Workin’ For a Livin’
so. we (t.j. and i) are just now finishing up a pretty complex part of our web-based mmog. it's the 'adventure authoring' part. basically, it's a big part of the community aspect of our game.
here's an example:
so, we have a 'bard' class in our initial release. this class can craft 'adventures' (or quests, if you like, tho, i like to think they are larger in scope than a simple quest) in an interface we've designed for them. think of it kind of like the neverwinter nights aurora toolset, only a helluva lot easier to use. (mostly because of the non-3d medium we're working with)
so, this class can attribute narrative to the world at large. they can also create game locations. basically, they can craft their world how they like it. and, other people share in that vision.
right. they can 'craft' locations. i.e. a town. a valley. a farm. spin yarns and tell legends and attract populations, if you will.
people can travel there and hook up with others. take over a town and turn it into their guild center. all kinds of fun emergent-type play.
anyway. my point was, this small part of the larger goal — this 'adventure authoring' tool — just the code itself, mind you — weighs in at about 300kb. or, about 8000 lines of code.
yeah. that's the stuff that's keeping us busy over here. heh.
p.s. did i mention that bard get xp for every player who plays one of the adventures they crafted?