The 90% / 90% rule

Back from some short holidays where I actually got some work done, I questioned myself “did I really do some important work there or did I just mess with the first 90 percent of a particular task?”.

You know the video game 90/90 rule: “Good ! You have done 90 percent of this development, now you just have to do the other 90 percent to finish it.”

The beginning of projects are always the funniest and dammit I’m not independent to only do boring things but maybe I had chewed off only good parts lately so I decided to do some tedious and boring ones to make up for it, like setting up a SVN repository and making a register page in PHP, putting everything online, create batches for uploading the game over sftp, creating a backup etc.

That was a bit boring but the nice part is that you can now Create an Account and actually check out the game! You can kill 3 evil chickens who will respawn every now and then, very boring but everything has a beginning and here it is for Imbroglio Online!

Characs

I’ve decided to go with those base characteristics for all players and monsters, later on I’ll most probably add magic (power, resistance, poison etc) but for now this is what I will use:

  • Attack: a certain number of six sided dices
  • Defence: a certain number of three sided dices
  • View: the maximum distance you can see
  • Force: How much weight you can carry
  • HP: Max hitpoints
  • Damage: The physical hit-damage
  • Armor: Reduces the physical damage taken
  • Mana
  • Discreteness

When you hit a monster, an Attack roll and a Defence roll is performed, the first with six sided dices, the second with three sided dices and if the attack is superior than the defence, damage is dealt. If the attack is bigger than twice the defence then the hit is critical and the damage is doubled.

The 6-sided dice versus 3-sided dice has really nice probabilistic ‘stats’ and if you add in the critic you’d almost be off as good if you upgrade one or the other. A ten 6 dice roll will also most usually land you in the same region (30-40) but it’s not impossible to do a 11 or a 55 on a particular day…

Every level you will earn one stat-point that you can spend as you like on the first 5 characteristics (damage and armor comes only from items / spells / race characs etc.)

Each point spent gives one point if spent on any of the first two characs, spend one point on attack and you attack will go from 2D6 to 3D6 for example.

The view is at ’1 case’ for a new player and each case extra costs 1 then 2 then 3 and so on points, view is rounded upwards (so you see a little bit better in the beginning and it also gives the ‘view-circle’ a nicer roundishness to it).

The force will most probably work as the view, if will only start at a higher level (probably 5).

The maximum hit points works like the view but the other way around, first point spent upgrades your 5 HP to 6 by adding just one HP, the next point spent adds two HP then three and so on.

Regeneration may only come from food / spells and so on, no normal (passive) regeneration of hitpoints will exist. There will be a lot of things to do to regenerate though.

Imbroglio Online!

Welcome to my developer blog for my game Imbroglio Online! It is a Rogue-like (without permadeath) online multiplayer game playable in you navigator!

I have always liked the online part in gaming and I have already given it a try or two (one php/MySQL turnbased game and one full-3D realtime RPG that might still be ‘up’ Here? (some screens can be found Here (Click “Screenshots”)) but nothing is more unsure as the “mmo”-server must be rebooted each 20 something days and I’m a bit lazy… ).

 

Anyway, this time I wanted to do something slightly more manageable (smaller!) and after some RTS programming with SDL and not really liking it I figured that I might give HTML5 and websockets a go.

 

The game itself is of course in a real prototype state, I can connect to the server and walk around, kill some monsters and pick up loot but there are a lot more to do so lets make a TODO list:

This is absolutely not an extensive list but it should contain everything needed to create a full running alpha version of the game:

(Green for finished tasks, Orange for soon finished)

  • Characteristics
  • Automatic map generation (Missing: surface generationON HOLD and stairways) Stairways done!
  • Register a new player
  • Items (potions already work but not swords and so on) All basic items work!
  • Equip items
  • Finalizing the time share method (so you won’t need to ‘wait’ for any other players to finish their move when meeting up with other players)
  • Experience points, levels and ‘upgrades’ (spend ‘points’ you earn at each level-up)
  • GUI for characs and equipment
  • Setting up the server online (This is done)
  • Graphics (I will use trash graphics from old games I have done or just ugly placeholders. Maybe I’ll use some ‘free’ graphics from another roguelike but it sure won’t be beautiful until I get the hold of a pixel artist not too expensive… )