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Online Text MMORPG 2.0 Style

I will not hide, I love this genre. He played in his time in Fight Club, then there was a number of similar projects. Then he tied up - everywhere is boring and monotonous. There was a thought to create an interesting and fresh project, but in the end I realized that the game was not worth the trouble. However, all records on the topic saved.

The other day I came across an old notebook and again I had a desire to make an interesting project. But I don’t want to work in the empty, so I’ll lay out the main ideas for hub users, and you decide if I’ll kill a month or a half of free evenings for version 0.1 or just think of myself.

- No pictures. Only text, nice looking design, good usability of the interface.
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- There are no levels. The strength of the character determines the leveling skills and clothing.

- The character is not limited. There is no rigid framework class. Class character determine only pumped skills and assembled a set of clothes.

- Powerful quest engine. Quests from “bring-submit” to “exchange a shovel for a rare magic ingredient in five turns”.

- Skills pumped over time. The player may not be in the game, but the skill will still continue to pump.


- Clothing is obtained for participation in gaming events and for completing quests.

- An interesting (in my opinion) scheme of using magic skills. An experienced player can understand what trouble will fall on his head in a couple of moves and have time to cast a counter-spell.

- Step skills. We use the skill, the effect remains on the enemy. With this effect, we can use another skill, more powerful. It also leaves an effect. We use the following it.p. The system is not straightforward, i.e. after applying the first effect, you can use several different skills that require this effect on the target, but differ in their effects.

- Many different skills (because only the server side is required, no pictures are needed, animations too)

- A lot of items. Ability to collect kits.

- Fight is also textual, with a cool log. The battle will be built in such a way that any action can be counteracted. In general, for those people who really love to think with their brains, and not stupidly press buttons.

And in general, in all the moments of the game - I want to make it so easy to spend an hour and a half before bedtime, chat with interesting people, break my head over an interesting quest, and competently circle the opponent around a finger in a couple of fights. And then all night long beat the mobs

Wishes and other ideas are accepted. If there are willing to help - in general, super!
As a platform to choose think Symfony + Propel 1.3. Not the fastest option, of course, but it’s convenient and pleasant to work with this framework.

At this point I finish and offer you to express your opinion.

Source: https://habr.com/ru/post/65340/


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