LATEST UPDATE (2010-01-11)
GAME:
http://hubris.simple-syrup.info/F.U.Q.:
http://simplesyrup.pbworks.com/Hubris-Quest-Online-FUQIt's finished, but a little bare on features.
Post-competition thread started here:
http://forums.tigsource.com/index.php?topic=10404.0LATEST UPDATE (2009-12-07)
HUBRIS QUEST ONLINE will live here:
http://hubris.simple-syrup.info/ Okay, I'm going to perform an experiment destined to fail. I'm going to make an MMO using the lofi dungeon tileset. What can I say, it's inspiring.
Here is what I know so far:
* The server is going to be written in JavaScript using V8 + Node.js. Yes, JavaScript.
* The client is going to be Flash (9/AS3).
* Everything will be tile based (discrete movement, not continuous movement).
* I haven't decided if the viewport will be scrolling or non-scrolling yet. I know I won't have time to solve the problem of server boundaries, so it's either going to be "walk off the edge of the screen onto the next screen and possibly next server" or "mysterious dimensional rifts on certain longitudinal or latitudinal lines". Or I might just try to cram the whole world onto one server, depending on performance.
* I'm probably going to procedurally generate most of the world and then add in some details.
* Gameplay inspiration are the earlier incarnations of Ultima Online. PVP, kind of lawless, skill-based growth. Emergent gameplay.
* Since I'm a dad of a demanding 1 year old, and also work at a startup at my day job, AND I'm biting off an MMO, AND the holidays, I need to seriously concentrate on the scheduling and work pace. So I plan on the following:
* I'm going to work in 90 minute increments. If I don't think I can get in 90 minutes of work, I'm not going to start (or continue).
* I'm going to schedule the game assuming I can work a minimum of one 90 minute block a day for the next 35 days. So I have roughly 52 hours to complete this. I'm going to work in passes so that I can hopefully at least have something functional after 52 hours, versus ending up with a UI and no server, or a server and no content, etc. I'll post the schedule in this thread.
* As soon as I have a working client/server, I will open things up for testing + feedback (if that's allowed by the contest rules? Guys?)
* The name of the game is HUBRIS QUEST ONLINE until I actually complete something reasonably resembling an MMO. Then it will get a proper name.
I expect to fail. But I'll take this opportunity to work in a highly constrained environment and see if that is conducive to making a beeline for something that works instead of getting caught up in a million possible avenues.