CMUd ideas

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George
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Post by George »

I'm fairly sure Luke Skywalker is trademarked.

George
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Post by George »

Alan wrote:All of the characters in the backstory should be named after CMU CS/ECE profs, past and present.
Win or lose, fighting a Rudich would leave deeper psychological scars than I think most gamers are ready for.
I feel like I just beat a kitten to death... with a bag of puppies.

Jason
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Post by Jason »

I have no idea where you guys are with your game code, but you might want to check out this. It's an agent based modeling tool. As far as I can tell you are primarily generating agents within a given environment context and providing behaviors through simple rules. It might be faseter if you took other open source code than writing it yourself.

Peijen
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Post by Peijen »

Looks interesting, I don't think I am at the point where I can't read up some more about this framework and see if I can use some or all of it.

Jonathan
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Post by Jonathan »

http://en.wikipedia.org/wiki/Logistic_function

Awesome. Good model for power increase.

Peijen
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Post by Peijen »

Crafting & down time

By down time I meant the time you are not log into the game. I think I have an interesting solution for crafting/casual player. I might have already talked about this but I don't remember.

When a player is not online his character will be 'working' There are three type of work a character can have, gathering, crafting, paid job. If you set a character to gather he will produce material at a set rate say 20 iron per 15 minutes or 1 adamant per 15 minutes. A character can then sell those material or use them.

For crafting a character can produce items at a set rate say 1 hour for an iron armor. If the character doesn't have the required material then extra time will be spend at gathering material first. For example if an iron armor requires 20 iron, the character would take 1 hour and 15 minutes to gather iron then make an armor.

A character might decided he only wants to make money and doesn't want to deal with selling his craft. He can choose to take a paid job instead. There are two type of paid jobs, public and private jobs. Public jobs are offered by the game system and they are things like guard duty, repair, farming, etc. These jobs are paid minimum wage. Private jobs are jobs offered by other players, maybe they are not making stuff fast enough or such. Players would set the rate for those jobs. A job seeking character will always take the highest paying job, determined by system, so if a player offers 5gp/hour while the public jobs paid 10gp/hour no one will be working for the player.

A character will also earn some xp for doing gathering/crafting/jobs, but it's not going to be anywhere close to actually doing stuff in game. However this should offer casual player some room to compete even if they don't play 200 hours a month. I believe this also remove the complain alan has about crafting system in game.

Jonathan
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Post by Jonathan »


Peijen
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Post by Peijen »

If they can do it right I don't mind

Jonathan
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Post by Jonathan »


Jonathan
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Post by Jonathan »

The thesis didn't produce much of value other than the simulator.

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