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Programming / Re: Multiplayer in Roguelikes
« on: August 06, 2012, 04:25:59 AM »Cool-- is it real-time? How are you handling it?
It is real-time, and I'm handling the limitation of player movement based on a "Stamina" system, where certain actions may require more stamina points to to use than others. Of course a skilled player may require less stamina to perform an action in their skill tree than a player who is skilled in something else.
For instance, if you want to be a woodcutter, your woodcutting skill is of course going to increase and you'll produce more from your cutting and you'll be able to do it faster.
Same thing with combat, if you are skilled at fighting with a certain weapon type, you're going to be faster and better at using it.
Which somewhat leads into the skill system I'm putting together. Where you can start off as a generic player with equally leveled skills across the board or you can choose a specialized class where your starting skills may be higher in certain areas than others.
The idea being that your player's only limitations in the world are what you spend time skilling them up for. It becomes harder to be a "jack of all trades" player, because higher levels in specific skill trees may take longer to level up. Also permadeath means that players are likely to specialize their characters for certain tasks rather than attempt to be great at all of them, and perhaps even have multiple characters on their account that are specialized for building, combat, diplomacy, trade, etc.
There will of course be implications of carrying heavy items, such that your movement costs more stamina to perform. The exact mechanics of how combat will work are still being worked out though, as I haven't gotten that far in my list of things to program :p Suggestions are welcome
It seems very interesting to me. I'll play it once I have some time.
Thanks! One of these days soon (likely this week) I'll put together a windows executable and a statically compiled binary for Linux / OSX up so that people don't have to compile it by hand :p