librelist archives

« back to archive

Experience

Experience

From:
William Bowers
Date:
2012-09-23 @ 07:22
One of the things that really bugged me about BrowserQuest when I first
played was the lack of an experience system. I thought it was cool that
they were trying to do something different, making armor/weapons the only
type of character enhancement, but for that to work I think you have to
have tons of equipable items over several categories or it gets boring
really quickly. Experience only gets boring after you reach max level and
stop gaining it (you could say the lack of gaining experience is boring
:P). Anybody have any thoughts on this?

Re: [browserquest] Experience

From:
Justin Clift
Date:
2012-09-24 @ 01:45
On 23/09/2012, at 5:22 PM, William Bowers wrote:
> One of the things that really bugged me about BrowserQuest when I first 
played was the lack of an experience system. I thought it was cool that 
they were trying to do something different, making armor/weapons the only 
type of character enhancement, but for that to work I think you have to 
have tons of equipable items over several categories or it gets boring 
really quickly. Experience only gets boring after you reach max level and 
stop gaining it (you could say the lack of gaining experience is boring 
:P). Anybody have any thoughts on this?

I wonder if there's some established set of rules we could
adopt wholesale for this kind of thing?

Some kind of "AD&D" type of thing, where it's a complete
system.  But without the licensing headaches(!), nor overboard
amount of details.

Surely there has to be open source friendly rule systems for
game worlds already out there?

+ Justin

--
Aeolus Community Manager
http://www.aeolusproject.org

Re: [browserquest] Experience

From:
Justin Clift
Date:
2012-09-24 @ 04:49
On 24/09/2012, at 11:45 AM, Justin Clift wrote:
> On 23/09/2012, at 5:22 PM, William Bowers wrote:
>> One of the things that really bugged me about BrowserQuest when I first
played was the lack of an experience system. I thought it was cool that 
they were trying to do something different, making armor/weapons the only 
type of character enhancement, but for that to work I think you have to 
have tons of equipable items over several categories or it gets boring 
really quickly. Experience only gets boring after you reach max level and 
stop gaining it (you could say the lack of gaining experience is boring 
:P). Anybody have any thoughts on this?
> 
> I wonder if there's some established set of rules we could
> adopt wholesale for this kind of thing?
> 
> Some kind of "AD&D" type of thing, where it's a complete
> system.  But without the licensing headaches(!), nor overboard
> amount of details.
> 
> Surely there has to be open source friendly rule systems for
> game worlds already out there?

Wow.  Google searching turns up a metric tonne of potential
things to look into.  There's an "Open Gaming" movement:

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

One of the major licenses being used by them is the "Open
Game License".  Reading the text of that - and not being a
law person - it seems somewhat equivalent to the GNU GPL
copyleft approach.  So, we _should_ be ok to use OGL
licensed content with BQ.

Though, if we can find something relevant that's both
simple and MIT/Apache/BSD based, that'd be more sure. :)

Regards and best wishes,

Justin Clift

--
Aeolus Community Manager
http://www.aeolusproject.org

Re: [browserquest] Experience

From:
Michael Elford
Date:
2012-09-24 @ 02:50
CoffeeMud may be your best bet, it's a mud server built in java.
Http://www.zimmers.net/home/mud

Very permissive license and fairly active development of the system.
On Sep 24, 2012 11:45 AM, "Justin Clift" <jclift@redhat.com> wrote:

> On 23/09/2012, at 5:22 PM, William Bowers wrote:
> > One of the things that really bugged me about BrowserQuest when I first
> played was the lack of an experience system. I thought it was cool that
> they were trying to do something different, making armor/weapons the only
> type of character enhancement, but for that to work I think you have to
> have tons of equipable items over several categories or it gets boring
> really quickly. Experience only gets boring after you reach max level and
> stop gaining it (you could say the lack of gaining experience is boring
> :P). Anybody have any thoughts on this?
>
> I wonder if there's some established set of rules we could
> adopt wholesale for this kind of thing?
>
> Some kind of "AD&D" type of thing, where it's a complete
> system.  But without the licensing headaches(!), nor overboard
> amount of details.
>
> Surely there has to be open source friendly rule systems for
> game worlds already out there?
>
> + Justin
>
> --
> Aeolus Community Manager
> http://www.aeolusproject.org
>
>

Re: [browserquest] Experience

From:
Justin Clift
Date:
2012-09-24 @ 03:19
On 24/09/2012, at 12:50 PM, Michael Elford wrote:
> CoffeeMud may be your best bet, it's a mud server built in java.  
Http://www.zimmers.net/home/mud
> 
> Very permissive license and fairly active development of the system.

Interesting.  They're using the Apache 2.0 license 
(http://zimmers.net/home/mud/LICENSE.txt),
so that's good.

But it looks scarily complex.  ie:

  http://www.coffeemud.net/guides/GameBuildersGuide.html#classes

Might be overkill?

+ Justin

> On Sep 24, 2012 11:45 AM, "Justin Clift" <jclift@redhat.com> wrote:
> On 23/09/2012, at 5:22 PM, William Bowers wrote:
> > One of the things that really bugged me about BrowserQuest when I 
first played was the lack of an experience system. I thought it was cool 
that they were trying to do something different, making armor/weapons the 
only type of character enhancement, but for that to work I think you have 
to have tons of equipable items over several categories or it gets boring 
really quickly. Experience only gets boring after you reach max level and 
stop gaining it (you could say the lack of gaining experience is boring 
:P). Anybody have any thoughts on this?
> 
> I wonder if there's some established set of rules we could
> adopt wholesale for this kind of thing?
> 
> Some kind of "AD&D" type of thing, where it's a complete
> system.  But without the licensing headaches(!), nor overboard
> amount of details.
> 
> Surely there has to be open source friendly rule systems for
> game worlds already out there?
> 
> + Justin
> 
> --
> Aeolus Community Manager
> http://www.aeolusproject.org
> 

--
Aeolus Community Manager
http://www.aeolusproject.org