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(thank You, rpgamer381!)

Hello Everyone! :)

My name's Tomek and I've been learning computer programming for almost 10 years. I can easily program simple HTML web documents. Also, I've had a lot of successful results in storytelling and literature in general.

I had been always concentrating on the technical and psychological realism of the games I was playing. And that was the main reason for me to focus on it in the game I've been coding for some time.

My aim is to create a typical (black and white command line) text-based game which uses a browser to show graphics, colored text and animations for more intensive game experience.


The realism I plan concerns:

1. Basic needs: sleeping, eating and drinking, keeping the proper body temperature.
These features can be done in two ways:
- automatic: the player's character does everything without player's suggestion, which is technically easier, but will take more "simulated game time" and the results will be less effective.
- player's command: a well planned activities will give the character more satisfying and effective results.

2. More sublime needs:
maintaining a healthy emotional mood by any means necessary, including getting proper relations with other NPCs and getting rewards for different physical and mental activities.

3. Learning proper skills and gaining true knowledge, instead of skill farming and grinding like some of the more popular "life simulations" offer. The role-playing element would be just a statistical list of achievements based on knowledge the player gained and was checked by the proper in-game situations.

4. Turn-based no-game-time-compression:
Game-time passes more realistically, most actions take seconds or minutes to accomplish. Every action takes more or less logical amount of time.
Game-time halts when the character is awaiting commands from the player.

5. The game simulates a world rich with life and different phenomenons: something always happens in the game world. Also, the character will be notified if the event happens around area of his presence.


Features of good gameplay and making things easier for the player:

1. The game is a hybrid of:
(a) RPG, (b) life-simulation, (c) text-based adventure game and (d) a bit of visual novel.
The player can make the game more flexible by choosing (enable/disable) each of these options. Moreover, all disabled options will remain active but invisible, so the game will always be ready to switch between its many modes.

2. The ingame documents will make a nice and easy tutorial articles commenting and suggesting the possible choices and commands regarding a given game situation can handle for sure.

That's the beginning of my realistic-game ideas. I'd love You, dear GOG-users, to comment. Soon, if I get some feedback and questions from You, I'll share with You my other ideas.

Regards and many thanks to GOG for letting me post this thread and for encouraging me to work on my first game! ;)
Post edited February 22, 2014 by eyelessoverseer
No posts in this topic were marked as the solution yet. If you can help, add your reply
Poll I - "Game world"

My first question tackles the world type the first of my games should take place in.

What would You - GOG Users - like me to offer?
- Fantasy with made-up things, characters and places,
- Science-fiction with the same system like above
- Modern realistic
and: please explain Your choice!

You can be sure Your name(s) will be added to the credits screen ;)

PS. If You have other ideas - I'll be happy to read about them!
Post edited February 23, 2014 by eyelessoverseer
All of those can be done well or badly, in many different ways, depending on all sorts of factors. Go with whatever inspires you. ^_^
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VanishedOne: All of those can be done well or badly, in many different ways, depending on all sorts of factors. Go with whatever inspires you. ^_^
Thank You very much!
I thought about SCI-FI of fantasy because it would be easy to make up everything and include but some most important realism factors, but I reckon the modern-realistic world would be more authentic!
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eyelessoverseer: My name's Tomek and I've been learning computer programming for almost 10 years. I can easily program simple HTML web documents. Also, I've had a lot of successful results in storytelling and literature in general.
First of all, HTML is not a programming language. Do you want to make a web-based game (browser game) or a local running program (like a chrome app)? How do you want to create game mechanics? Client side (JavaScript) or server side (numerous options).

We warned that creating but the simplest of games is a hell of a lot of work. Even if you use frameworks (that save a lot of coding), creating content is a huge task. For a game as complex as your idea you need a lot of content to reflect the player's choices back at them.
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eyelessoverseer: 3. Learning proper skills and gaining true knowledge, instead of skill farming and grinding like some of the more popular "life simulations" offer. The role-playing element would be just a statistical list of achievements based on knowledge the player gained and was checked by the proper in-game situations.
You might take a look at "The Elder Scrolls"-way. Skills increase by use, not by spending arbitrary experience points. If the character does something very often (like smithing) they will eventually become better at it.
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eyelessoverseer: 4. Turn-based no-game-time-compression:
Game-time passes more realistically, most actions take seconds or minutes to accomplish. Every action takes more or less logical amount of time.
Game-time halts when the character is awaiting commands from the player.
I would stay away from that. If you go turn based, use time compression. I would not play a game where I'm constantly forced to wait several minutes because my character is cooking or reading a book. Or is this a misunderstanding? It would be okay, if I tell the game "cook a meal" and the game just answers "Ok. 30 minutes have passed. It's now 19:45".

If you really want to do this I recommend to creating a basic working prototype i.e. a little text based world simulation with 3 or 4 events and not much interaction. Then build on that and flesh it out. Constantly test if features you added are actually fun and balance them constantly. From the first stages on show your game to other people, and not just friends (they will always say it's good).
Make your project open, consider github. There are always people better than you that maybe inclined to help with coding or artwork. Git gives you a lot of control, of which contributions to incorporate and which not (cherry picking).
Regardless of working alone or in a team, make a time table for implementing features. It will not hold, but it will give you structure and prevents getting lost in details. Also you see were you stand and can better assess how time consuming the next steps could be. If there's a team this becomes even more important. Everybody should know what the others are doing and why. Use conferences like Skype or Google hangouts to keep in touch with people, as an addition to forums, messengers etc.
avatar
eyelessoverseer: I thought about SCI-FI of fantasy because it would be easy to make up everything and include but some most important realism factors, but I reckon the modern-realistic world would be more authentic!
The world needs more classic western or alternate reality games. Fantasy - there's really enough, hard to set your game apart.

Alternate reality has the advantage that you can use actuals places you and other people can relate to, add everyday stuff etc. But you can change things, if it makes sense to your gameworld or story. Maybe magic is present, or the chinese government bought California with their billions of dollars they're holding. Or the world is secretly ruled by cats (Oops, this ain't alternate...).
Post edited February 24, 2014 by toxicTom
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eyelessoverseer: My name's Tomek and I've been learning computer programming for almost 10 years. I can easily program simple HTML web documents. Also, I've had a lot of successful results in storytelling and literature in general.
avatar
toxicTom: First of all, HTML is not a programming language. Do you want to make a web-based game (browser game) or a local running program (like a chrome app)? How do you want to create game mechanics? Client side (JavaScript) or server side (numerous options).
***
My answer:
I only use HTML embedded in one of the game form tabs to present a simple graphics/animations and local HTML (embedded in the project source package) are only to help me more easily present a bit more aesthetic form of text. I use Java (not the javascript!) for game logic and mechanics
***
We warned that creating but the simplest of games is a hell of a lot of work. Even if you use frameworks (that save a lot of coding), creating content is a huge task. For a game as complex as your idea you need a lot of content to reflect the player's choices back at them.
***
My answer:
Yes, I know that, I had been trying to create a simple game many times and every former trial became a failure when I tried to implement more complex mechanics, but at those times I was sure that if I manage to keep 99% of code working everything should be ok. I was wrong ;)

Now I'm planning to put at least several months before I try to release beta of my first project which I'm going to base on the engine I've written in Java. I do know how hard it is to keep the code readable (even for myself in the future) and well-working.

And I'm not using any frameworks... :D
***
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eyelessoverseer: 3. Learning proper skills and gaining true knowledge, instead of skill farming and grinding like some of the more popular "life simulations" offer. The role-playing element would be just a statistical list of achievements based on knowledge the player gained and was checked by the proper in-game situations.
avatar
toxicTom: You might take a look at "The Elder Scrolls"-way. Skills increase by use, not by spending arbitrary experience points. If the character does something very often (like smithing) they will eventually become better at it.
***
My answer:
Well, yes indeed, TES is a jewel among cRPGs. But I'm planning to implement the real-world knowledge and my own experience in my project, which means that (in the scale of probability) my game will expect the player to at least choose logical commands and recipes to do something efficient and well-working in the game, be it making a sandwich or fixing a simple technical issue
***
avatar
eyelessoverseer: 4. Turn-based no-game-time-compression:
Game-time passes more realistically, most actions take seconds or minutes to accomplish. Every action takes more or less logical amount of time.
Game-time halts when the character is awaiting commands from the player.
avatar
toxicTom: I would stay away from that. If you go turn based, use time compression. I would not play a game where I'm constantly forced to wait several minutes because my character is cooking or reading a book. Or is this a misunderstanding? It would be okay, if I tell the game "cook a meal" and the game just answers "Ok. 30 minutes have passed. It's now 19:45".
***
My answer:
Yes - I'm going to make the game "realistic but playable and not wait-those-damned-five-minutes-without-doing-anything-frustrating" ;)
The time will be realistic in the means of how much time would a task take in the real world, and I was only comparing this to the sims series, where (at the slowest speed) 1 hour was one real time minute, that's all ;)
***
If you really want to do this I recommend to creating a basic working prototype i.e. a little text based world simulation with 3 or 4 events and not much interaction. Then build on that and flesh it out. Constantly test if features you added are actually fun and balance them constantly. From the first stages on show your game to other people, and not just friends (they will always say it's good).
Make your project open, consider github. There are always people better than you that maybe inclined to help with coding or artwork. Git gives you a lot of control, of which contributions to incorporate and which not (cherry picking).
Regardless of working alone or in a team, make a time table for implementing features. It will not hold, but it will give you structure and prevents getting lost in details. Also you see were you stand and can better assess how time consuming the next steps could be. If there's a team this becomes even more important. Everybody should know what the others are doing and why. Use conferences like Skype or Google hangouts to keep in touch with people, as an addition to forums, messengers etc.
avatar
eyelessoverseer: I thought about SCI-FI of fantasy because it would be easy to make up everything and include but some most important realism factors, but I reckon the modern-realistic world would be more authentic!
avatar
toxicTom: The world needs more classic western or alternate reality games. Fantasy - there's really enough, hard to set your game apart.

Alternate reality has the advantage that you can use actuals places you and other people can relate to, add everyday stuff etc. But you can change things, if it makes sense to your gameworld or story. Maybe magic is present, or the chinese government bought California with their billions of dollars they're holding. Or the world is secretly ruled by cats (Oops, this ain't alternate...).
Thank You for Your reply, I've learned much from it! Ave :)
Post edited February 24, 2014 by eyelessoverseer
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toxicTom: First of all, HTML is not a programming language.
I was going to say that, but I was afraid of sounding douchey :P
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toxicTom: First of all, HTML is not a programming language.
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Smannesman: I was going to say that, but I was afraid of sounding douchey :P
Me too, but I could not stop myself. But in 10 year's time he can't have learned HTML only. I want to believe.
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eyelessoverseer: Poll I - "Game world"

My first question tackles the world type the first of my games should take place in.

What would You - GOG Users - like me to offer?
- Fantasy with made-up things, characters and places,
- Science-fiction with the same system like above
- Modern realistic
and: please explain Your choice!

You can be sure Your name(s) will be added to the credits screen ;)

PS. If You have other ideas - I'll be happy to read about them!
I'm going to agree with toxicTom and say go with modern alternate reality setting. Fantasy settings are nice, but it's been done....a lot. Science fiction setting: see Fantasy setting.

Please keep in mind that a modern/alternate reality setting does not instantly exclude fantasy/science fiction entirely. Maybe a small planet nobody has ever heard of managed to take over the universe using voodoo and late night infomercials and it's up to a lone skunk to save Earth?

Oh yeah, humor, some humor would be nice, especially in a text based game.
avatar
eyelessoverseer: Poll I - "Game world"

My first question tackles the world type the first of my games should take place in.

What would You - GOG Users - like me to offer?
- Fantasy with made-up things, characters and places,
- Science-fiction with the same system like above
- Modern realistic
and: please explain Your choice!

You can be sure Your name(s) will be added to the credits screen ;)

PS. If You have other ideas - I'll be happy to read about them!
avatar
NoNewTaleToTell: I'm going to agree with toxicTom and say go with modern alternate reality setting. Fantasy settings are nice, but it's been done....a lot. Science fiction setting: see Fantasy setting.

Please keep in mind that a modern/alternate reality setting does not instantly exclude fantasy/science fiction entirely. Maybe a small planet nobody has ever heard of managed to take over the universe using voodoo and late night infomercials and it's up to a lone skunk to save Earth?

Oh yeah, humor, some humor would be nice, especially in a text based game.
:D Yes, the game's gonna have some nice jokes :)

One thing more: I started learning HTML and other web stuff around 2008, before that I was reading books concerning Pascal, C, C++, then Java and C#. After I got access to the internet at home and I was asked by a friend of mine to make a website for an institution I was helping I "got caught" by the PHP/MySQL, javascript and other website technologies.

I'm not a very experienced programmer, as during those 10 years I were not entirely busy making programs/websites. But I know enough to try and learn more by experiencing and not deleting every line of code I think is not working properly ;)

I'm happy to see so much people came here to have some fun xD
Just wanted to throw in that you could also use a historical realistic setting, rather than a modern setting. Or heck, maybe a mix of different elements. Maybe it could even involve time travel of some kind ( sci-fi or magical ). Lots of creative freedom!

Anyhow, good luck with your project. :)
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CharlesGrey: Just wanted to throw in that you could also use a historical realistic setting, rather than a modern setting. Or heck, maybe a mix of different elements. Maybe it could even involve time travel of some kind ( sci-fi or magical ). Lots of creative freedom!

Anyhow, good luck with your project. :)
Thank You very much, I shall take Your ideas into account...

I've been studying the British Isles' history for some time now, so maybe a part of the game's story could take place during some of the most interesting events/episodes of the mentioned history periods (if history is female, she sure had to have lots of periods! :P).

But now seriously: yes, I think it would be interesting to put a bit of interactive British history lessons to my project, don't You think? ;)
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eyelessoverseer: Thank You very much, I shall take Your ideas into account...

I've been studying the British Isles' history for some time now, so maybe a part of the game's story could take place during some of the most interesting events/episodes of the mentioned history periods (if history is female, she sure had to have lots of periods! :P).

But now seriously: yes, I think it would be interesting to put a bit of interactive British history lessons to my project, don't You think? ;)
If you do some research and add in some actual historical events and facts, your game would even be educational. :)

Just make sure to pick a setting or theme you'd really enjoy, so you don't grow bored with it. If you use the time travel or alternate dimension concept or something like that, you could have multiple completely different settings, to keep things interesting for yourself and for the players.

Or how about you have several different time periods or settings, with different main characters, but all of these episodes/chapters are connected in some way. You know, like in Eternal Darkness, if you've played that. That could be really cool.
Try a mix of it, Fantasy and Sci-fi, something like Warhammer .
I've actually recently read two genre mixing fantasy series, one post-apocalyptic and fantasy and one semi-modern and fantasy, if done well it can be interesting.
It certainly spices up the predictable fantasy genre a bit.