Estate system
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Personally I'm really fond of the estate system's idea. It lends more of a simulation/RPG feel to it, rather than just a hack'n'slash. One idea would be for the estates to be like demiplanes in D&D - they'd exist as little pockets in nowhere, basically. You could actually implement this into the fluff... The planes might have the equivalent of an IP address or something; a unique identification key in order for people to choose to visit other people's estates...
- Authoritive Anarchy
- Peon
- Posts: 33
- Joined: 29 Mar 2005, 22:55
oh and when you decide to implement it, give the owners a command to invite guests to their estate and stuff. you could code this too, so that its on a public map.
just have a street with a path all across it and then put something like if player pays 100000 gold then house.bmp on map1.bmp. if map =20 houses then map2.bmp
it would be much more complex in terms of coding, but it is very possible to do so.
just have a street with a path all across it and then put something like if player pays 100000 gold then house.bmp on map1.bmp. if map =20 houses then map2.bmp
it would be much more complex in terms of coding, but it is very possible to do so.
Asgard Online... Comming soon. developement by Authoritive Anarchy Inc.
We've got something like this worked out already, probably a little bit simpler (and less expensive) than your version though. If you care to read this wiki page it will resolve all your questions about how guests can visit your estate.
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View the Systems
So what does the systems coordinator actually do? My job is to take your ideas for TMW and build them into working aspects of gameplay that can be implemented by the artists and programmers. If there's anything you think we can do better or differently, let me know.