff than what's in this topic - this is just the overview. So many of your "what about this" or "what about that" questions we've probably answered. There ARE some things that never got sorted, however:

- The exact formulas for resource income & expansion. These are HUGELY important. What's your base lumber income, and how much does each Mill upgrade add to that? And what do those upgrades cost? That sort of thing. These determine the speed/pace of the game. WarmerMusic built a tool to allow for the testing of various scenarios, in order to tweak it to perfection:

http://dev.vidhammer.com/calc/

- We also never sorted through a great system of combat target priority, since most combat is fleet v. fleet, but you don't control ships individually. Do we give players if/then controls for their fleet? do they attack the weakest enemy ship, or most powerful enemy ship? etc. Maybe they just attack a random enemy target?

- Win conditions / late game gameplay. Most of our focus went into thinking about the early game, where you're expanding your island & home base, and building your fleet to try and challenge your neighbors. We didn't come up with a great solution for how the game looks when you have 3, or 5, (or 30) islands under your control. The game can't "pull back" Spore-style, but gamers shouldn't be managing the production of 30 different shipyards on 30 different islands.

So, that's it!

That's our design doc, in a nutshell. You build a base/economy, and send out ships to attack the enemy. I think we came up with great solutions for buildings & resources, and great solutions for combat. And those are the game's two big systems. With those two systems in place, you would have a playable game. A basic one, but a game nonetheless. From there you can add all the goodies (special ship abilities, special units like spies, defensive island buildings, etc) and really flesh it out.

...all that's needed is someone to build it :) If anyone involved the first time around is reading this, you're all more than welcome to come back into the fold. Anyone with programming experience (we were building it in mysql and php the first time around) interesting in contributing, please reply or PM me. We also need help with a front end - someone to build out the UI itself in conjunction with the individual doing the database and back-end work.
 
So basically, Dark Galaxy with pirates?

It seems like a good idea, and you guys obviously have a lot of the basics fleshed out already.

Best of luck!
 
SaggyMonkey said:
Where's the business model portion of the doc? Who makes games as charity?

Most of these games are monetized in a couple of ways:

- Advertising is a given. But don't write it off. Selling advertising to videogame companies is literally what I do for a living... I sell the ad space for a handful of popular videogame websites. It's my day job. So I think I'd be able to rustle up a better CPM than someone else doing something similar.

- The games are free-to-play, but they also generally offer "premium" memberships for ~$5 a month or so. The paying members don't get anything overpowered, they just get features like an unlimited queue. Free members might only be able to queue up 5 orders or so, wherea paying members can queue up as much stuff as they want. I also thought that free members could choose from some pre-made pirate flags, while paying ones get to design their own. Little perks like that.

So... yeah. To sum up: sell ad space, & sell premium (but not game-breaking) membership perks.
 
I'm over the whole BloodWars thing (polish vampire game) and never went mad for Travian (like civilisation only much much slower) and while this sounds like fun I think I'll stay away lest I become addicted to another browser game!
 
I appreciate all the enouragement, but I made this topic because we're looking for some more talent. We need some web design/coders to help collaborate and basically make this thing a reality.
 
If you need art assets, I can spend some of my free time in the future on this maybe. Depends on how busy the upcoming school year will be.
 
GDJustin said:
This project will be finished. It just isn't finished YET.

An important distinction ;)

I'm just speaking from the facts.

:(

And you said yourself the project was first started a year ago.

Sigh GAF... You have so much potential...

We need someone with a strong, insistent vision to keep people together...

Hope you're up for it. ;)
 
Andrex said:
I'm just speaking from the facts.

:(

And you said yourself the project was first started a year ago.

Sigh GAF... You have so much potential...

We need someone with a strong, insistent vision to keep people together...

Hope you're up for it. ;)

I don't think it's a GAF thing so much as it's a life thing. It's human nature. Everyone starts big projects and never completes them, don't they? I mean.... I've been starting big projects my whole life... the start-up is more exciting than the follow-through.

The key is to just avoid that 100% failure rate, I feel. I can think of a bunch of things I've tried to build that never happened, but I can also think of a handful of sites/projects that were seen through to completion and are very much in the "Win" column...

I've probably built/launched more successful websites than most people in the world, but that's only because I've FAILED at building more sites than most people too. If you wanna build something, you at least have to try. If you don't try, you have no shot...
 
I really wish I could help with programming, but I've never done anything of this sort. Plenty of testing experience though!
 
Ah, it lives! Yeah, I got a bit too busy with the whole "moving to Japan" thing to give this proper time last year, but if we could round up some more talent it shouldn't take long to get something working.

Anyway, if anyone out there has PHP experience, the existing code should be fairly easy to work with. Erm, I hope. Been a while since I've looked at it ;).
 
OnWarmerMusic said:
Ah, it lives! Yeah, I got a bit too busy with the whole "moving to Japan" thing to give this proper time last year, but if we could round up some more talent it shouldn't take long to get something working.

Anyway, if anyone out there has PHP experience, the existing code should be fairly easy to work with. Erm, I hope. Been a while since I've looked at it ;).

Well your code "base" (I don't remember how much was actually done) is still there in the same place, if you wanna refresh your memory :p
 
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