Axe Software Forums
  Games and Chat
  QuestNet Beta Environment


Author Topic:   QuestNet Beta Environment
I think Im Back posted 18-12-2002 19:20 GMT     
This is just something quickly thrown together to show people that QuestNet could be used for an online RPG or even a MUD. You can log in/sign up for an account, create rooms(2), modify rooms(2 created plus your initial "home" room), talk with other people, and some other random crap. I've also left a few loopholes in the code to see who figures out how to exploit them. It won't be mind numbingly easy but it won't be very hard(if that's your whole goal). Anywho...Enjoy(if that's possible).

IP: 12.246.136.238
Port: 10001

I think Im Back posted 18-12-2002 20:06 GMT          
So there was a problem already, multiple users hindered the area editing. I have stuff to do, so it's down, I'll get it up before 4pm PST and working right. Currently 12:08 PST. Sorry, but hey, it's not like I can hard save things yet. PRESSURE ALEX PRESSURE!
Computer Whizz posted 19-12-2002 01:06 GMT          
It's still down (and from the time you posted suggests it's 5 PST... But then again how reliable IS the server the message board is on?)... BTW thanks for putting *your* time on the board, it's always a good idea to put your time on a foreign board.

I'm wondering how you saved it so if the computer crashes you keep the username/password and settings...

There's an idea for you Alex (yet another one - you'll never finish this project, what with all your university, then after that actual, full-time work...), having an "auto-save" feature that saves every 5 minutes or 10 minutes. This can be saved to an assigned file (Ie the game save file) and save the host from hitting the save every so often.

Computer Whizz

I think Im Back posted 19-12-2002 19:58 GMT          
Sorry about it not being up, I started it right before I left at 4, but my roommate came in, turned it off, and started playing red faction online. Immediately after he was done playing, somehow my pc came up with a massive registry error, and to fix it for some important recording I have to do today, I had to format. The asl was lost unfortunately as DOS wouldn't read my partition, but for the most part, everything is hard-coded into my brain, and as soon as I can, I'll re-code it and put it up.

As for the saving info, I didn't find a way. I was just counting on someone having a stable linux system untill the saving as a gamestate is released. Usually I can be up(my system that is) for weeks at a time, really need someone who can have months of uptime realistically.

Computer Whizz posted 31-12-2002 04:24 GMT          
Is it up yet?

Computer Whizz

I think Im Back posted 31-12-2002 06:34 GMT          
Eh, I've been pretty busy, sorry. I've gotten a few ideas though for a way to save info. Here's my theory I'm gonna try to get working tonight. Ok, everytime an object is made, be it by gm command, player skill, or automated(like creating accounts), using Text Blocks with numerous variables in them, write all the created DEFINE OBJECT <BLAH> and DEFINE ROOM <BLLEECH> into the log file. I'm pretty sure quest has the ability to write stuff to the log file, and if so, saving progress of online games built on the fly could be nothing more than a little copying and pasting. Any opinions are appreciated also if you want to shoot me down and say it's not possible, that's appreciated too.

On a side note, I got an idea today for a sort of three tiered skill system for an online game. I know it's easier said than done and hard to explain so put on your rpg nerd hats. I was thinking of something along the lines of still needing to aquire experience and such for a level based aspect, where you would get training points after each level and use those to train in skills, but also have an aspect of skill based where, say if you learn illusionist magic but say were to practice creating illusions in say a dark cave, you would grow better at casting the illusion of someone enveloped in darkness.

Maybe magic effect spells aren't a good example, but think of these two tiers like say, a luck spell. You get experience, train in your skills, one of which is a spell knowledge, you get a spell called good luck. After training you are out roaming the city, shore, forest, etc.. and you (say using a command) PRACTICE LUCK. Now, practicing this luck spell gives some descriptor message, and has some hidden dice rolls or whatever, but you gain a certain percentage of mastery/efficiency/whatever in your good luck spell depending on the outcome. That make sense for those two tiers?

Now the third one would come in somewhat like alignment, but would be more based on a per skill basis. So, if you PRACTICE LUCK in the forest, you get a gain to your overall luck skill, and a certain gain in your alignment towards "forestly good luck" which gives your spells outcome a greater chance of say increasing your mobility than increasing your defenses. Does that make sense?

It would sort of give the system a lot of options it seems. Perhaps an original outcome based on your overall alignment then a modified outcome based on your alignment for that skill mixed with your overall alignment... Maybe that would make it four tiered... Maybe it would make my head explode to think about it anymore. Of course it would be massive to do, and very complex to do in ASL as it would be in any other language... BUT... It was just an idea. Opinions on that?

I think Im Back posted 31-12-2002 06:53 GMT          
As I read that post, It got me thinking about putting it into a game. You could have 8 different alignment levels per skill and an overall alignment level for your character. If you are a completely dark aligned character, cast a binding spell which is aligned to the forest, you could have a scenes like...

--------------------------------------
ADarkWizard weaves his hands through the air as his eyes lock with yours and focuses on the illusion of a decrepit forest.

Suddenly you find yourself surrounded by enormous petrified trees, the cold night air closing in on you and the sky lit by only a pair of sinister eyes.

A bone chilling wind blows passed you, causing you to nearly lose your balance when suddenly enormous petrified roots erupt from the ground around you, grappling at your body and stiffening preventing any movement.

>run away

You cannot break free.
------------------------------------

Then for a light aligned character with forest aligned binding abilities you could project an image of a serene forest glade that relaxes them so much the find themselves unable to move for the duration.

I don't know, I'm gonna try and work on this, or atleast make a lot of notes.

Computer Whizz posted 01-01-2002 04:51 GMT          
That does sound interesting...

I was thinking of having a somewhat similar system in my system (I got the idea from a couple of text RPG's and Koudelka) - where you can practice and you get better.
I like the idea of practicing in different areas, I must admit I've never heard of that before but that gives me an idea for a twist to my system... Don't worry, it won't copy yours directly - but will give my game an extra mini game : ) to get all the magic!!

Computer Whizz