Could Minetest function as a MMORPG?

Michael Eh?
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Could Minetest function as a MMORPG?

by Michael Eh? » Tue Feb 26, 2013 05:30

After seeing programs like RPG Maker VX Ace ( http://www.rpgmakerweb.com/) to make RPGs like we use to play, I wonder why not in minetest. I've yet to play one Dwarves (http://forum.minetest.net/viewtopic.php?id=3003) but the potential is there. Still actually having quests and more traditional RPG elements would be more than a chore.

For one, it would be a world where you couldn't have players building or grief an area setup for particular quest. To do that, you have to node protect like crazy. You would need a library of structures to quickly setup towns and cities. Destinations for players would have to travel to with roadways. Not to mention player stats and ways to track accomplishments.

The list goes on... still what you think would (and wouldn't) work to setup a minetest server as a MMORPG?
 

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BrandonReese
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by BrandonReese » Tue Feb 26, 2013 05:54

I've had that thought too. I think it would be possible.
 

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by Bearbar123 » Tue Feb 26, 2013 06:48

It would be a cool idea, i would do it, but i can't host a server and also i would be doing alot of building at first
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Traxie21
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by Traxie21 » Tue Feb 26, 2013 07:30

Quests would be friggin easy to code, as long as there is an on_rightclick handler for entities.
 

Ragnar
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by Ragnar » Tue Feb 26, 2013 08:22

Quests = skyblock achivements.
Unbreakable blocks = just make all blocks in default unbreakable.
Monsters = PilzAdam, i summon you o.o
Third person view = c++ code tweak
Are you saying that I put an abnormal brain into a seven and a half foot long, fifty-four inch wide GORILLA?
 

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Traxie21
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by Traxie21 » Tue Feb 26, 2013 08:39

Why skyblock achievements? rubenwardy's is more diverse, and can be easily expanded. just added a formspec system to it too.
 

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pandaro
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by pandaro » Tue Feb 26, 2013 09:26

Player races:
-dwarfs
-elves
-human
This increases the longevity of gameplay.
sorry for bad english
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Ragnar
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by Ragnar » Tue Feb 26, 2013 13:07

pandaro wrote:Player races:
-dwarfs
-elves
-humans*
This increases the longevity of gameplay.

what about these
-dwarfs
-elves
-humans
and
-the undead
Are you saying that I put an abnormal brain into a seven and a half foot long, fifty-four inch wide GORILLA?
 

Michael Eh?
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by Michael Eh? » Tue Feb 26, 2013 15:52

How I would tackle this is to MODulized functions from RPG maker. Still you would need...

Programmable MOBs which would be specified to an area or quest.
Boss MOBs which would be fixed and drop specific items.
Programable NPCs which would dispense quest info or items.
Use worldtime for specific events or MOBs/NPCs.

Way to keep track of players stats and accomplishments.

Once you tackle this in smaller chucks it become possible but making each mod would take time.

CONS
it means 'literally building not just a map but a WHOLE world, all 30000+x30000+x30000+

As for undead... Zombies were people too. ;)
 

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Mito551
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by Mito551 » Tue Feb 26, 2013 16:13

i actually like the idea, and would love to see a voxel project which is a mmorpg (or at least rpg)
 

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by Ragnar » Tue Feb 26, 2013 16:14

Michael Eh? wrote:Programmable MOBs which would be specified to an area or quest. -mapgen?
Boss MOBs which would be fixed and drop specific items. -mobf by PilzAdam
Programable NPCs which would dispense quest info or items. -normal nodes that dont move, but look like humans
Use worldtime for specific events or MOBs/NPCs. -idk what does that mean :/
Way to keep track of players stats and accomplishments. -SkyBlock mod has a module, that gets info about the nodes you have placed, removed etc. ; the things you have crafted etc.
As for undead... Zombies were people too. ;) -Zombies are in mobf, but i mean skeletons and shit like that.
Are you saying that I put an abnormal brain into a seven and a half foot long, fifty-four inch wide GORILLA?
 

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by Ragnar » Tue Feb 26, 2013 16:16

Mito551 wrote:i actually like the idea, and would love to see a voxel project which is a mmorpg (or at least rpg)

RPG = Role Playing Game
MMO RPG = Massively Multiplayer Online Role Playing Game
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by Ragnar » Tue Feb 26, 2013 16:16

so, if minetest already IS a multiplayer game, then its already MMO... :D
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Michael Eh?
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by Michael Eh? » Tue Feb 26, 2013 16:24

minetest is sandbox program and not necessary a RPG. It does have the MMO element just adding the RPG element would expand the enviroment of just random building.
 

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Mito551
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by Mito551 » Tue Feb 26, 2013 17:02

Ragnar wrote:
Mito551 wrote:i actually like the idea, and would love to see a voxel project which is a mmorpg (or at least rpg)

RPG = Role Playing Game
MMO RPG = Massively Multiplayer Online Role Playing Game


i know, but you're not quite right.
mmo assumes that it doesn't have singleplayer. or that it's focused on miltiplayer (i think we can call bf3 and cod mmos, although they officially aren't - they have singleplayer)
maybe an essential part can be called a master server. but this is where i'm not sure.
Last edited by Mito551 on Tue Feb 26, 2013 17:03, edited 1 time in total.
 

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by BrandonReese » Tue Feb 26, 2013 17:09

You have to fundamentally change the gameplay of Minetest to make it work for an RPG, which is fine and doable. It will have to be made so you have to rely on the RPG elements to advance in the game. You couldn't allow players to take down a tree with their fists and make tools, then mine and make stone tools, then mine some more build a furnace and in 15 minutes you have steel and mese tools. They need to start with certain tools, and finish quests, kill mobs to earn money, etc... to get better equipment and advance in the game. In later stages of the game they could learn skills so they could craft their own weapons / tools.

So a key element will be to limit crafting unless they have certain skills.

With a world so large there will need to be A) Adjustable boundaries to the world so admins could set it so only the developed world could be explored, B) Automatically generated towns / quests, etc... so as people explore, small villages with quests would pop-up or C) Have a system where players are encouraged to develop their own quests. So even the players are developing areas with quests and playing other people's areas with quests, then administrators fill in the gaps to make it all cohesive.

Only areas that are key to a quest would need to be protected. If you build a castle for a quest, protect the castle so nobody can cheat and bust through walls or tunnel underneath. But the whole area around the castle would not need to be protected. Players with the initiative could build paths to the harder to find quests, they could develop towns around quest elements, but as long as key elements to the quest are protected it should be fine.
Last edited by BrandonReese on Tue Feb 26, 2013 17:11, edited 1 time in total.
 

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by stu » Tue Feb 26, 2013 18:56

+1 I Like the idea of adding more rpg elements and that is pretty much where I am heading with my 3d_armor mod.
I would also like to have potions, spells & craftable clothing. A currency, an open market place, NPC's, more survival elements like hunger & drowning, pvp areas, biomes, seasons, weather and more...

It will certainly be a lot of work. Although most of those things are already available as mods, the biggest challenge I can see is creating a really good map.
 

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Linxx
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by Linxx » Tue Feb 26, 2013 19:31

it would be nice to add upgradeable tools/weapons/armor and upgrading these with mob drops would be nice too
 

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by tinoesroho » Tue Feb 26, 2013 20:34

There are mods to handle that.
Specialties
Stoneage
Visible Player Armor
... etc, etc.

You can extend simple mobs to easily make "bosses".
We are what we create.

I tinker and occasionally make (lousy) mods. Currently building an MMO subgame and updating mods. Pirate Party of Canada member. Sporadic author. 21 years old.

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https://github.com/tinoesroho/
 

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by 0gb.us » Wed Feb 27, 2013 11:57

Michael Eh? wrote:After seeing programs like RPG Maker VX Ace ( http://www.rpgmakerweb.com/) to make RPGs like we use to play, I wonder why not in minetest. I've yet to play one Dwarves (http://forum.minetest.net/viewtopic.php?id=3003) but the potential is there. Still actually having quests and more traditional RPG elements would be more than a chore.

For one, it would be a world where you couldn't have players building or grief an area setup for particular quest. To do that, you have to node protect like crazy. You would need a library of structures to quickly setup towns and cities. Destinations for players would have to travel to with roadways. Not to mention player stats and ways to track accomplishments.

The list goes on... still what you think would (and wouldn't) work to setup a minetest server as a MMORPG?


The Minetest API is pretty flexible, and is getting even better. I think it would be possible to bend Minetest into an RPG.

Ragnar wrote:Quests = skyblock achivements.
Unbreakable blocks = just make all blocks in default unbreakable.
Monsters = PilzAdam, i summon you o.o
Third person view = c++ code tweak


What does third person view have to do with RPGs?

Third person view is irrelevant, pointless, and adds nothing to the game. Why do people even want it?
Last edited by 0gb.us on Wed Feb 27, 2013 11:57, edited 1 time in total.
 

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by Calinou » Wed Feb 27, 2013 12:11

0gb.us wrote:Third person view is irrelevant, pointless, and adds nothing to the game. Why do people even want it?


Minecraft has third person, is that why is it irrelevant, pointless and adds nothing to the game? It certainly doesn't, it gives a better view when building or fighting. It also allows you to see yourself quickly.
 

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by 0gb.us » Wed Feb 27, 2013 12:51

Calinou wrote:
0gb.us wrote:Third person view is irrelevant, pointless, and adds nothing to the game. Why do people even want it?


Minecraft has third person, is that why is it irrelevant, pointless and adds nothing to the game? It certainly doesn't, it gives a better view when building or fighting. It also allows you to see yourself quickly.


No, I thought it was pointless in Minecraft as well, untill reading your post. Besides, not everything in Minecraft is a bad idea, just most things. As far as Minecraft's usability features, many of those are actually good.

Veiwing a building sounds like it would be useful at times, such as places with not much room to walk around. I guess you have a point there. I will cease all arguing a about third person view having zero value. Up to now, the only argument I heard for third person view is that people want to see themselves.

Which brings me to your second point. Considering the fact that everyone looks identical, why would you possibly want to see yourself? People don't seem to be trying to get skins added to the game engine/minetest_game, but they do try to find ways of looking at themselves.
 

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by Linxx » Thu Feb 28, 2013 11:11

i've been thinking about this for a while but i thought we could use some not all of the elements from an rpg for the game to give it some new stuff and variety to the game....but idk what would fit in well with minetest. well we would certainly need some mobs for this idk if classes fit in too well we already have crafting we could use some upgrading gear system armor...maybe not sure the rest i think it would be clasified as too minecrappy haha
 


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