User:Xudojnik
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
- total_free_slots
- free_slot_item_type_<slot number>
- free_slot_item_id_<slot number>
Free slots are shared between all units on the gamefield. I don't like this but I have no way to do it personal. Virtual data about them should be stored in structure "character[<side>]..."
free_slot | item_id item_type |
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. | ||||||||||||||||||||||
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Class should not determine defenses and resistances
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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:
- 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.
- 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.
- 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.
- 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.
- Levelling(2). Data, stored in unit.class[], should contain multipliers of stats. Later this will be used to recalculate stats of unit.
- 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.
- Crafted items++. If craft of new items will require resourses from old patch, old maps will become outdated only if I will want this.
- Itemisation(3). Items should have requirments by level.
- Levelling(3). There should be a level cap in each patch.
- Itemisation(4). Items can have no requirements by level, but stats on item can be influensed by level.