WEB anyone interested in taking over development of a web based game

Discussion in 'OT Technology' started by Kewlb, Jan 29, 2008.

  1. Kewlb

    Kewlb New Member

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    Hey All,

    I started programming a web based game a few years back. I have been so busy with work, family, and other personal projects that I never had time to finish the game. The game is already 80% complete, but I just do not have the desire to finish coding it. The game itself is comprised of two aspects -- one web based and one .net application that runs the game's economy and other time based aspects. The web portion of the game is coded in Classic ASP -- but if you felt so inclined, it could be ported to PHP.

    If anyone is interested in taking over the coding and completes the game -- I will pay to market the game and give you 50% of the net revenue generated by the game.

    I will post an overview of the game in the next post as well as a link to a zip file that contains design documents, sql structure, formulas, etc..
     
  2. Kewlb

    Kewlb New Member

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    Brief Game Description
    -----------------------
    This is a multiplayer turn based web based game. The game takes place in a fictional world named ????. The world is split into 4 seperate habitable contenents all of which vary in size. There is no central form of government in this world and warlords are free to create their own country at the drop of a hat. Players create an account and become a new warlord and they are given 5 acres of land on any content in which they want to rule from. Players can directly interact with other players from their contenent, but not directly with people from other contenents. An application running on the database server runs the game in real time (keeps track of game hours, days, months), runs the economy in real time, proccesses player movements and actions.

    Game play
    ---------
    Players start out with 5 acres of land and a set number of resources. They must use the features of the game to grow their territory. The object of the game is to generate the highest score. The score is based upon a combo of the networth of the player, his/her military power, and his/her economic power and programs. Games run for a period of one month (30-31 days) and players are free to join the game at any time, unless the game is full. Players can play solo or may play as part of an empire, which is a group of warlords who band together to create a powerfull empire. There are advantages and disadvantages of both (ie: you may not grow as fast being solo, but can carry out all aspects of the game, if you are part of an empire you may enjoy more wealth and networth.. but depending on your rank within the empire you may be limited to what you can do in the game).
    There are many aspects to playing the game and playing it correctly. I will go over my ideas below and we can expand on them, add or remove some, etc.. as we go along.

    Game Play -- ECONOMY
    --------------------
    In order for players to grow they need to have a stable economy. I am not trying to build an advanced economic system here that will be hard for players to understand, but I do want it to play a decent part in the game.. its certainly something you can not ignore and still expect to do good on.

    Taxes -- This sets your tax rate. Depending on the economic programs you have and how much money you put into things like education *some* of your population will have professional type jobs which earns them money.. and thus allows you to tax them. If you set your tax rate too low you may not have the funds you need to maintain your economy and military, if you set it too high you may upset your workers who will leave your territory.

    Economic Programs -- You can set aside funds for economic programs. Depending on your population and how much land you have programs will require more or less
    funding as time goes on. If your funding for a program is high enough you will start earning percentage points (100% developed is max). If the funding is not high enough or just enough then you will maintain your current level, if the funding is too low then you will lose some of your percentage points. You do not *HAVE* to participate in any of this to play the game, but it will certainly help the player if they invest time and resources into developing their economy. The areas in which you can invest money are: Education, Technology, Agriculture, and I would like at least 2 more for a total of 5. I am not 100% sure how I want this to work yet. Either the player puts a set amount of money into a program and it grows as time goes on.. or the player must spend turns trying to develop each category and which each increase it requires more funds to maintain, but funds are settable by the player and they can put less or more funds then what is required to try to maintain the current level of expertise in each area.

    Economic Program (Education) -- Educational Development is done on a 0-100% basis with the player starting off at 10%. The higher this is the more chance that a pheasant will turn into a Noble (or someone who produces positive cash flow -- ie: earns money and is taxable -- they also do not consume food since they are self-reliant). The higher the percentage the more the nobles make as well.

    Economic Program (Technology) -- The higher your technology level, the easier it will be to build certain structures and defense systems. You can also not build certain things until your tech is high enough.

    Economic Program (Agriculture) -- The higher your Agriculture level the more your farms will produce.

    Farming -- In order for the player's territory to grow the player needs to provide food for his people. For every turn used food is consumed by your workers and soldiers. If you do not have an adequite food supply then your workers will start dying off and or leaving and your soldiers will resign and start to defect to other territories. You can spend turns trying to cultivate/gather food and you can also build farms which will produce food for you each turn no matter what the turn was used on. You can also purchase/sell food on the global economic market.

    Mining -- In order for a player to mine resources they need to own land which has a mine on it ( or purchase the rights on the market ). The player can then tell his workers to mine for resources which use turns and can produce raw resources which can be used to build various weapons, armor, and structures.

    Gather Resources -- You can send your pheasants off to gather natural resouces such as wood and gold. If you do not have a mine then this is one of the only initial way in which to increase the funds you have at your disposal.

    Open Market -- Each contenent has its own global market. Players can put goods up for sale in an ebay-like style. Other players can bid on these goods and the winning bidder gets the goods and the seller gets the funds. This allows for some players to focus on things other then their military and attacking other territories.
    The Trading Post -- this is a computer run store which will dynamicly set prices on goods based on supply and demand (ie: it will kind of set the current open market conditions). You can sell and buy resources (except for gold) via this market. The price to purchase goods is usually a bit more then they are actually worth (although what is to say what they are worth since this store actually sets that value) and the sell value of goods is usually fairly low (ie: it may set a price of 1 gold per 1 piece of wood, yet sell wood at 5 gold per piece.

    Game Play - Military
    --------------------
    It does not matter how rich your territory is if you can not defend it. A player will need to have their own military force (or be able to pay another player to make use of their military force) if they expect to do well in the game. There are many aspects of the Military and the types of attacks/battles you can do so I will cover these in two seperate sections this one (Military) will deal with just the different units, what they can do, and how they do it. There will be another section that deals with the types of attacks you can execute against an opponent.

    Phesants -- This is the basic unit of the game. You start the game with a set number of these units and the only way to gain more is to 1) take over other lands which may have more phesants, 2) take over another players territory and thus take some of their phesants away. 3) Lure phesants away from other territories they may be unhappy in. 4) Phesants get married and of course produce children.. based on a few in-game factors you will have a constant flow of new phesants that become of age and available for your use.

    Military (Soldiers) - Soldiers are your basic fighting unit. They can be trained into more advanced unit types.

    Military (Archers) -- Soldiers can be trained as Archers. These are ranged units which can devistate an army that does not have ranged attack abilities.

    Military (Cavalry) -- Soldiers can be trained as Cavalry. These are faster then regular ground troops and can provide more damage during batle.

    Military (Knights) -- Cavalry can be trained as Knights. This is the ultimate fighting unit and you may only have 1 Knight per 5 acres of land you control.

    Military (Spies) -- Soldiers can be trained as spies. This unit is able to gather information about other players and kingdoms hopfully without their knowledge.

    Military (Scouts) -- pheasant can be trained as scouts. These units can not fight, but are able to keep an eye out for an approaching military unit as well as find spies that may be in your area.

    Military (Catipult) -- You can use raw resources and technology to produce catipults. These are very slow moving and heavy units that can burden an army, but they can also be the difference in a win and a loss. If the player is attempting to take over land which has a castle buit upon it the player better be packing a few of these. They are also good at taking out large groups of archers.

    Military Commands
    -----------------
    There are several actions you can do with your military and this section will cover them. In military attacks the defending player will always have a slight advantage in some aspects of the battle (Moral, better supply of food per say, etc). You can only issue a certain number of attacks per game day and a player can only be attacked a certain number of times per day. There are limits put on attacks such that you can not attack someone that has a score a certain number below you or above you.

    Conscribe -- You can conscribe a percentage of your phesants to become soldiers. It will cost you gold and a bit more food per turn to conscribe soldiers. You should also note that each soldier conscribed also reduces the amount of phesants you have

    Train -- You can train your military units (units start off at 20% trained and can become more trained by spending turns and money on training. The ability of your Military as a whole depends on your training. You can have might in numbers or might via training and the player can have the best of both worlds if they have the funds for it.

    Search for Land -- Until you hold 25 or more acres you can search for surrounding land to add to your territory. This requires you send out soldiers to take over the land. You may find that some land will come without a fight and that you may have to defeat the computer-controlled natives to acquire other land. You can also fail and have your soldiers wiped out for some land. It gets more difficult to search for land the larger you get. Once you have more then 25 acres of land the only way to acquire more land is to take over other player's land. You can never take ALL of a player's land as they will always have at least 1 acre remaining after an attack.

    Espionage -- You can send a spy into another player's territory to gather information on that player. You can only have 1 player spy on 1 territory at a time. If the spy makes it back to you then he brings information on that player to you. The game will have some "real time" (per say) aspects to it in that not everything is accomplished after you use a turn. ie: it may cost you 300 units of food and 10 turns (turns used right away) to send a spy to another territory -- HOWEVER it will take time for your spy to carry out the command and return to you. If the territory he is spying on is ways away it could take 3 turns to travel there, 1-3 turns to gather the information and then another 3 turns to travel back (1 turn is given every 10 minutes so it would be 1 hour to 1h30m for the spy to report back. The same will go for attacking antoher player -- it does not happen right away and can leave you defenseless for awhile.

    Implant Spy -- This is around the same as espionage except your spy will stay in the area and will send you updates as to what the player is doing (ie: if he sends out troops to attack another player your spy will let you know). Messages can take a turn or two to reach you and come every 30-40 turns the other player uses (to update information about the player).
    Scout for spies -- Your scouts (depending on training level) have an 'ok' chance of finding a spy and getting rid of that spy right away; however you may wish to scout for spies right away to find if you have any in your area. This method has a much better chance at finding a spy then just trying to rely on your scouts to tell you.

    Steal Phesant -- this attempts to lure phesants away from another player. If the other player does not have adequite food, economic programs, and tax rate then the phesants will be unhappy and will defect over to you. Depending on some variables I have not thought of yet there is a chance that you can do this without the other player knowing about it.

    Attack Player -- this sends a settable number of troops off to attack another player. A player should be careful of this since it could leave him/her vurnable to attacks from another player while their military is away. This method of attack is not a full out war and is usually used to get a feel for how strong a player is and or to try and cripple them. You can also gain "spoils of war" from this type of attack which means you can get some of the other players valuable resources. It does take a certain number of turns to have your army travel to an enemy location and travel back.

    Siege Player -- This is a bit different from a simple attack. This will actually try to attack the player until either you or the player is vanquished. You have the chance to actually take over some of the player's land as well as acquire a lot more of the player's resources then via a simple attack. It does take a certain number of turns to have your army travel to an enemy location and travel back.

    Biological Warfare -- Depending on your technology level you may have the ability to send a disease to an enemy. If this is a success then the players phesants and soldiers will start to die off. This can be valuable to use before you attack or siege a player. Only spies can use biological warfare and scouts can detect them and try to kill them before its launched or minimize the effects of it.

    Diplomacy
    ----------
    Request Truce -- This allows the player to request a truce from another player. A truce is an agreement between two players to not attack each other. In the game the truce will prevent two players from attacking each other as long as the truce is in effect. A truce can be broken at any time between two parties. You can not request goods or send goods to a player you have a truce with. If you break a truce there is a 48 turn waiting period (8 hours) before you can issue any negative attacks on the player. The player can choose to send a gift when requesting a truce. If the truce is accepted then the gift is given to the player who accepted. If the truce is denied then the gift is returned to the player who requested the truce. (maybe we should allow the truce length to be set in the request and neither player can break a truce and it must remain in effect for the duration)

    Request Treaty (Maybe Ally is a better word?) -- This is a formal agreement between two players. When a player requests a treaty then he/she can also send a gift just like the truce. The player can also request for certain truce terms such as sharing of resources, soldiers, etc. The player being offered a treaty can either accept it, deny it, or request different terms. Breaking a treaty is not as simple as breaking a truce. If you enter into a treaty then you can not break the treaty for a period of at least 432 turns (3 days). If a player breaks a truce after the three days he/she can not make a negative action against the other player for a period of 144 turns (1 day).

    Request Resources -- If you are in a treaty with another territory you can request resources from that territory. The player getting the request can accept, deny, or propose other terms. You do not have to send a gift when requesting resources, although it is suggested. If the player accepts the request for the resources then it takes a few turns to reach the requesting player (depending on location 2-5 turns)

    Request Troops -- This works the same as resources, except the player is requesting troops, the same rules as above apply.

    Joint Attack -- A player can join forces with another or multiple players to form a joint attack against another player. The same rules as above apply to this. If the other player(s) accept the joint attack then some of their military forces will be unavailable and/or may even die in the battle. Any spoils of war are split between all players involved in the attack. The same rule for single player vs player attacks apply for joint attacks. You can only attack someone who is in the given networth/score range -- except in this case the value is of all the attackers combined together. This is to prevent the case where if one player is pretty much equal with another player and forms a joint attack against that player. There is a limit of 3 parties per joint attack (initial attacker, treaty #1, treaty #2)
    Demand Surrender -- This is a unique form of diplomacy and military. You can request that another player hand their territory (or at least control of their territory) over to you. When and if a player requests a coup he/she should be mindfull of how they compare to the one they sent it to. The system will calculate just how strong both parties are as well as if they can even attack each other (too much networth/score difference). This will let the person receiving the coup know just how easily (or not) the requesting player could take them over by force. There are advantages and disadvantages of a player accepting this. If the player does not accept he/she will probably be attacked by the player and could lose all but 1 acre and a few phesants and soldiers. If the player accepts then the requesting player gets slight control over the other player. The requesting player gets to set a "tax" on this other player as well as receive and use part of the players turns for him. (ie: if a player gets 144 turns in a day (1 per 10 minutes) then the requesting player gets 10% or 14 of this players turns. The kicker is that he must use it while controling the other players territory (it uses the other players stats, economy, etc.. when generating the results of the turns used) and the requesting player gets the goods/resources that are produced. The requesting player has to enforce this Coup and thus sets up a certain number of soldiers stationed in the players territory. To overcome an accepted coup a player must defeat all the foreign soldiers that reside in his/her territory.

    Intimidate -- This involves threatening to attack a player unless that player agrees to give up some food, gold, or other resources. if the player agrees, then the resources are sent in exchange for a binding treaty. In this case the treaty can not be broken for the terms set in the agreement.

    OFFICERS
    ---------
    Officers will be a main part of the game. Your officers can carry out certain duties for you such as training troops, carrying out attacks, delivering goods between cities, spying, and more. There are a few ways to acquire officers -- you can acquire them by using turns to search for officers (rare chance of finding some), you can have officers request to join your ranks (also rare, but more common the larger you get), you can try to bribe/convince officers to ditch their current player for you, or you can defeat a player in battle and capture officers who may or may not join you (You can release them or kill them if they do not wish to join you (releasing them gives them back to the original owner). There are both negative and positive effects to both actions which can effect your current officers loyalty.
    Officers have the same stats the player has which can also be trained and improved upon. Officers also have specialties and skills (specialties include: archery, spying, cavalry, Knights -- this denotes the type of units the officer can have/train) (skills: these are used in battle such as rumor, defect, sneak attack, moral boost, etc..) Officers are paid a wage set by the player. The wages paid can effect the loyalty as well as how many soldiers an officer can have. A base wage is set when the officer is created and the player can increase the officers wages as needed (once wages are increased they can not be decreased -- the only way to decrease wages paid would be to release the officer from duty).
    (I am also thinking about instead of specialties (ie: the officers can have any troop type -- but only a certain type.. once its set that is all the officer can do unless you release all the troops from duty and start over) that we can make it non-battle skills per say. like spying, mole (the officer can actually be recruited by another player and then defect on the battle field).

    We will also need a database of say 200 first names and 200 last names so we can generate officer names. We will also need say 150 50x50 images of faces (100 male, 50 female) that can be assigned to officers. (COMPLETED)

    SKILLS (non battle related)
    ------
    SPYING - officer can train new spies
    SCOUTING - officer can train new scouts
    FORGING - officer can forge weapons / armor
    TRAINING - troops train faster under an officer with this passive skill
    IMPLANT - send the officer to an enemy in hopes that he/she is recruited. If you attack them your officer (with the enemy troops) will defect to your side.
    INFECT - attempt to infect an enemy's troops with smallpox. If it works some of the enemies troops will die off.

    SKILLS (battle related)
    -----------------------
    RUMOR - tries to start a rumor on the battle field.. if it works part or all of the troops under (1) officer's control will flee the battlefield
    SNEAK ATTACK - chance to sneak up and get the first blows in on an enemy. (passive)
    MORAL BOOST - this gives the attacking (or defending) troops a moral boost. The higher the moral the better the soldiers attack.
    TAUNT - taunt the enemy troops.. if it works the enemy troops will lose some moral
    MEDIC - this gives the officer the chance to heal a certain percentage of the troops after each round of fighting.
    BURN SUPPLIES - gives the officer a chance to set the enemies food supply on fire thus decreasing moral and how effective the attack can be.

    ATTRIBUTES
    ------------
    Players and officers will have the following attributes.
    INT - Intelligence (This can affect how effective training is and effectivness of ploys/skills)
    WAR - War (This can effect how much Battle AP (used to use ploys/skills) the player has as well as how well they lead their troops, also can help with training)
    POL - Politics (This can affect how effective domestic affairs are such as commerce, cultivation, etc..)
    CHA - Charisma (This can effect your ability to recruit new officers and soldiers as well as officers ability to spy)

    Both Player and Officers start with a base of 40/100 in each attribute. Players can tag on an extra 100 points when they create their game account. Officers will also get an extra 100 points which will be randomly divided amoung the stats.
    LAND USAGE
    ----------
    Players start off with 5 acres of land called a territory. When the player acquires another 5 acres of land for 10 total (within the same area) the player can form a city. If more acres are acquired in the same area the player can form another city once he/she has another 10 acres. If the player acquires land in another area then the land is created as another territory and the player must acquire a total of 10 acres in the same area to form another city. Once the player has a total of 5 cities (in the same or seperate areas -- it does not matter) the player can form a Kingdom. The player can earn different titles by what he owns as well as reap certain benefits.

    Territory - Player has the title of Tyrant (ie: Tyrant Kewlb). There are no special bonuses with having a territory and all land is contained in 1 management unit (unless the player already has 1 city (ie: one city in one area and a few acres in another area.. so the player would have 1 city and 1 territory). You can not fortify a territory and you can not develop a territory either (ie: you can not increase the tech, defense, commerce, education, etc...)

    City - Player has the title of Governor (ie: Governor Kewlb). Cities are a seperate management unit and as such can contain its own troops, officers, statistics, etc. Cities also get their own small portion of turns (1 turn an hour for 24 turns/day) city based turns can ONLY be used in that city.

    Kingdom - Player has the title of King (ie: King Kewlb). A kingdom is a large collection of cities under the same rule. Players can build a castle in their cities to fortify it from siege as well as an extra bonus in turns for the city (1 turn an hour for each city in the kingdom + the 1 turn an hour for each city = 48 turns/day for each city)
    To force player vs player combat once a player has 30 acres of land (3 cities worth) they can no longer take over computer controlled land and must attack other players to acquire the land. Thus to get a kingdom you must at least take over 20 more acres from other players.
     
  3. Kewlb

    Kewlb New Member

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  4. Kewlb

    Kewlb New Member

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    Game Functions left to code:
    Military -> Assign Troops
    Military -> Drill Troops
    Military -> Spy
    Military -> Attack -> Ambush
    Military -> Attack -> Siege
    Military -> Attack -> Joint Attack
    Military -> Attack -> Biological Warfare
    Diplomacy -> Summary
    Diplomacy -> Truces
    Diplomacy -> Alliance
    Diplomacy -> Send Aid
    Market -> Open Market
    Officer -> Use Skill -> Train Scout
    Officer -> Use Skill -> Train Spy
    Officer -> Use Skill -> Forge Weapons
    Officer -> Use Skill -> Forge Armor
    Officer -> Use Skill -> Defect Tactic
    Officer -> Use Skill -> Rumor Tactic
    Communication -> Personal Messages
     
  5. maxxpower

    maxxpower OG Lauren Crew - Observer OT Supporter

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    allthatshit.jpg
     
  6. maxxpower

    maxxpower OG Lauren Crew - Observer OT Supporter

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    sorry man, couldnt resist!
    From the looks of it, have you thought about open source community based development?
     
  7. Kewlb

    Kewlb New Member

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    It is hard to build a for-profit model around open source / community driven software. Who would want to spend their time programming something they would not see any profits from?

    The best bet here is a motivated individual taking it over and me giving them a 50% or more share in all net revenue. If I can't find that then the project can just stay defunct.
     
  8. maxxpower

    maxxpower OG Lauren Crew - Observer OT Supporter

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    Ahh, but there are plenty of profitable open source initiates out there. Actually, most very successful open source initiatives end up as profitable end products.

    I wish I had more time because this project would be right up my alley.
     
  9. Kewlb

    Kewlb New Member

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    i'll have to do a bit more research on it then. One problem I would have with open source is that anyone smart enough could open the source and learn the absolute best way to play based on the formulas that control almost everything. Then again, if someone went through that much trouble just to learn to play the game better, that would be quite cool.
     
  10. sixf00t4

    sixf00t4 New Member

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    I'll add a resounding statement for opensource. Find a license that will work for you to distribute the code like CCL and make it donation based and in game incentives. just have some sort of basic game play and new functionality is opened with donations.


    for example, look at the legend of the green dragon game. the original author includes a "donate to author" link and it remains intact for everyone that puts up the game. that's a lot of links to your paypal account. and then you get community development with ideas and additions from around the world. I run a site at Legend of Six and it's fun and I don't make any money after ads and hosting, but i'm sure there have been a few players that donate to the author on accident, or on purpose, and it's all profit for him, and i'm happy about that.
     
    Last edited: Jan 31, 2008

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