User:Xudojnik

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Revision as of 03:29, 6 October 2010 by Xudojnik (talk | contribs)

I know Wesnoth from version 1.1.2a. This is really perspective game not only as strategy, but as RPG too. Large world, filled by history, epic battles, heroes and factions, is perfect for creating RPG. It's not so hard because Wesnoth have simple language, what support wide variety of events, easy way to define dialogs, items, forum and Wiki, where always can be found answer for any question.

WesMMO

To play it (now only in theory):

    • Download WesMMO era.
    • Download any map, designed for WesMMO.
    • Create game in lobby.
    • WesMMO era will automatically use your account.
    • Now choose any three units from your account or create new and play.
    • Persistent data will be stored at the end of each turn

Character is a "team" of three units. Each unit have own stats, small inventory and spellbook.

Stats
Stamina - increases your hitpoints by 5 per point.
Strength - increases your melee damage.
Speed - increases your movement points.
Agility - increase your defense on each type of terrain by 1% per point and ranged damage.
Intellect - increase magical potence of unit in some ways
Inventory
Melee Weapon - affects melee combat: multiplies damage from strength and number of strikes.
Ranged Weapon - affects ranged combat: multiplies damage from agility and number of strikes.
Amulet - affects base stats, magical resistances and magical potency of unit
Body Armor - affects base stats, all resistances and defenses.
Boots - affects base stats and multiplies speed of unit.
Helm - affects melee resistances and magical potence of unit.
Spell system
Each class have some predefined spells. In most cases they are not simple "damage unit X for Y hp". That's why they are the greatest headache for me.
Each unit can use it's spell once per turn.
There are no limit of uses through whole scenario.

Each item has it own's id. This ID is the key to macro what will apply effect of item stats to unit structure. Data about it will be stored inside WesMMO era. That allows me to implement 'inventory slots'. Players will carry unused items in them.

Persistent data
amulet_item_id_<unit index>
body_item_id_<unit index>
boots_item_id_<unit index>
class_name_<unit index>
head_item_id_<unit index>
level_<unit index>
melee_item_id_<unit index>
ranged_item_id_<unit index>
total_characters

Virtual data about units will be stored in structure "character[<side>].unit[<unit id>]..." Each item have it's own stats they are directly named.

Content of "unit" structure.

inv body_item_id
boots_item_id
head_item_id
amulet_item_id
melee_item_id
ranged_item_id
body_user_name
boots_user_name
head_user_name
amulet_user_name
melee_user_name
ranged_user_name
body 0 - stamina
1 - strength
2 - agility
3 - pierce
4 - blade
5 - blow
6 - arcane
7 - fire
8 - cold
boots 0 - stamina
1 - strength
2 - agility
3 - speed
4 - speed_multiplier
head 0 - intellect
1 - pierce
2 - blade
3 - blow
amulet 0 - intellect
1 - stamina
2 - arcane
3 - fire
4 - cold
melee 0 - strength_multiplier
1 - base damage
2 - speed
3 - type
4 - defense
ranged 0 - agility_multiplier
1 - base damage
2 - speed
3 - type
free_slot[6] item_id
item_type
item_user_name
item_stat[9]

Class should not determine defenses and resistances

class 0 - stamina
1 - strength
2 - agility
3 - speed
4 -intellect
buffed 0 - strength
1 - agility
2 - speed
3 - pierce
4 - blade
5 - blow
6 - arcane
7 - fire
8 - cold
9 - hitpoints_multiplier
10 - damage_multiplier
11 - speed_multiplier
12 - defense

I will add to the Era thread sample feedback:

1) What version of Wesnoth, WesMMO and which scenario have you played?
2) How difficult did you find the scenario? (1-10)
3) How clear did you find the scenario objectives?
4) How clear and interesting did you find the dialog and storyline of the scenario?
5) What were your major challenges in meeting the objectives of the scenario?
6) How fun do you think the scenario is? (1-10)
7) What, if any, are changes you would have made to the scenario to make it more fun?
8) Was there any event that caused you to lose the game and forced you to restart the game?
9) WesMMO needs new title. Propose your opinion about it. (optional)
Thoughts:

Ideas:

  1. situation: players A,B,C,D starts the game. player B leaves game before it ends. spectator E (player A) takes control of units B. players A,E,C,D ends the game and information about their units is stored to persistent. player E gets units of player B.
  2. suggestion: Best items should kill much time before player get them, but players should get something each time they play this game. Ways to reach this objective:
    • 1) Add "random stats" to items. Then item drops, RNG choose stats on them between predefined sets. 1/4 of randem stat set (RaSS) should be awesome and 1/4 should be real crap.
    • 2) Add "crafted items". Players should collect some resourses and get to place where they can craft this item.
  3. Itemisation(1). WesMMO will be published by patches. In each patch I will add some new items and functions to players. Items added in new patch should be better than items added in previous patch. But difference should not be enormous.
  4. levelling(1). I would not change standart mechanic of XP colection of BfW. Each player have 3 unit, what allows them to prapare and perform last-hit for any unit. Levelling shouldn't make items of this patch worster.
  5. Levelling(2). Data, stored in unit.class[], should contain multipliers of stats. Later this will be used to recalculate stats of unit.
  6. Itemisation(2). There are three items: A(require 1-3 of X), B(require 2-5 of X), C(require 4-8 of X). While player have 3 X, he can't share A and B to others if he get them and can not use C. But when he collect 4 X, he can share A, can't share B and can use C.
  7. Crafted items++. If craft of new items will require resourses from old patch, old maps will become outdated only if I will want this.
  8. Itemisation(3). Items should have requirments by level.
  9. Levelling(3). There should be a level cap in each patch.