Table of Contents



Omnis: Starfighter General The Prayer

          I: Starfighter General The A-MMORPG Vision

          II: Starfighter General The Instructions for World Building[Galaxy Forging].

         III: Starfighter General The Creativity /s

          IV: Starfighter General The Boring Contract

          V: Starfighter General The maybe not Starfighter General: Future Projects/Current Projects/Other positions to work in

Omnis: Prayer over making a universe

Dear God,

You made a couple universes, your skill is out of control awesome. You put beauty in the stars, the moon, land, terrain, sand, beaches, oceans, animals, and people. Even weeds are beautiful if you look at them. Lots of em have pretty looking flowers. Even the weeds without flowers look curious. If you look deep into a plant, you see patterns, and fractals and all sorts of interesting things. You exercised beauty and awe in all that you made. Praise you man. I'm glad you're my friend.

So as my friend, you like being loved back, for I know you love me. One way I can love you, is to say,"Help me." Because this relies on your power. Your enemies, they sometimes try and ask you to do stuff to make problems, but like they don't really respect you like they should. And in looking at you for them to do stuff, they shame themselves for they need you even though they don't like you or want you, they still kinda like, want to say that they need you. And you know that's just bad. So when people who love you come to you, they bring you honor.

We say,"Help us LORD! We love ya! And you love us!". So that's what I am saying here. I'm about to make a universe. You've made many. Your Potter skill is great to shape our bodies, minds and spirits. Thank you for that. You're like a grand master of grand masters in terms of creativity. So my prayer is that,"While I make this game, help me design it. Help me code it. Help me make the universe awesome and fun."

You're so creative, that even the most creative people on Earth can't hold a candle to you. For example, Gene Roddenberry(sp), he had some creative Star Trek episodes. They captured our attention and he made space seem fun. Some people look up to space and see rocks and no life and they're like I think it is boring. If I don't make this game right, it can be kinda boring. My base raiding doesn't have enough diversity to be exciting, so it seems like the same stage over and over and over again which leads to no desire to grind. So, I want you to help me make this game exciting, fun, addicting, and people make friends, and there would be good social interaction, and definitely definitely don't have it all crash down from like hackers or a mistake scaling up the server.

I pray all this in your son's name: Jesus Christ. He is awesome. He never did any evil. He healed lots of people. He gave many people honor that at the time had no honor such as the woman at the well. She had so many dudes that the rest of the town shunned her so she couldn't get water when other people are there so they didn't vehemently insult her. So Jesus, you met this shamed woman at noon when it was the hottest and unpleasant. She discovered you were the Messiah by you honoring her. Then she went to the village who despised her and they were in awe that she, the shamed one, everyone looks down upon, was the one who led them to The Messiah! The savior of all mankind. From that time on, I can't help but think she was the most honored woman in the village. The Bible holds this tale as an honor to you and her. So everything you do Jesus in love. You never hurt, harmed or did evil. You're always good. So eternity will seem awesome for like we don't have to worry about the guy in charge causing us grief. Quite the opposite, you want what is best for us, and when the New Earth comes around, not only suffering will be gone, but enjoyment and satisfaction and happiness will be no joke maximized.

God help me make this universe for Starfighter General.

Your son taught us to pray,"Our Father who art in Heaven. Hallowed by thy name. Thy kingdom come. Thy will be done on Earth as it is in Heaven. Give us this day, our daily bread, and lead us not into temptation. For tho art the power, kingdom and glory, forever! Amen."

I) Starfighter General The A-MMORPG Vision

i)On my end:
1) Gotta get the networking done. At first, it will be spirit-foes, enemies never rendering on their stuff, then general MMO enemies like other mmo.

2) Running a new networking tech to have no limit of number of action players. 1/2 latency aka 1/2 lag. No server fees thus it will never go down as long as I live.

3) Running a new rendering tech to use all cores, or 10-1000x as many things on screen.

ii)On what is coming for the game

1) Space Dungeons-A competitive zone, with rewards. Every 30-60 min a diff space dungeon gets a real big reward, and they want to find which one.

2) Resource trading like Pirates or later Elite

3) PVP, but if you're in peace mode and someone attacks, they get a bounty on their head.

4) Space Opera-Grand live game master stuff. Low the universe to change permanently and for player names to be stored in history, this will mean there is an infinite END game.

5) Capital Ships-Dont want to add too soon, before starfighter meta shows and people have advanced economies.

6) First Person Shooter mode with TOOOOONS of RPG stats for procedural planet exploration and raiding Capital Ships.

7) A 4x like Master of Orion or Civ, but you ain't the king baby, just stuck in the middle of crazy wars like Han solo between the rebellion and Empire

8) Factorio/Satisfactory sort of automation where your mining bots go out, and maybe people jack em, so maybe you send defense or watch who does it from camera and seek revenge.

II) Basic Instructions to Get Started

[0] Have a solid modern 3d computer [Last 7 years] .

i) You will have to download the UNITY editor and learn it if you have not done so already: unity.com a 3d game and movie maker

If you need to learn UNITY, watch Youtube Videos on the basics and navigating inside the windows with mouse.

If you need to learn UNITY, here are the goals:

1) Study videos and web pages til you can create a cube.

2) Study videos and web pages til you can move around the cube with the mouse to view it from different angles.

3) Study videos to change its position, rotation and scale.

4) Done!

ii) Email starfightergeneral [at] gmail.com to say you want on board. Obtain your ftp credentials to download your project and upload your work. You will be given one account for downloading and one account for uploading.

iii) Once you download the project from FTP and add it to Unity, drag and drop objects into map for people to fly around, and make it look cool. After done, upload it to the FTP.

III: Galaxy Forging Phases and Creativity

i) Phases

1) Phase 1: Just drag and drop lots of cool GameObjects into the scene. I'm not sure what the limits are, but dragging and dropping 5000 objects should be no slowdown. You can change the skybox if you want, but no big deal either way.

2) Phase 2: Add enemies(aka mobs aka monsters aka space creatures aka space enemies) & Space Phenomena[weird space stuff] & design criminal personalities and general personalities.

3) Phase 3: Enable Building functionality and such. 4) Phase 4: Quests & Cut scenes:

A quest engine will be made. This is complicated and you don't have to do this part:

I've written quest engines in the past for my own personal use.

They consist of "nodes", which could be represented as an index card. Each node contains a value indicating what type of node it is then from there more data depending on the type. IE:

0-Null/end
1-Say something
2-Animation plays
3-Sound plays
4-A choice is given
5-A branch happens due any number of variables->including player attributes/skills/items/talents
6-Set a variable
7-Gift the player something
8-Take from the player
9-Inspect - Does player OWN object X or Y.
10-Goto, goto another quest node

5) Phase 5: Dialogue:

Can be basic, just a portrait and text.
Can be moderate, conversation between two people.
I don't expect most to do this at first or at all: Can be very difficult, with NPC interacting, bearing grudges etc.

ii) Generic Zone themes:

This is our shtick. Every Zone/Planet whatever will have a theme for flavor and funny stereotypes. Stereotypes is not hate, its just something to identify common elements of our cultures and enjoy each other. Never confuse stereotypes with racism unless used out of hate and derision. This is why when you say something positive about someone's culture it isn't racism.

Mars is Space 'Murica

Venus is Space Jamaica

Pluto is Volt X's[a friend]

Neptune's theme is Nepotism: Saying 'Kin are King at Neptune' : 'Some spaceballs jokes'

China town theme.

Maybe different nations themes

Mayan

Art deco

Doesn't have to just be a national thing, maybe bright lights, excessive asteroids, lots of phenomena, disco flashing buildings, whatever, have a theme in mind for your Zone.

A theme helps you fit in all sorts of fun stuff.

iii) Helpful references and general commentary on creativity

1) Creativity is something that happens when you let your mind wander and think about two things normally unrelated.[Juxtapositions]

Alligators? Jet skis? Alligators on Jet skis? Cool, lets get it in the game someday.

Obviously not all things to think about can be a thing.

Imagine a movie quote or music lyrics for example.

From the Terminator:"I'll be back"

From Sir Mixalot:"Baby got back."

You could think of them together and get: I'll be back, baby. Yes, baby got back. I like big butts.

You see how this is funny and easy to do. Creative smart people have more thoughts per second, and in casual conversation, we're always thinking nonsense like this in relation to the conversation, its how we tell so many jokes at once.

John Cleese has an older video on creativity since it is a recent concept to think about how to raise one's creativity: https://www.youtube.com/watch?v=Pb5oIIPO62g I recommend watching it, because John Cleese is a genius. But don't watch his twitter, he obviously gets big payola from political parties, one thing a genius might do if he wants to maximize his money. :)

2) Culture to get the theme: Movies, music, anime, etc to watch: Cowboy Bebop, Futurama, Spaceballs, Mad Max 1&2. Starwars. Post apocalyptic zombie stuffs. Judge Dredd, Running Man, Demolition Man.

Video games: Wasteland 1&2, Fallout 1-3.

3) Shticks specific to Starfighter General.

Do: Misattributation to quotes, change of history details aka gas lighting because history got corrupted by propaganda folk.

No: excessive gore, no porn, no excessive glorification of evil. IE: Try not to make criminals of sexual law breaking, or focus on the grotesque crimes.

Do: References to space and zombie/robot/whatever apocalypse culture.

Do: Treat taking down criminals serious. Take humor serious, and be ok with being silly. Let people really get into the grudge vs criminal feelings.

4) Drink through the firehouse references: Intergalactic Bounty Hunter RPG, not quite published, but finished 30 years ago

IV: Starfighter General The Contract

First a bit of backstory. There is no such thing as a fair and legally enforceable/binding contract. This is because higher paid lawyers win vs lower paid lawyers, thus people with the money win the legal battles. If the rich corporation wants to screw you over, it doesn't matter what the contract says. It happened to my team once by MTV Shockwave who promised us 50,000$ up front and generous royalties per user. Millions of people played which meant we should have gotten a couple hundred grand in royalties, but we got nothing because who'da thought it? MTV screw people they want over? So there is no sense in ever making a legal contract, because they're never fair. Next, I spent a while negotiating many many people before I found it is a waste of time to negotiate. I would spend 7 hours negotiating and they'd do 5 minutes of work or 0 minutes of work. Instead of giving rev share % up front, we now just get rev share based on how many hours you work in ratio to the pool of total hours everyone worked. Very simple, and if you quit, you still get royalties as long as they come. official contract

Remember the contract does not apply unless you apply and I accept your application.

V: Starfighter General The Other Jobs



Still looking on a promoter for Starfighter General, and an upcoming Kungfu MMO, or anything you see on www.crystalfighter.com

V: Starfighter General: The FIREHOSE! SOME OF THIS IS NONSENSE

FIREHOSE! SOME OF THIS IS helpful

FIREHOSE! SOME OF THIS IS SOME OF THAT

FIREHOSE! You don't have to drink it!

FIREHOSE! SOME OF THIS IS NONSENSE

FIREHOSE! SOME OF THIS IS NONSENSE

FIREHOSE! SOME OF THIS IS NONSENSE

FIREHOSE! SOME OF THIS IS NONSENSE

FIREHOSE! SOME OF THIS IS NONSENSE

1) Quest scripting
1a) Details?



------
Quests had a quest node, and each node branched to other quest nodes.
------
0-Null/end
1-Say something
2-Animation plays
3-Sound hits
4-A choice is given
5-A branch happens due any number of variables->including player attributes/skills/items/talents
6-Set a variable
7-Gift the player something
8-Take from the player
9-Inspect - Does player OWN object X or Y. 
10-Goto, goto another quest node
-------
How to make this user friendly for world builders?
A goal.
Do I make a program, yah.
-----------------------------------------------
Do I just make a world editor or let them use Unity?

Start with just Unity and if I get rambunctious later, go software.

-------------------
Obviously the dialogue will be: Portrait + Text
Your Portrait + Text
--------------------------------



->Go to a base

->Dialogue tree





2) Buy/Sell trade run stuff->Need to make a list of metals n stuff n everything

3) Space monsters/Capital ship/ Buildings
3a) types of buildings

4) Satisfactory/Factorio automation, maybe even make like an automated drone mineral mining operation that others can disrupt.

5) Space phenomena



------------------------------------------
First Person shooter also.


---------------------------------------------
->Player creation
->Main character
->




-----
Script ideas:

The goal of this system is to provide a framework for creating and managing quests, with a set of built-in functionality.

Quests can be complex. When you complete a quest, you may unlock another quest.

A quest may be composed of multiple parts. Maybe you can re-do quests. Maybe you can fail quests.

There are also many different types of quests, for example:

-deliver an item

-collect some items

-defeat monsters

-talk to someone

-go somewhere

I am looking for a quest system that will satisfy the following criteria:

-a quest scene that will dynamically generate a list of quests from a quest tree and allow you to accept/manage quests

-a central quest management system that will handle all quest-related logic such as checking for completion and updating quest progress

-a flexible quest system that allows users to extend it with their own rules and grammars

A centralized quest management system should handle quest availability, quest task completion, and updating quest progress, amongst other things.

Doesn't matter if you're asked to kill 20 slime or collect some eggs or to visit a particular NPC somewhere. You only need to write the management system once, and then you can just pass all your quests into it without worrying about how to handle each quest on a per-case basis.

The quest manager will provide an API that will allow you to give quests through script calls.

For this system, a quest scene will be created.

Quests will primarily be obtained from the quest scene.

It will present a list of quests available for you to choose from.

The list itself will be dynamically generated from a quest tree.

But again, the quest manager will allow users to choose how they wish to give their quests, and for sure not every game is going to be centered around a quest list.

Parser

The bulk of the system relies on a parsing algorithm that you will implement.

Because we are aiming to provide a system that allows (almost) arbitrary quests to be defined, we need to define rules and grammars.

The parser will read structured input and determine how to build all of the necessary things to allow the quest system to function.

Each type of quest is a separate component all by itself, so it is not necessary to implement every type of quest in order to have a working system.

*note: It is just my opinion that a parser will be required. If you have a better way to implement the system then by all means go for it. I only think a parser is necessary because of what is to follow.

This sounds like a computationally expensive system so optimizations would be quite important.

Quest entry

The quest tree will be parsed from a collection of quest entries. Implementation is up to you (array, hash table, external text file, ...)

Each entry will consist of the following fields. Implementation is up to you.

I think I would use an array of hash-tables when defining each quest because then you don't have to rely on hard coded array indices, which may make it more flexible if someone decides to extend it by adding extra fields.



Code:
-a quest ID
-category
-difficulty 
-description
-prerequisites
-effects
-automatic show?
-can redo?
-Fail behavior?
-list of tasks
Quest ID. It is really a user-friendly feature so you can easily refer to a specific quest rather than trying to remember what its index is. Oh, and you can sort your collection of quests internally as well for optimization?

Category. User-defined categories. Just to organize your quests and make your GUI look more interesting. For customization.

Difficulty. User-defined for customization. A constant should be defined to indicate sorting order.

-Easy/normal/hard

-1/2/3/4/5-star (maybe the GUI will actually draw stars)

-S/A/B/C/D-rank.

Description: self-explanatory. Anyone should be able to customize the parser if you wanted to add things like control characters to make descriptions more interesting? (colors, font, icons...). Actually I think it would provide interesting options if your parser is written flexibly.

Prerequisites. A list of quests that should be completed. And possibly other conditions! Maybe you need to have an item in your inventory in order for this quest to show up. Maybe you need to be at a certain level. Anyways the parser for this should be written flexibly so that if it sees numbers then it implies quest ID's, but if it sees structured text then it should parse it as such.



Code:
 level 10
Has 1 Golden Egg
Effects. Don't know what to call this field. Basically things that should happen when you accept this quest. You know, perhaps you get a quest item, or you lose something.



Code:
Remove 2000 gold
Remove 1 Golden Egg
Add 1 key
Automatic show? Default True.

-If true, then it will automatically show up on the quest list when the prerequisites are met.

-If false, then you will have to manually activate it via script calls. Useful if you want to control when a quest appears and the story proceeds.

Can redo? Default False

-If False, then once you complete the quest (or fail), the quest will never show up again

-If it's a value from 1 to n, then you can repeat it that many times.

-if True, then it will always re-appear, provided the per-requisites are met.

Fail behavior?

When you fail a quest, you may want to define different behaviors.

Maybe it's game over time.

Maybe you get a refund.

Maybe you lose exp.

List of tasks.

Just a list of tasks. Like many of the previous fields, you will need to define a set of keywords for your parser and require structured input.

This is especially important because your quest management system will be using these to check whether your quest is complete or not.



Code:
Collect 10 Berries
Kill 20 Slimes
Deliver Letter to SomeNPC
Rather than the string "Berries" you would instead enter the ID in the database so that when you parse the array of quests to build your tree you know exactly which object you're referring to. I think that is the most reasonable way to do it? So maybe something like



Code:
COLLECT 10 ITEM 3
Kill 20 enemy 1
Case-insensitive to make it more user-friendly. Also, I don't know how to specify the letter-delivery, but it is a matter of adding an extra case to your parser.

Extending the system

As mentioned, the system is meant to be designed for extensibility.

The parser should be written so that it handles different cases and consequently additional cases may be added if someone comes up with an interesting type of quest (or knows how to implement the DELIVER quests or VISIT NPC quests lol).

I would not worry too much about the GUI; we can probably just grab an existing one and just hook it up to the appropriate methods and attributes.

Compatibility

Depending on the type of quest you're implementing, there may be compatibility issues.

For example, there shouldn't be any problems if you're just checking how many of an item you have, or whether you have a golden egg in your inventory, but if you started tracking enemy kills, you might run into problems.

Fortunately the system is meant to be flexible so if a type of quest just doesn't work out, just take it out or re-write it to make it compatible.
Chaos17
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Jul 9, 2012
#2
Well, I know 3 quests scripts.

Two are quests journals but the last one seems to be a quest manager because it can count enemies killed in battle with a script add-on.

Though, I am not 100% sure since it's in Japanese but maybe it will interest you.

http://www4.plala.or...gss3/index.html

You will need to search through this site to found it, I infortunallycan't give you the direct link because the site automatically loop back on main page when you give a direct link.

Here's a resume of the quest description (google translation).

Is a script system to centrally manage and perform quest to progress on the game, the orders for Quest by Guild€» If you want to condition the number of actual usage ※ defeated the enemy (such as how to operate from the event), please refer to the sample operation, the Kills counter is required
Therese 7 scripts for that quest system:

- Quest system [Definition]

- Quest system

- Quest system [database]

- Quest system [Event]

- Quest system [Quest List]

- Guild Quest system

- Quest system [menu]

And even a demo is added.
Last edited by a moderator: Jul 9, 2012
timk1980
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Jul 11, 2012
#3
I've been working on something for quite some time now (still mostly system design, not much coding yet) that achieves part of what you're looking for, though not in the same exact way.

I have a BNF-like text parser already written, that currently I use for "natural" language generation. The idea being that you can then communicate similar types of information multiple times without each phrase sounding mechanically identical to every other.

To extend this parser so that each node was a quest element, rather than a language element, is trivial. Making interesting quest element nodes not so much, but that can be built on over time.

Something you may want to check out: http://larc.unt.edu/techreports/LARC-2011-02.pdf

I've tried contacting the authors of that paper, but thus far, no response. Needless to say I'm interested in what they know, and their thoughts.

Ultimately, I'd like to get enough of a core engine in place so that I can use a comment tag in various events that might look something like this:









Idea being that the generator then knows a name for the character (so it can generate appropriate chatter when talking about delivering to someone else, etc), and also knows which type of quest elements can be assigned to that entity. This ensures that, for instance, you don't have a quest that involves fetching medicine from a blacksmith, or delivering an anvil to the doctor, or kidnapping the daughter of someone who doesn't even have a daughter, etc.

StoryLevel, or some similar indicator, is in place to make sure that there are no quests very early in the game that involve some NPC that won't be met until much later in the game, and likewise avoids spoiling the plot by revealing a location that the player cannot yet visit, etc.

Then, add a command in Game_Interpreter for handling comments, and when it comes across a comment that looks like this, file away the information (if it's the first time seeing this NPC), or if not the first time, check to see if there's an active quest involving this NPC, and handle it accordingly. If not, then just continue with normal event execution.

Obviously, many of the moving parts in this require a bit of effort to put together, but in theory, it's all possible.

In some other discussions I've started on the various forums, an important point that's been made to me (and well taken also) is that these kinds of quests can be very stale and lifeless... certainly they shouldn't be the main focus of a game. Some of what I'm trying to do is give them a bit more personality, if only slightly. More importantly though, I think that some of these things added in do offer several useful benefits (assuming there is a reasonable world/story already in place):

adds some variety and replay value to the game, as it won't be the same all the time
improves the open world feel; even when various parts of the story conclude, there is still the option to keep playing
creates a more realistic and immersed feeling, since the world has characters which exist that do things that are important to the characters that have little to do with the players' main goals
gives the player something interesting (in moderate doses) if/when they want to collect gold, hunt for items, level up, etc.

I'm definitely interested in exchanging ideas with you (we've actually already done so offline a bit on some other things). If you want to work together on any of this stuff, I'm happy to do so.
Tsukihime
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#4
Lol the paper was an interesting read. I guess you can produce all sorts of things when you're writing a thesis on something.

It's also made it evident that quest systems, in general, tend to be based on the same structure (until someone comes up with something innovative anyways).

However, maybe the kind of quests given in MMO's simply aren't suitable for RPG's.

The key difference being that in MMO's, there is the multiplayer factor which changes the entire thing.

Collecting 15 mushrooms from a pack of mushroom monsters can get really boring, especially if you're playing solo. This holds true even on an MMO where you're...well, playing solo.

Maybe that's why you rarely have quest systems in RPG's that aren't totally based on completing quests/missions (eg: FF tactics). The typical "quest" would usually be considered "story quests" that progress the game, and the odd "sidequests" typically reveal some more back-story about some character, place, or just get some rare item to make it look like it wasn't a complete waste of time.

The script Chaos linked looks like the size of system a good quest system should be. Of course, there are numerous other quest scripts that are not overly complex and just provide a simple "quest log" and allow you to create simple quests, which may be enough for most purposes.

But things like pre-requisites, win/lose conditions, and all of these extra things that ultimately influence the story (which means added replayability value), would require a more complex system.

But the natural language generator sounds interesting.
RCS_2012
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#5
I actually did write the Scripts for the Quest classes (Tasks, Requirements, Dialog, etc...) which do the same thing with a separate quest editor application for it. I am not giving it out just yet because I am deciding of actually just writing the classes in C using the sqlite3 for the database making it easier to use them in different languages for interop making it reusable. One of the main reasons for doing this is that freeing up sqlite3 (db) object and freeing resources are better for memory and faster over all being in binary and not interpreted or byte code.

--------------------MMO PROGRESSIon

1) First orbital, for t1 ships.

4 orbitals for t1 ships

2) Second orbital t2

4 orbitals for t2 ships

3) Third orbital t3

5 orbitals for t3 ships

4) Sixth Oribital t4

6 orbitals for t4

5) 10th oribital T5+



[NO LIMIT IF THEY WANT TO TRY HARDER ZONES, GO FOR, exp capped on high caliber level differential]


More trading profit had at higher zones.

if blown up while trading, lose all trade goods, but not currency

So trade runs are scripted tough

->No dual seen NPC at first, only spirit enemies and PVP 1 ship



-----> Legacy of the Ancients deliver mail.

-----> This place then this place then this place.

----->Buy low, sell high, make sure not abusable



New resources:
Cash on Hand (loseable if destroyed)  [Collectable by opposition
Tracable Cash in Bank (Not losable, but finable & taxable)   
Credits (always electronic)
Credits 10:1 for cash generally but fluxes

experience?
skills?
stocks?
Crimes?
Accuse others of crimes?  clue->if right rewarded, otherwise penalized heavy

Lets just give em an Intergalactic Bounty Hunter Character
,but this requires character slots.  Ok, allow making different crew.

---------------------------------------------------
2 slots 
+1 slot = 100 triderium 
+1 slot = 200 triderium
+1 slot = 400 triderium
+1 slot = 800 tri
+1 slot = 1.6k
+1 slot = 3.2k
+1 slot = 6.4k
+1 slot = 12.8k
+1 slot = 50k
---------------------------------------------------
skills: IGBH skills


---------------------------------------------------
PATH OF EXILE for a guide:
Talents:(Triderium boostable)
All the power ups: % gain, static gains, RUSH BUFF FOR LIMITED TIME(energy use)
Mining operation boost, % gain
4 Triderium boost-Really high on ends of chart, will be centered around a cross.
5% gain each, totall 20% gain booster
+ Junkyarder: Sometimes scrap picks up more than 1 scrap +5% chance +10% chance +15% chance +20% chance, roll each seperate.
+Attribute  % attribute modifier
+skill point
-Insta level 3 skill, 4 skill, 5 skill, 6 skill
+natural armor, decimal ok
every stat possible, list


SHIP:
Rocket resist
Plasma ball resist
Plasma bolt resist
conventional ammo resist, aka gatling
Laser resist

Rerout Shield I-V (powers up nano, laser thrust)
Rerout Nano I-V
Rerout Thrusters I-V
Rerout Plasma Bolts I-V

[Nice side effect of if maxed, say nano and hull, auto reroutes]


Directional Shield I-V [ Even powers up shield when directionally facing]

Overload Plasma Bolt I-X [Don't shoot for a while, extra damaging first bolt]

Spray and Pray Plasma Bolt[Exhaustion talent], allows for more rapid fire, but depleats plasma bolt regen.

Sniper I-XI [Extend range of plasma bolt]

ECM[Electronic counter measures vs misses]

Secret Service I-XX [Number of your drone ships who focus attackers of you personally]

Transfer POD Mark X.  The X is the number of other ships you you bail to when destroyed.
You ship destroys, gets replaced with a drone.

[HAVE TO LIST BEFORE DESIGNING IT]

[Dark art] Leech hull from allied drones.  Leech armor from allied drones.  Leech shield from allied drones.

[Light art] Fortify hull, armor, shield, nanos nearby bastion style

"outnumber" Blossom - Fight better when no one around you

+1 energy, but only to do certain energy boosting tasks, used first before general energy

Cloaking I-X  Ability to use a cloaking ship.

Shield throw - cast off entire shield, hits stuff collision damage, blocks shots in air.

Knockback cannons, missiles, plasma bolts

Recoil management [Choose to not fly back, fly back normal, or extreme]

Scientist I-XI - Faster research

Power Pensive I-50  [speeds build times generally]

Ideal industrialist I-XI - Faster ship building and factory leveling

Commander - Ability to Captain small cap ships [Frigates

Captain - Ability to Captain medium class capital ships [Destroyer]

Rear Admiral - Ability to Captain medium class specialty capital ships [Cruiser]

Admiral - Ability to Captain large class specialty capital ships [Battleship]

General - Ability to Captain [Collosal Constructs]

Hageling I-50 - Make more when trading

Telecin skill only: Telekentic counter measures I-V, Reduce tractor beam I-V, Reduce collision impact I-V

Mining drone skills

Allegiance skill


Human resources [Get crew members, not just playable crew members]

Computron Upgrade I-30
Hangar Upgrade I-30


Triderum use for Xmatter % increase 10%-100%
Triderium use for Scrap increase 10%-100%
Triderium use for speed up 10%-200%

Base Power focus [Allow to speed up specific tasks while others go slower]

Capital ship assembly: allows assembly of capital ships


Amiable: Boost allegiance with everyone
Friends in Underground Places: Bountied people favor you more.
Apologetic: Lower than 0 respect not as unfavorable
I don't work cheap: Better rewards on quests.
Trusty: People bring you in their wing more

Berzerker, deal more damage as you take damage I -V

[look at skills on starwars galaxy->later]

Farm
mining
piracy
reduce bounty points taken[Angle shooter]
delivery boy


exp gain boost
----ADD more playable classes to IGBH, but not right now



---------------------------------------------
Planet Touchdown-sounds like a sports bar.

FPS on ground-> IGBH weapons.
FPS on capital ship captures
---------------------------------------------
Special items:
Talent drop [Tradable]  max talent drops usable
Skill drop [Tradable]   max skill point drops usable
+life on character [Tradable]     max + life allowable
+All stats on character [Tradable]
+skill level up [Max level]   Max level ups allowed
+Experience pod [Tradable]

Super rare items minable /tradable in noob zones.



---------------
Super Powers [Tradable, but unwise to do so]
Radiation heals you
Experience gain boost perma 10%, added up to 100% if get 10.

----------------------------------
That's admirable Admiral
Vector Victor
Clearance Clearance
Rodger roger, roegr murdoch


-----
Auction house for only certain goods


[ESCORT MISSIONS]
[Races]




--------------------------------------------------------------
IGBH attributes/skills/stats(compiled form attributes) / Talents in Path of Exile tree
/Super Powers/ + Maximum bonuses/items/fps eventually.

---------Nonsense

1) Collision-> Little tricky going from the
old GameObject to Entity.  Put this one off for now.

2) Targetting-> targetNext




-----------------------------------------

1) Get it so you can target and get information via printout.
a) Print
b) targett cycle
c) target immediate facing at

Like I just want to start putting objects in, but knowing
how the text displayed will work will help me do such a thing.
---------------------------------------


Orbital Lazer

------------------
Asteroids, space squid, fast food joints, buildings of all kinds,
places to trade.


-----------------

Hide this artifact

-------------
2) Orbitally, it has fast food joints, and like maybe upgrade places.
Maybe like other stuff.

3) Some asteroids...  Maybe s


------------------------
Trading:
Look into my books for resources like metals, power converters, items, weapons, food, contraban like SynHigh

Buy/Sell and the rate fluctuate somehow...
If more people sell to em, they buy for less
If more people buy from them, they sell for more.

-------------------- HELPFUL!


Browse the Space Cadet Handbook for lore: http://goodnewsjim.com/abcrpg/spacecadet.html

The universe is called,"Intergalactic Bounty Hunter."  It is about 200 years in the future.  Cell phones weren't invented, but warp drive was.  Its kinda like the idea of the future from the 80s.  There's "Dune personal shields" which stop normal projectiles, so less hard hitting lasers are used, and melee has viability.  Not everyone has these shields though, and you can find old conventional armaments which interestingly enough works really well.  Maybe we'll have them outlawed.

So everyone is free to pvp each other, but you have a bit of protection because if someone shoots you first when you're peaceful, they get a bounty on their head, and any peaceful people can blow em up.

It is a bit like elite dangerous, in that you buy trade goods low in one place and sell high elsewhere.  If you want to make a list of goods, go ahead.   There are illicit drugs you can buy or sell, but if someone scans your cargo, then you get a bounty on your ship.

I want to have it so people are exploring for quests and stuff.

Story line is pulpy/Campy, like Total Recall, Futurama, Spaceballs.  But game play is very solid and respectable game mechanics which mean people get into it.


Quests might be trying to discover a mob boss and take him down.

Another might be to find new pheonomena

Another might be to mine for a new item.

Another might be jumping the claims jumpers.

Think gritty crime, but nothing that will make people sad sad.  Think Cowboy Bebop.

Your tasks: 
Make some interesting characters.  
Maybe make some organizations.  
Can you make memorable figures like Team Rocket?  
You can use running jokes.  
Pop culture references are cool.  
Jokes are great.   
Reactions are great.

Dialogue will show a portrait square , then text to the right, normally 2 speakers, but we could jam more on there if we had.  Most of it won't be multiple choice.  MMO players get unnerved if they made the wrong choice and if they should start over even if they made a fine choice.... Multiple choice in a MMO often feels like you have a chance to permanently hamstringing your character.

Other types of games similar: Wasteland, Fallout, you know apocalyptic settings.  In the Intergalactic Bounty Hunter(IGBH) universe, Earth was destroyed mostly in nuclear war after the Outer Space Treaty was violated... Warp drive was discovered and it was super cheap. Everyone with an airtight vehicle was going to space, and hauling in resources.  Before the majority destruction of Earth, starbases all over the galaxy were made.  Criminals raid them, and hide in the vastness of space kinda like the Wild Wild West where people would rob one town and then spend in another or hide in the desert.

You have great great creative freedom.  I'll review and be an editor for every script ya write, and I'll discuss if I can alter it some to fit different angles.  Try and avoid heavy cursing, explicit sexuality, and heavy mutiliation gore.  You'll see the guidelines as we go forward.  

Maybe you'd want to start by sitting down with a book of law, and all the crimes a guy could be charged with, and make mafia style bosses with them, or lone wolfs, etc.  Then adapt it for perceived space law.  It is definitely a fun universe.  The grittiness of it is tempered by the ability to be a hero.  Like most people don't want to be in a dystopia, unless they're kicking tail like Charles Bronson in Deathwish, also a similar genre ;)

Let me know if you have more questions, or if you want to start writing, go for.

You can make a base for each planet of the Solar System, and yes Pluto is a planet.

You can design planets outside the Solar systems and think of cultureistic bases of them.




--------------------------- Galactic News Network

UWWW Titan's Military Industrial Complex is Complex

1) GNN: I.R. Stupid is still at large.   This criminal genius stole Pear Corp's Prototype Warp Tecnology and formatted the hard drives and installed video games.

2) GNN: Pear Corp Warp Researchers are unable to get much research done.  They're busy being addicted to the video games that I.R. Stupid installed. I.R. Stupid is too smart for us.

GNN: Crosscheck the Quadlek won his third straight title of Bladeskate when his opponents surrendered again after he started his smuggled in chain saw.  To those who say the refs should have said,"Put down that chainsaw and listen to me."

GNN: Some unknown Constrat has a starfighter out these which far exceeds any known specifications.  We assume some mad scientist or alien technology from another galaxy.  It is too fast to catch by modern ships, but if you catch him off guard, we want to bring his ship in for the advancement of universal science.

GNN: Beware Telecins who stuff ball berrings in their gum.  They've been tangling up people's hair like this.  It isn't very nice, but its hard to tell which one did it since like telekenesis is invisible and stuff.

1) GNN: Remember, androids are people too.  Don't hurt their feelings.

2) GNN: Remember, cyborgs are only a fraction of a person, they're part cold dead machine parts.

1) GNN:  Deadman the mad man at large outside Mars Starbase having done the worst crime known to humanity: theft of money from bankers. He stabbed an automated ATM machine causing it to malfunction and then took cash from it.  Not just the bankers are mad at him.  People for Ethical Treatment of Electronics are also disgusted at this heinous crime and have used money from their foundation to repair the hurt machine.


2) GNN: Pitflyer really never did nothing wrong, but he was an accomplice of Deadman, if you find him bring him in dead or alive so we can get information of Deadman's location.


GNN:  Remember, for a healthy society, we must scan everyone else's ship.  They might have illegal drugs such as Syn High and you can get a reward for NARCing on them.  Yes, we know these smugglers are criminals, but that does not give you the right to pirate and steal their cargo.  Real piracy is still a crime people. And fake piracy is enforced even more strictly. Please don't copy that floppy.



------------nonsense

Food loot-Grocery store

Space Wolf base mode, of having them fly through a difficult zone
like Starfox.

Lower refresh rate of packets to see more
number difference.



-> Overkill a spaceship, gotta keep hitting it!


Drug sniffing dog, actually does the drugs by sniffing em.

--------



The MMO will contain "Space dungeons" which are special zones that all players compete for a big reward. Each Space Dungeon has a different win condition and goals. One might be ffa. Another might be FFA highlander mode. Another might be science based phenomena puzzle to solve. Another might be team vs team. Another might be chess team (aka you kill the king) you win. Another might be who kills a boss fastest. Long story short, once a day, these places will drop really good loot predictably either on a timer, or via clue sheet. Then most players will know where to be. And the same guy won't win every 'Space Dungeon' because the rules are dif for each.

There will be resource trading, aka, buy aluminum or other metals one place and sell another like Elite.





There will be a PVP bounty system. Everyone can PVP at all times. Stakes are low if your ship explodes. If you get attacked without declaring aggressive mode or an opponent to duel, the aggressor gets a bounty on their head in accordance with the damage dealt to you. If this bounty gets high enough, and they get caught, they will be put in jail. When they log on for the next few hours or days, their character can play only in jail, and visitors come see him and such. Global chat disabled.


There will be illegal substances like fictitious drugs and contraband weapons which you can profit from greatly, but you risk your cargo being scanned by a random and getting a bounty on your head.

There will later be grand space opera. AKA Live Game Masters will observe the game, and allow players to permanently change the history on their server. I actually know several highly talented game masters personally who are ready to be on board.

Then later, the ability to touch down on ground, and your player get out FPS style will come with procedurally generated planets&cties.

Of course you have your standard MMO quests&random wandering monsters and situations.

I have other plans, but this will be a very fun game to come along for the ride.



------ He boldly went where no man has gone before, because even the dumbest of all mankind knew that was not a smart place to go.

--------------
Orbit Theme:
 One with neon lights
One with China town




1) I am universe building with the Great I AM, God who made this
universe. God guide me in this, and lets both have fun. Amen.

-----------------------------------------------
1) Enable settings, highscore and leaderboards.

----------
I owe Dr. Doom an orbital laser.

--------------------
Focus: Getting engine playable with two ships.
WORKS! 1) Compile and see what we got. If two ships visible, interpolation between em.

2) Collision detection and damage transfer. [Haven't been able to test this, mega server crashes]
3) Targetting
4) Sounds
5) Lasers
6) Update stuff further away less often

-----------------------------
7) Get back to Mars Orbit making
Asteroids, space squid, fast food joints, buildings of all kinds,
places to trade.
------------------------------------------


----
Hailing/Voice communication
Roleplay Centric (Will have a live game master)  

---------------------------------
Artifact Hide this!

Quest, put this artifact where no one finds it, the longer they don't find it, the greater the reward.

--------------------------------
[Hail] Ship
[Scan] Ship
[Gather] Ship
--------------------------------------------
Factorio/Satisfactory components : (MUST just to appease NOTCH)
[PROCEEDURALLY GENERATED BILLIONS OF STAR SYSTEMS]
You kinda like wanna hide in one and mine it without
people knows.


Upgrade the core game with bases, add walls into base.

Maybe even shield bubbles

Other buildings, asteroids.

Most importantly: Randomly place buildings, don't make
em boring all in one place

------------------
TO DO:


VoidWhale_CYAN looks like Death Star

Make mini laser orbs.

SelectorBlue

Scifialientships look like planets

Sand is desert planet

Prop Asteroid is like asteroid

part blast mat looks like a sun

magelion looks like orb

done_tile_nebula_green looks like ocean planet

backdrop funky anomoly


---
3 Wolf moon zone, wolves come out with white particle trail

Stone golem morphs from asteroid and punches you after you try and mine him.





------------------------
Planets and debris and asteroid belts and buildings, etc.

CrystalFighter Design: Open public world, and "dungeons"
all with special rule sets for fun game play.

In public zone: Flag yourself for combat or peace.
If peace and people shoot you, they build a bounty.
If you shoot someone in peace mode, you get a bounty
and get forcibly removed from peace mode.  If you ram
someone, that counts as an attack.  To determine who was the 
aggressor, look for which one had the most forward motion/ram damage.


Optimal play, going from special dungeon to dungeon to
get their optimal rewards every 30 minutes.  The optimal
reward is timed on each every day, same time.  This attracts
all players to come to this zone and fight for it.   The different
play styles break up monotony.
--------------------
Overarching mystery to unravel

One overall ancient mystery will be weirdo alien tech
to build really decked out capital ships.  You have to do
science on anomolies, and gain like arcane anomoly points.

--------------------
trading and trade routes
--------------------
Random Encounters
---------------------
Living thriving space base, with NPC in it who do goals.
[NETWORKING NIGHTMARE, BUT DOABLE]
Like allied fleet drones and NPCS, they need to have
a player pick as their network, but as players move around, change
who authority to control these.
---------------------
Lost precursor to civilization
---------------------
Treasures to find with stats
In additon to scrap/xmatter/triderium
---------------------
Procedural Generation of star systems
-Maybe even a trade network to go across them all
Fuel a limiting resource?  
---------------------
----------------------------------------------------
Design first stage.  It doesn't have to be too too exciting, just have some stores in it.
........
The second stage which is a combat stage will have battle, I'll restore the MOBA here.
......

1) Mars... It has like at least one stabase on planet.
Mars probably has moons, put them in too
->Add mons

2) Orbitally, it has fast food joints, and like maybe upgrade places.
Maybe like other stuff.

3) Some asteroids...  Maybe some you can mine.  People can fight over the good ones to mine.

4) A big ship to fight.  Like its just a tanker or something with lots of laser hatches.  It is just chillin,
but if players want to gang up on it, they can take it out like a boss and get some loot.

5) Jellyfish anomoly...  Jellyfish, pests, take em out.  The first quest: Take out the Jellyfish.

6) Beuocratic combat orb drones, they pester you with regulations, but you can blast em if you're running
illegal goods in trade.

-----
7) Space buildings... Trade in different goods.




Look into my books for resources like metals, power converters, items, weapons, food, contraban like SynHigh

Buy/Sell and the rate fluctuate somehow...
If more people sell to em, they buy for less
If more people buy from them, they sell for more.
--------------------------------



----------------------------------------------------
TRADING, resource runs from one place to another, Titanium, Molybenedium etc

--------------------
Antihack spoofing other player
----------------------------------------------
There's a snag that could happen:
The network latency could make stuff be freaky dique.


--------------------------------------------------------------
1) how to scale with further away entities/Ship movement, only update close by fast (saves networking by multiplicitive)
4) Lower significant figs in position in order to save bandwidth

[Aka their name] AKA their alias, aka wanted in three star systems
Aka their stuff

-------------------------------------------------------
c) Drone control
3) See if it works on both computers
4) Build MMO land




----------------------
Every 40ms Send a position update to ships within 
We make a dummy ship, that flys offset from this position.

X  X

Once that works, we echo on the network
Then we put lasers in
------------------------------------------------
Each Packet has Position/Velocity/angle facing/acceleration
------------------------------------------------
Step 1: Lets make the dummy ship, without networking.
Just uses your values.



B) Speed/velocity equation of being near....
It is the next thing after it works



-HIDE THE OBJECT IN MMO-


0-------

Electric zone,

Asteroids look like video game Asteroid asteroids


------------------
Fight own base.

Motes

collectible only found in noob zone.


2:24 AM 1/18/2021

Sir Fry


A guy who says names wrong and you have to figure it out (Puzzle :)

11:15 PM 2/22/2021
Minecraft themed planet with ships that chunker out voxel by voxel like Phoenix 1981



When the 4x comes out, offenses of kings, random sentence generators



Formats for certain events
This guy did x to that guy using this and that, all randomized.

This guys 

Filmed in Panda vision

Optimal Crime

Negatron



ParrotIce - A parrot rapper Pirate.



Gordon Ramses.

----------
Names from Gangnam Style:

Kudos Son of Air.

Sase Bortung.

Kabaru No.

Checkia Mataea ya.


Korean not a Norm

Chom not a say.


----------
Shift A-G no E.
No such thing as a ShiftE
-----------



Idea for a cybornetic killer: It feels no emotion, it just tries to kill you.

Then you end up stealing its car and other mischief

Cybor guy goes,"I'm not supposed to feel emotion.  But I think I'm starting to get pissed off.
Dude just jacked my car!"



If it wasn't for you metal kids!


General Purpose, he's a dolphin, not a porpoise.
Explains all the differences between dolphins and porpoises

-------------
Have that twin stick shooter concept of blowing up pieces to fly through.


Commander: Release the Crack Kitten.

Lieutenant: But sir, remember, we can't control 

Commander: Silence! raises hand




base+fleet vs base+fleet duel


Open Gundam Style


Priceless OWNAGE!


Anaconda Devito


Absurdity trail Dungeon: Make fun of LOL death recap

Usernames
Item names
Boss names
Weapon names

You were killed by X using Y assisted by Z using A & B together and it all came together because C was there.





Funk soul emporium: Freak your boom boom

-------------
        
Read out when logged on of all the base raids that hit
you.  Maybe even let people leave messages.


Capital ships

-------------------------------- USED -----------------

New buildings

Asteroid
Wall
New turrets



BUG POSSIBLY: Not rewarding xmatter on defeat



commander slick, does awesome cool stuff then embarrasses himself


---------------

HUGE List of trade goods, then what to build into other things.

trade concept: You can lose trade goods pvp, but if they do, they risk bounties on them...

Make it balanced so it isn't all Albion Online, bigger crew dominates and makes people cry.


--------------------------------------------------
Desire:

Space Empire of Factories like Factorio.
Yet, able to be attacked by other players and raided for parts so they
can build their own factories that you can raid.
[One challenge I already see is when you're offline and can't defend]

Tiers of factories, basic, advanced, etc.

Drones will go out and automine asteroids...

----------------------------------------------------


-------
Buenos Dios,

Starfighter General, the spiritual successor of Xwing vs Tiefighter. We plan on taking this  game light years ahead of where it is now, and the industry at large.  We going MMO to compete with the biggest space MMOS.

For now, It is a Clash of Clans style game.  Build production buildings, research stronger ships, build ships, build all sorts of things to build a huge fleet.  Then of course go raid other people's bases.  Unlike traditional games of this type which force you to wait, you can be raiding bases non stop, securing more resources to upgrade your base and ships.  This ends up being really fun because star bases will upgrade while you're playing the action part of the game.

The future mmo is ambitious and uses many techs never seen before in games.  It will end with live game master(s) allowing the universe and history to be permanently changed by RPG moments guided by the GMs.

About GoodNewsJim: 150,000 hours game playing+design+coding, more than anyone in the history of mankind.  #1 Staracraft World Vanilla 1998-1999, #1 Starcraft World Broodwar 1999, #1 Diablo 2 Hardcore, #1 Warcraft3 ROC, first to 1500 wins Warcraft3 and did it as random. #1 1v1,2v2,3v3,4v4 at same time War3, 3v3 record 200-0.   Lets just say I LOVE video games, and I would like you to help me make this one better.  

The plan is MMOing this out then making a 3d kungfu MMO in 6 months after(My white whale since 2003)

Even stop on my stream and chat. I try and uplift everyone. After all the God of Love let me know he is real.  So let us all love each other. Love is the way: www.twitch.tv/goodnewsjim

,James Sager III

If you want, give the extra keys to friends, fam, or followers.

-----------