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P-0: Virtual World Concept: Update 7: Primary Gameplay variables

by on Feb.06, 2016, under Astral Realms, P-0, Servers and Networking, Spiritus Astrum

I have made significant progress in creating the basic gameplay variables which will be used by the game.

This has really made me realise the enormity of the task that I have set for myself. Basically, I have been working to produce a listing of all of the basic elements of the game. I now have the food and drink table basically done, and I have identified the variables that I will be modelling. I intend to model a whole host of variables in order to make this the most realistic “life simulation” that I can. Instead of just having a “food” variable, I am actually modelling the protein, fat, and carbohydrate content of the food, in addition to vitamind, niacin, biotin, pantothenic acid, vitamink, phosphorous, iodine, selenium, manganese, molybdenum, calcium, cholene, iron, magnesium, potassium, sodium, riboflavin, vitamina, thiamin, vitaminc, vitamine, and zinc.

I have, so far, 10 different game animals, at least 14 different kinds of vegetables, 11 species of edible seafood, 8 types of nuts, 6 types of mushroom, and 6 types of grains, with many more food types that I haven’t categorised yet. I have not added in the exact concentations of these variables to the database yet, but I have added the foods themselves. I have also created a non-exhaustive list of raw materials, such  as Iron Ore, Copper ore, Many different types of trees and shrubs, many different types of stone, etc etc. This level of detail will be one of the defining features of the project, and should serve, amongst other things, to set it apart from other games.

ALL of these will need to have sufficient information stored about them to model their behaviour in the game, in addition, of course, to having art assets created to represent them. This will be quite an undertaking, but there is no reason why it wouldn’t work.

My next goal is to create a concept demo of the action/effect system. I will start by modelling the “Eat” action and it’s effects, and then gradually add more and more behaviours to the behaviour database (this will actually be a script file, stored on the gameserver, containing all effects, and not an actual database).

I am very slowly reaching a level of understanding with this project. I think I am solving most of the conceptual problems that I have been dealing with. It will be a mammoth undertaking, but I already realised that with my Spherical Terrain project, which will eventually be folded into this project.


PhoenixGameDevelopment - 06_02_2016 , 03_00_05 AM PhoenixGameDevelopment - 02_02_2016 , 04_49_05 AM


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