2008:SOFTENG450:MaramaTool: Difference between revisions
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==Motivation== | ==Motivation== | ||
There are thousands of role playing games in existence. Starting off as old text based games played through a terminal like interface on a single machine, to three dimensional games played in a "massively multilayer" environment. These games are often very similar in dynamics and organisation. Our tool will help designers of these games experiment on new variations to the classic design by easily changing things such as character classes before committing to a design. This tool will also make it easier for software engineers to understand the relationships between these objects in the system and reduce development time. | There are thousands of role playing games in existence. Starting off as old text based games played through a terminal like interface on a single machine, to three dimensional games played in a "massively multilayer" environment. These games are often very similar in dynamics and organisation. Our tool will help designers of these games experiment on new variations to the classic design by easily changing things such as character classes before committing to a design. This tool will also make it easier for software engineers to understand the relationships between these objects in the system and reduce development time. | ||
possible shortcomings, | |||
*limited in what it can show. | |||
*Hard to use | |||
*Constraints between ideas | |||
*viscosity, terseness, bla bla bla. | |||
<pre> | |||
Rooms | |||
Players | |||
Items | |||
Monsters | |||
Transient | |||
Quests | |||
Spells | |||
Skills | |||
--Player-- | |||
Name | |||
Level | |||
Exp EXP%Level | |||
Spells %Level, class, race, attrib | |||
Skills | |||
Class | |||
items | |||
quest status | |||
gender | |||
Race | |||
atribs | |||
--Spells-- | |||
name | |||
Prerequsite spells | |||
Level | |||
Prereq level | |||
--Race-- | |||
name | |||
spell | |||
skill | |||
atrib variation | |||
--quest-- | |||
item | |||
req level | |||
exp | |||
gold | |||
--attributes-- | |||
magic/mana/power | |||
stamina | |||
evil/good/reputation(enemy disposition) | |||
gold | |||
--item-- | |||
name | |||
req level | |||
req race | |||
weapon/armour/container | |||
can be picked up | |||
--monsters-- | |||
money | |||
exp given | |||
monsers level | |||
disposition to players | |||
disposition to monsters | |||
items | |||
race | |||
gender | |||
name | |||
--room-- | |||
exits | |||
</pre> | |||
[[2008:SOFTENG450:MaramaTool:trollarea|Troll.are]] |
Latest revision as of 06:05, 13 April 2008
Motivation
There are thousands of role playing games in existence. Starting off as old text based games played through a terminal like interface on a single machine, to three dimensional games played in a "massively multilayer" environment. These games are often very similar in dynamics and organisation. Our tool will help designers of these games experiment on new variations to the classic design by easily changing things such as character classes before committing to a design. This tool will also make it easier for software engineers to understand the relationships between these objects in the system and reduce development time.
possible shortcomings,
- limited in what it can show.
- Hard to use
- Constraints between ideas
- viscosity, terseness, bla bla bla.
Rooms Players Items Monsters Transient Quests Spells Skills --Player-- Name Level Exp EXP%Level Spells %Level, class, race, attrib Skills Class items quest status gender Race atribs --Spells-- name Prerequsite spells Level Prereq level --Race-- name spell skill atrib variation --quest-- item req level exp gold --attributes-- magic/mana/power stamina evil/good/reputation(enemy disposition) gold --item-- name req level req race weapon/armour/container can be picked up --monsters-- money exp given monsers level disposition to players disposition to monsters items race gender name --room-- exits