Kingdoms

Introduction

Kingdoms is a web based multiplayer adventure game. It started life as a text adventure, but after playing Cities I decided that a graphical front end would give more possibilities. It is not however a Cities clone, mostly because of its text adventure roots and some of the reasons behind wanting to do it.

It's called Kingdoms because the planned setting is the British Isles at some point during the dark ages, and will be set in the various Saxon/Danish kingdoms of the time. There will also be some Ars Magica elements as well.

Current goals are:

  • Provide a web based multiplayer game for simulating the interaction of AI agents with each other and their environment.
  • Providing a framework for testing some AJAX related ideas.
  • A use for a computer based version of Yags.
  • Simulating a living, evolving world.

NPCs and AI

All creatures in the game will be modelled to the same level of detail as player characters. They may have goals and be able to interact in a limited way, though obviously doing this well is not an easy problem to solve.

It does mean NPCs (including 'monsters') will be able to move, fight and otherwise act regardless of wether players are doing anything. It will be possible for a monster to attack and kill a player character whilst the player is 'away'. This will only happen in certain areas however.

AJAX

Because things are going on in the background, it is necessary to update the player's display as such things happen. If a creature moves into the PC's field of view, then it will become visible without the player having to perform a refresh.

Yags

Yags is used to model all creatures, which means that the combat/skill system is quite heavy weight. There are already ways for skill tests to be necessary for moving around (athletics checks for example if an exit requires climbing).

World Simulation

The world will change according to the actions of people within it. For example, currently all creatures leave tracks which could be followed by someone with a suitable skill. Moving through thick forests or wilderness will cause the land to become 'travelled', making it easier for later travellers. Chopping down trees will cause deforestation. Killing monsters will change the rate (and type) of monster generation in the area.

Contents

 
kingdoms/kingdoms.txt · Last modified: 2006/05/08 11:38 (external edit)
 
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