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    #46
    Everybody I know personally moved with times and quit MMOs altogether.

    People these days want instant gratification for everything (social media effect), so yeah MMOs are kinda dead if you're not World of Warcraft or a niche Korean product, even those are facing harsh times.
    | Savior | USQLite | FSM | Object Pool | Sound Occlusion | Property Transfer | Magic Nodes | MORE |

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      #47
      Originally posted by BrUnO XaVIeR View Post
      Everybody I know personally moved with times and quit MMOs altogether.

      People these days want instant gratification for everything (social media effect), so yeah MMOs are kinda dead if you're not World of Warcraft or a niche Korean product, even those are facing harsh times.
      Hi BrUnO XaVIeR ,

      I want to give you my sincere thanks for your awesome Property Transfer Utility it is a Life Saver. In regards to MMOs being Dead, can you share your thoughts on WHY the individuals you know quit MMOs?

      I personally think we need a new terms to represent Large and Small Scale Multiplayer Games and Network Design style. For example, this forum is a sort of Massive Multiuser Forum, a MMF, GOD of DREAMS isn't a traditional MMO, its more specifically a Managed Network of Player Hosted (Small Scale) Servers with a Server/Friend Location (Matchmaking) services to transfer clients from one Server Map to another. I would define it as a, Multiverse.
      GOD of DREAMs: A Unique FTPS/RPG Sandbox MMO

      Comment


        #48
        Because they are unlikely to "grind" in a mmo again to only then begin enjoying the game, while games like Fortnite they can play the thing right out of the box and quit a match any time they have to without any serious consequences.

        I remember playing a MMO with them and just to get together 16 players ready to "raid" took over 3 hours then the raid itself took 4 more hours to finish because people make a mistake and the "party wipes" killing everyone...

        It's an absurd timesink for very little "fun" or "reward" ad they say.
        | Savior | USQLite | FSM | Object Pool | Sound Occlusion | Property Transfer | Magic Nodes | MORE |

        Comment


          #49
          When I read your initial post, the first thing that surfaced in my thoughts was Minecraft. This was followed by Second Life/Opensim, then by most of the online games I play(ed), whereby some of those that create armour, mounts, pets etc get a % of the virtual selling price. Not every component is made in-house. Would it be fair to say that there are similarities? I ask because I was intrigued by your opening post Title.

          I personally believe MMO's will grow in use and blend the borders between those environments currently used by business, where reality is so paramount, they use the full stretch of today's technology to gain it. That technology, whilst out of reach to the average gamer for now, will soon become a reality. Feeling like you are there, will become so enriched when you realise the avatar beside you, is someone just like you, same goes for the whole team and not a puppet. After all, this is the eventual goal of nearly all MMO developers. I have seen online gaming evolve beyond anyone expectations over the past 2+ decades I have been watching and participating, and yet, there are still so much more immersion to come.

          Greater feedback (maybe via a suit to begin with, then sound and air projections working on your body) will enhance the realism, the environment created in a space, (as opposed to a pair of goggles), that give full peripheral vision.... then the icing on the cake, smell.
          Politeness is Priceless when received, cost nothing to own or give, yet some cannot afford..... ARC2003

          Comment


            #50
            My friends are dying for MMOs without an unnecessary time sink attached to it. Wow classic wastes time when it comes to raiding and a few of the endgame instances, but most of the game can be played in short bursts or even for longer periods easily and be enjoyable. Unless you are doing group material you can log out at anytime, and even then you can log out if you have to. In which they will just replace you. In MOBA's and competitive FPS its much more demanding of time. If you are trying to climb rank you will be locked into games until they are over which range from fifteen minutes to an hour with very little time to even go to the bathroom during game.

            There is still desire for good engaging MMOs unfortunately all the hurdles of making/financing one are stopping a lot of competition from entering the market. So we get a wow re-release and korean grind mmos. If the focus was less on wasting time and more on enjoying content, people would be all for it.


            Originally posted by TechLord View Post


            I personally think we need a new terms to represent Large and Small Scale Multiplayer Games and Network Design style. For example, this forum is a sort of Massive Multiuser Forum, a MMF, GOD of DREAMS isn't a traditional MMO, its more specifically a Managed Network of Player Hosted (Small Scale) Servers with a Server/Friend Location (Matchmaking) services to transfer clients from one Server Map to another. I would define it as a, Multiverse.
            This game is similar to roblox? Player generated worlds and content from a digital repository that can be built at run time.

            https://corp.roblox.com/2019/04/robl...ion-continues/

            It continues to grow and expand year on year. They are doing quite well.

            Comment


              #51
              Originally posted by BrUnO XaVIeR View Post
              Because they are unlikely to "grind" in a mmo again to only then begin enjoying the game, while games like Fortnite they can play the thing right out of the box and quit a match any time they have to without any serious consequences.

              I remember playing a MMO with them and just to get together 16 players ready to "raid" took over 3 hours then the raid itself took 4 more hours to finish because people make a mistake and the "party wipes" killing everyone...

              It's an absurd timesink for very little "fun" or "reward" ad they say.
              'Grindy' Game Mechanics are common in JRPG/RPGs. Massive Multiplayer Online RPGs were the first Games-As-A-Service and I suspect the RPG 'grind' was implemented as a strategy to support subscription and free-to-(pay) models. I understand the need for such monetization models, if the game is to have continuous content and feature updates. I also understand the need for some 'repeatable game mechanics and content, so players don't blow through the content rapidly.

              Taking your statement in consideration, in GOD of DREAMs, we're pursuing a gameplay design that removes the 'feeling' of grind, while adding the feeling of 'fun' and 'reward' for the time invested in playing. Our approach is incorporating Modular Arcade Style Combat and Puzzle Mechanics that are short that increase in engagement as they are repeated. Hopefully interesting mechanics will emerge from the combination of these mechanics. Wire up these the Reward/Penalty of these mechanics to a customizable Hierarchical Scoring System (aka Stats Progress) inspired by Incremental Games and Tabletop RPG Character Stats Sheets.

              We also believe that Creativity is driven by Boredom, and providing players collaborative tools to create (heavily customize) in-game content and mechanics will push the game beyond the normal playtime. This is why we started our development firstly building a collaborative construction system and its at the core of many of the content systems.
              GOD of DREAMs: A Unique FTPS/RPG Sandbox MMO

              Comment


                #52
                Originally posted by Immersive-Games View Post
                When I read your initial post, the first thing that surfaced in my thoughts was Minecraft. This was followed by Second Life/Opensim, then by most of the online games I play(ed), whereby some of those that create armour, mounts, pets etc get a % of the virtual selling price. Not every component is made in-house. Would it be fair to say that there are similarities? I ask because I was intrigued by your opening post Title.

                I personally believe MMO's will grow in use and blend the borders between those environments currently used by business, where reality is so paramount, they use the full stretch of today's technology to gain it. That technology, whilst out of reach to the average gamer for now, will soon become a reality. Feeling like you are there, will become so enriched when you realise the avatar beside you, is someone just like you, same goes for the whole team and not a puppet. After all, this is the eventual goal of nearly all MMO developers. I have seen online gaming evolve beyond anyone expectations over the past 2+ decades I have been watching and participating, and yet, there are still so much more immersion to come.

                Greater feedback (maybe via a suit to begin with, then sound and air projections working on your body) will enhance the realism, the environment created in a space, (as opposed to a pair of goggles), that give full peripheral vision.... then the icing on the cake, smell.
                Sure, you can add Minecraft + Second Life to the long list of inspirational games for us. But, actually our primary inspiration is from concept of Online 3D Virtual Malls {1 2 3 }. G.o.D is the interface to our Online Store. We approached the concept differently because we're Game Developers firstly. We did not want to develop a 3D Mall or attempt to replace them. Malls are for humans. In fact, I personally only go to the mall to get out of the house and see other people.

                We wanted to develop Game Worlds filled with adventure and support game development. UN-intuitive as it may sound, it was logical step to build a fully functional online store first (turnkey with Wordpress/Woocommerce software), followed by the game to communicate with it. So that's what we did.

                I do agree with your statement 'MMO's will grow in use and blend the borders between those environments currently used by business'. I would push that narrative even further by stating that The Automation Revolution will drive Human's into 'Virtual Economic Systems' evolved from their ancestors formerly known as MMOs.

                The dynamic of 1 directional exchange: player trades time and real world currency for virtual awards will be replaced by a true 2 directional exchange: player will trade time and real world currency for both virtual and real world items/currency. Countless Virtual Jobs and Businesses will spawn, that can only have value and exist in cyberspace. I would predict Cyber Generated Revenue (CGR) to over-take the concept of Universal Basic Income (UBI) because, Human require purpose to exist.
                GOD of DREAMs: A Unique FTPS/RPG Sandbox MMO

                Comment


                  #53
                  Originally posted by NoSpaceGameDev View Post
                  My friends are dying for MMOs without an unnecessary time sink attached to it. Wow classic wastes time when it comes to raiding and a few of the endgame instances, but most of the game can be played in short bursts or even for longer periods easily and be enjoyable. Unless you are doing group material you can log out at anytime, and even then you can log out if you have to. In which they will just replace you. In MOBA's and competitive FPS its much more demanding of time. If you are trying to climb rank you will be locked into games until they are over which range from fifteen minutes to an hour with very little time to even go to the bathroom during game.

                  There is still desire for good engaging MMOs unfortunately all the hurdles of making/financing one are stopping a lot of competition from entering the market. So we get a wow re-release and korean grind mmos. If the focus was less on wasting time and more on enjoying content, people would be all for it.




                  This game is similar to roblox? Player generated worlds and content from a digital repository that can be built at run time.

                  https://corp.roblox.com/2019/04/robl...ion-continues/

                  It continues to grow and expand year on year. They are doing quite well.
                  Short Answer

                  Yes, GOD of DREAMS is similar to Roblox as in a creation platform which supports Game Masters and Players in creating Action FPS/RPG campaigns rapidly.
                  • Intermixes Art Styles: Photo-realism, Voxels, Low Poly, Stylistic, Others.
                  • Emphasizes on Collaborative Construction/Customization for Environment and Entities.
                  • Procedural/Generative Content Systems for Environment and Entities.
                  • Emphasizes FP Shooter Combat Mechanics.
                  • RPG Elements inspired by Tabletop RPGs. A Tabletop RPG Experience Facilitator.

                  Long Answer

                  Tabletop RPGs such as (D&D, RIFTs, Generic Universal RolePlaying System) fuel my ideas for a RPG design. In Tabletop RPGs, the Game Masters and Players create the experience using pure imagination collaboratively. It was difficult to find this experience in Computer-based RPGs until I acquired the Adventure Construction Set. This was the closest game at the time that allow me to use lots of imagination to create RPG Adventures with a Computer interface. The only drawback was that I could use it in Single Player mode. I enjoyed creating, but had no enjoyment in playing what I created,because I already knew what to expect.

                  In my opinion MMORPG design started on the wrong foot. It started from perspective of a Computer RPG Experience not a TableTop RPG Experience. The premise of sprawling fantasy world with thousands of players was appetizing, but truth is, Core concepts of a RPG go back to TableTop RPGs which only enough room for a Game Master and small Band of Players.
                  We're re-engeering the MMORPG Design from the ground up based on a TableTop Experience designed for a massive number of concurrent players.

                  Truth is not everyone can be a Super Hero, but you also dont need to be a Super Hero to be a Winner.

                  Imagination is the key ingredient. Supporting rapid creation is the key to unleashing the Imagination. Rabid Creation using Collaborative Construction with Modular Parts ()Hyper-bashing) and Procedural Generation.
                  GOD of DREAMs: A Unique FTPS/RPG Sandbox MMO

                  Comment


                    #54
                    Originally posted by TechLord View Post

                    The dynamic of 1 directional exchange: player trades time and real world currency for virtual awards will be replaced by a true 2 directional exchange: player will trade time and real world currency for both virtual and real world items/currency. Countless Virtual Jobs and Businesses will spawn, that can only have value and exist in cyberspace. I would predict Cyber Generated Revenue (CGR) to over-take the concept of Universal Basic Income (UBI) because, Human require purpose to exist.
                    I agree, I was one of the original spawners of a virtual currency that would become universally acceptable for micro payments in virtual environments. However it has to be considered that it will never gain as much validity as one would hope. Exchange rates taken locally could mean some countries can gain wealth through giving good exchange rates locally, this will no doubt become infested by the black markets, this could also mean the removal of control over so many economies and those in that position, bearing in mind, all 'national' banks, Bank Of England, Bank of America etc etc, are all privately owned and not state controlled. Money laundering, evasion of taxes, moving money in and out of a country, etc are all hurdles that will control the outcome.

                    You have an interesting concept and I very much wish you success.
                    Politeness is Priceless when received, cost nothing to own or give, yet some cannot afford..... ARC2003

                    Comment


                      #55
                      Seeking 100 Blueprints Scripters to assist in building FTPS/RPG Game Core Subsystems:
                        • Hyper-bashing: Collaborative Construction/Customization with Modular Parts: Characters, Armor Sets, Masks, Creatures, Weapons, Melee Weapons, Vehicles/Crafts, Machines, Architecture, Structures, Props,
                        • In-game Collaborative Level Designer, Missions/Quest Builder, & Story/Dialogue Building System.
                        • Procedural/Generative Content Systems for Environment and Entities.
                        • Mass Destruction and Dismemberment
                        • On-demand Vantage POV: Smooth transition between First Person to ThirdPerson to Cinematic Camera.
                        • In-game Portrait & Icon Creation System.
                        • Unified Projectile-based Combat System for Guns, Bows, Magic, Melee Weapons, Melee Attacks.
                        • Unified Jobs (Non-combat) Repetitive Tasks/Recycling Systems: Mining, Farming, Fishing. Lumbering, Hunting.
                        • Unified Inventory System: Attributes, Skills/Abilities, Weapons/Magic, and Equipment.
                        • Unified Text Console: Chat, Dialogue, Script/Macros, Bot Commands.
                        • Text/Voice Recognition and Synthesis.
                        • Mutators: Modular Game Mode Rules.
                        • Modular Puzzle Mechanics.
                        • Cash-Driven / Non-Cash Driven Tournaments: PvP & PvE
                        • Next Generation Behavioral Rules-based AI for Bosses, Soldiers, Zombies, Wildlife.
                        • Full-service Shopping Mall/Marketplace: Virtual & Digital Goods Delivery.
                        • VR Support (HMD + Motion Controls): Massive Multiplayer Spectating, Procedural Railshooter Style Camera System, Voice Recognition.
                      Interested? Lets Chat here.
                      Are You a AssMod?

                      Comment


                        #56
                        Originally posted by TheGameDevStore View Post
                        Seeking 100 Blueprints Scripters to assist in building FTPS/RPG Game Core Subsystems:
                          • Hyper-bashing: Collaborative Construction/Customization with Modular Parts: Characters, Armor Sets, Masks, Creatures, Weapons, Melee Weapons, Vehicles/Crafts, Machines, Architecture, Structures, Props,
                          • In-game Collaborative Level Designer, Missions/Quest Builder, & Story/Dialogue Building System.
                          • Procedural/Generative Content Systems for Environment and Entities.
                          • Mass Destruction and Dismemberment
                          • On-demand Vantage POV: Smooth transition between First Person to ThirdPerson to Cinematic Camera.
                          • In-game Portrait & Icon Creation System.
                          • Unified Projectile-based Combat System for Guns, Bows, Magic, Melee Weapons, Melee Attacks.
                          • Unified Jobs (Non-combat) Repetitive Tasks/Recycling Systems: Mining, Farming, Fishing. Lumbering, Hunting.
                          • Unified Inventory System: Attributes, Skills/Abilities, Weapons/Magic, and Equipment.
                          • Unified Text Console: Chat, Dialogue, Script/Macros, Bot Commands.
                          • Text/Voice Recognition and Synthesis.
                          • Mutators: Modular Game Mode Rules.
                          • Modular Puzzle Mechanics.
                          • Cash-Driven / Non-Cash Driven Tournaments: PvP & PvE
                          • Next Generation Behavioral Rules-based AI for Bosses, Soldiers, Zombies, Wildlife.
                          • Full-service Shopping Mall/Marketplace: Virtual & Digital Goods Delivery.
                          • VR Support (HMD + Motion Controls): Massive Multiplayer Spectating, Procedural Railshooter Style Camera System, Voice Recognition.
                        Interested? Lets Chat here.
                        You have an interesting game idea, but it doesn't seem like it is completely practical. Any chance for a little more information? What about a GDD? And how big is your current team? How do you plan on organizing a team that big? What about art?

                        Comment


                          #57
                          Just listing the coolest things you want to see in a game and asking others to make them for you without pay may not yield the interest you are hoping for.

                          Comment


                            #58
                            Originally posted by Tate Hertel View Post

                            You have an interesting game idea, but it doesn't seem like it is completely practical. Any chance for a little more information? What about a GDD? And how big is your current team? How do you plan on organizing a team that big? What about art?
                            Thanks for your interest Tate Hertel. The subsystems listed can be practically found in most RPGs and other genres. We're consolidating subsystems to minimize work. Here's our Game Design Document & Asset Implementation Map. We currently have 3 Blueprinters (to include myself). Each Subsystem will have a dedicated Blueprinter to focus, experiment, develop new features, debug, and polish. We anticipate only 3 to 5 Blueprinters will join and actually do work. We possess a large Asset Vault and we're leveraging these assets by intermixing Art Styles: Photorealism, Voxels, Low Poly, and Stylized.
                            Originally posted by Djinghis View Post
                            Just listing the coolest things you want to see in a game and asking others to make them for you without pay may not yield the interest you are hoping for.
                            Thanks for your interest Djinghis. This is a royalty-based project and we're listing our features like everyone else here recruiting. In fact, we're offering more detail. These features have been in development and progress posted throughout this post. On the contrary, the interest in our development has been greater than expected.
                            Last edited by TechLord; 11-18-2019, 08:37 PM.
                            GOD of DREAMs: A Unique FTPS/RPG Sandbox MMO

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                              #59
                              Visual Illustration of ...

                              Weapon 'Chassis' Customization Concept.

                              Featuring:
                              1. Frame Parts Attachment/Adjust
                              2. Internal Parts Attachment/Adjust
                              3. External Parts Attachment/Adjust
                              4. Designed to use the BAD * MORFO HyperBasher Construction System.
                              Seek 3D Mechanical Parts Modelers who want to try something different. Help us create Mechanical Parts & Accessories Attachments for this concept.
                              GOD of DREAMs: A Unique FTPS/RPG Sandbox MMO

                              Comment


                                #60

                                Test #1: Server|Client Registration (support Server|Client Presence & Matchmaking) Test #2: Multiple Dedicated Server Instance Registration.

                                We're doing things different, seeking out Game Developers (Visionaries) who want to innovate and change the game.
                                If that's YOU Join Us Today!
                                Last edited by TechLord; 12-01-2019, 12:47 PM.
                                GOD of DREAMs: A Unique FTPS/RPG Sandbox MMO

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