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Sl Rpg

Bob Brightwillow
Technologist
Join date: 7 Feb 2003
Posts: 110
05-04-2004 15:06
From: someone
Originally posted by Ama Omega
All right, Bob. I think if an RPG is made you get to be the necromancer for bringing back WAY old threads to life.

Hey, I like that. Too bad I'm in the "Time? What is time?" mode again. Having three jobs (two of them full time) is pretty cool.
Kasandra Morgan
Self-Declared Goddess
Join date: 17 Mar 2004
Posts: 639
05-04-2004 15:55
Well after I have a house I am free. I could implement this for Wraith and let people use/edit the script for other RPGs. I will need help though.
Pypo Chung
Residen Meatbag
Join date: 26 Dec 2003
Posts: 220
05-07-2004 13:51
Let me know if i can help, i'm always good at breaking things apart, i'm sure there is somethnig i could help out with. I'm always flyin around so IM me any time!
Azelda Garcia
Azelda Garcia
Join date: 3 Nov 2003
Posts: 819
05-08-2004 04:55
Azelda wrote:

"It turned out I was devoting *significant* time (at least 50%) to counter-exploitation code, which is a lot, so it's sortof on the backburner for now pending SL updates that will allow you to lock down your land. "

Ama wrote:

"Suffice it to say this thread got pushed to a forum I never read. I am extremely limited on time, and I was finding that a lot of my time was also spent on anti-exploitation code."

Wow, I'm glad you said that Ama!

Sooo.... fancy helping me campaign for anti-exploitation stuff?


I've been thinking about counter-exploitation in SL; a lot. What I'd like to see is controls on one's land so that you can:
- disable Debug on one's land
- allow only scripts, attachments and objects with the appropriate "Tags" assigned

"Tagging" is something like Signing a script/object/attachment: anyone can create a new Tag and assign it to any script/object/attachment. The tag stays with that script/object/attachment forever unless it is modified, at which point all Tags on that object disappear.

So you can create a Tag called AmasGame, attach it to your current script release, object release etc, and add AmasGame to valid Tags on your land.

All other objects, scripts, attachments are henceforth banned and / or disabled on one's land.

What do you think? What other ways do you see to achieve the same goal? ie to vastly simplify counter-exploitation?

Azelda
Anshe Chung
Business Girl
Join date: 22 Mar 2004
Posts: 1,615
05-11-2004 05:23
I like the idea of a RPG in SL. I've played RPGs for years before I came here, also organized quests and such there.

But to make it attractive I really believe a RPG in SL would have to take advantage of the strengths of SL and not simply become a bad copy of some 1990s old medieval leveling game.

Strengths of SL:

- Creative and interesting people
- Many unique places in the world
- Event system
- Freedom to script and build
- Adult environment

Buying a sim, placing some medieval castle with rats and giving people some sword will not work. DarkLife did this and I think it was only a limited success.

My suggestion would be to start with a quest based roleplaying game for new players. Playing this game they would learn about the world of SecondLife and its people. It would have some kind of advancement with a score, or experience points and levels. But instead of mindlessly killing rats they would have to:

- Find places
- Solve puzzles
- Talk to people for cues and answers
- Complete tasks

Yes, I am really thinking along the lines of quests like finding the tea house girl in Crimson and beating her in a game of Go. Or finding a hidden room in Oden's castle and answering the riddles posed by the speaking frog in that room. Or doing a delivery mission, flying a zeppelin from one end of the world to another. Quests could also be complex, multistep, also themed to some residents' or resident groups' special interests/hobbies.

Of course to do this would require not only some programmers, but also active and continual participation by reliable people in the role of "feature characters" and as hosts of certain quest objects on their parcels. It could be great fun though and give more meaning, more life to builds and places that currently exists in SL :-)

Another advantage: It could be developed in a decentralized way. People or groups of people could design their own quests. Then a central group of people in charge of the RPG as a whole would only have to do quality control: Test if the quest works, decide how many experience points a player should earn for solving it :-)

Of course people could cheat, look for spoilers on websites or ask other people. But why should they? As long as quest rewards are not L$ there is not much of a reason to cheat quests. And if somebody still cheats I don't think it would affect others.

People who like monster killing could develop a fighting system and quests that include killing monsters. Each player would defeat the "black dragon" or "fire spider" only once though, just as they would only solve each of the other quests once. If they do a second time they would not get experience again.

This would be an idea for a basic RPG system with interesting content contributed by many people. Maybe if this one day is reality in a second step powers could be added that players can use to influence other players, some simple fighting or competition like in a tournament. But this would be much more difficult to do well, so I suggest to first focus on an open quest based game :-)
Kasandra Morgan
Self-Declared Goddess
Join date: 17 Mar 2004
Posts: 639
05-11-2004 10:37
Wow...that was nothing like what I was thinking, but it sounds like another great idea.
Eggy Lippmann
Wiktator
Join date: 1 May 2003
Posts: 7,939
05-11-2004 11:54
This would be a neat idea if it didnt require massive collaboration between people. People arent always online, and SL is in constant flux. How many people are still here after a year? 10? 20?
People come and go, and take their builds with them. You cant expect the tea house to remain there, let alone a person to make herself available for a game of go.
Anshe Chung
Business Girl
Join date: 22 Mar 2004
Posts: 1,615
05-12-2004 01:17
I am aware of that Eggy. However, I think there are enough people in SL who have prooven that they are at the heart of the community, long time residents who don't just vanish over night :-)

And even if they vanish, what happens? One quest is gone, or has to be handed over to another person. If people replace old builds with new builds that is even a good thing. They would keep changing and replacing their quests too and keep things fresh.

The Go playing tea house girl might be the most extreme example. It would require a lot more time than just talking five minutes giving out a task or quest clue. Not many people could complete this quest, so it might be a last step of a really hard quest only some people can solve. Or it could be an alternative way for solving a quest that would otherwise require more time and effort for the player. Or it may be allowed that players team up, visit her together, choose one player to challenge her, while the others may give him tips or moral support during the little "event" that would emerge :-)

Mmmm, did I mention I am tea house girl in SL? ;-)

*giggles*

Feature characters could also be people who sometimes organize events. Players could find them on events calendar and look them up before/after events if all other means fail :-)

The key to make this work would be to distribute and decentralize the development of quests, make it an open system for many people to easily participate, while still having some people responsible for quality control i. e. making sure quests still work, removing bugged quests, testing new quests, assigning experience value to quests :-)

Imagine a quest web, with some people managing a quest portal adding and removing links as quests come and go :-) People could also rate quests when they complete them (or give up), there could be a ladder of best quests etc :-)

Some people could hold tutorials and provide standard tools for making quests, but the actual design and implementation of the quests would be left to people. Kinda like the building of houses :-)

IMHO this would be easier to realize and a lot more dynamic than creating some medieval fantasy RPG separate from the rest of SL. You would not have to pay for land nor implement a very complex combat system, just have people being very creative, all motivated by the same reasons that motivate them build their house :-)
Tedd Tigereye
Medieval Crusade Dev
Join date: 26 Oct 2003
Posts: 20
Old Project
08-07-2004 17:49
This was actually a project i was interested in a while back. I played Darklife when it was in its testing stages which is what got me wanting to create such a thing of my own. My idea what origionally like Darklife, the whole medieval theme with weapons and armor and so on. My first build of it did not turn out so effect because i did not make it in an efficiant way. So i ended up remaking the whole thing. Forestrock helped with an AI script for the enemies that works for flying enemies or ground enemies which roam in an area you specify or follow you to a certain distance. Its home location was where the script started or was reset at. Other than that i created a beetle hole that would spawn beetles. Then i had a basic quest and skill system going. As in weapon and armor creation by mining and creating bars to use to make the items with. I have it setup so that when you fight a beetle and kill it they drop a random amount of gold (5-15 i believe) for the player to pickup. I used a backpack as the main game that detected when weapons and armor were equiped and changed your stats according. Experience was gained everytime you hit the enemy itself and leveled at a certain amount. Well enough of my rambling but i am still pretty interesting in the idea.
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