Big fan of the “Capturing animals and starting your own collection” idea you mentioned.
I do agree that alot of the “create your own world” can be implemented over the top of the existing world using various tools. I just thought I would say that personally I wouldn’t want it to be too similar to a “map-editor” or “world-editor”. If all world editing by the player can be done using various tools that he buys/finds then it does sound perfect to me. In addition it would be nice if the way in which the tools are used is “realistic” in the sense that you cant just wipe out the 50x50 tile block of land that had various buildings on - that’s what I mean about being “map-editor” like. Maybe for the more extreme changes, relevant NPCs come along to do the work for you and it might take a few game-time days. These are fairly minor points anyway and at the end of the day we will use what works best.
[quote="Jackal von ÖRF,post:38,topic:32820"] I agree with Demonpants. Should we now think about what kind of rules govern the game's world? Some concrete examples would be useful when evaluating how the world would work. [/quote] In terms of progressing and discussing the rules of the game world do you think the following might be useful?
1 Work out what you can do in the world as an overview
1.1 Jobs/Errands (A core element)
Shall we think up a bunch of jobs?
Then we can think of all the objects (animals, flowers, shells, loot, people, …) that the job would require and what the player would recieve for accomplishing it. Having a nice list of game world objects might help us focus on the particular places in the game world where they “spawn” or exist.
1.2 Fun activities other than your Jobs - Minigame style (Great for multiple developers?)
Simple rally/ car/ boat racing game where the vehicles are bought/ found in the game world and can perhaps be customised.
Simple combat game vs NPC. Okay it might be too RPG-like but, a small 1vs1 RPG style fight with very limited weapons/moves. Zelda kind of combat (With only his basic sword)
[quote="Demonpants,post:39,topic:32820"] Thoughts? [/quote] That Job system does look quite flexible. What happens in the following cases? 1) There are a variety of different resourses that you can use to capture an animal (Different nets/ some kind of trap) 2) Interrupting, restarting, modifying, failing and commenting on the current progress of existing Jobs the player has taken on. and that overhead problem will need to be looked at to see if it is at all an issue.
For your TreeJob class in the code you posted on googlecode:
How do we update the image and state/ health of the tree as determined by the current progress of the job? I guess the initial hitPoints value won’t always be 10 depending on if you leave the tree half cut and continue to cut it down at a later stage.
These aren’t the best of comments but i’m tired and I already started my post :/. It needs to be discusses further.
. What I mean by that is that really you should just be plopped down into the world and then you can do anything you want there. So then what should happen is that we have the capability to make crops, and we also have the capability to catch fish, and we have the capability to catch criminals, etc. Essentially imagine yourself being given a plot of land in the countryside where you’ve never been before, and you have no job experience of any kind, nor do you know anyone in the village. You need to make your way so you can survive, and you’ll do this whatever way seems right. Similarly even during recreation time, if you wandering around in the forest and you see a gecko, perhaps you would catch it. Or if you’re swimming at the beach and you see a pretty shell, you’d pick it up. On that end we get closer to Animal Crossing, obviously, but I like the idea of having a lot of options that differ from day-to-day rather than choosing one job at a time.