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7/25/2025, 5:21:58 AM
>>532582859
Usually mmos spawns are static and so are the drop tables. Makes for linear and boring gameplay imo, there's no real reason to explore.
I initially wanted to make it a roguelike with proc gen dungeons, but I didn't like that because of the design constraints it would cause.
Now I'm working on have a static world but what spawns in a given location chances. Also the drop table is more independent than the mobs. So one day a camp might be occupied by bandits, then next day you see it all torn down and there's a wolf pack there. Another location might be the ruins of a castle and one day a dragon is there wandering around with a bunch of treasure chests with loot, then another day a bunch of orcs and you'd have to kill the orcs to get the loot.
Loot is independent of level. So even a level 1 character if they came across the ruins with the dragon lurking and find the Necronomicon. Still need to think of a way to keep the economy existent, though.
The core idea is to reward exploration instead of being a long form grinding game. Might have to include item loss and/or permadeath to keep up item churn.
But then the challenge is: if you can just explore and find the best loot, what about skilling? Something like fishing and cooking is easy: it's extra effective HP. But how to include mining and smithing. Why bother with grinding out to make equipment if you can spend some time wandering around and find Excalibur anyways? I'm still brainstorming ideas on that
>solo mmorpg is like the hardest thing you can even try and do
I'm using frameworks so the hardest parts are already done. A lot of what I'm currently doing is making edits to the framework to adapt it to what I want or basically data entry, with a bit of modeling and animation editing on the side. Also fixing the UI to not be the default from the framework.
Video related is an old version from me getting layered floor visuals.
Usually mmos spawns are static and so are the drop tables. Makes for linear and boring gameplay imo, there's no real reason to explore.
I initially wanted to make it a roguelike with proc gen dungeons, but I didn't like that because of the design constraints it would cause.
Now I'm working on have a static world but what spawns in a given location chances. Also the drop table is more independent than the mobs. So one day a camp might be occupied by bandits, then next day you see it all torn down and there's a wolf pack there. Another location might be the ruins of a castle and one day a dragon is there wandering around with a bunch of treasure chests with loot, then another day a bunch of orcs and you'd have to kill the orcs to get the loot.
Loot is independent of level. So even a level 1 character if they came across the ruins with the dragon lurking and find the Necronomicon. Still need to think of a way to keep the economy existent, though.
The core idea is to reward exploration instead of being a long form grinding game. Might have to include item loss and/or permadeath to keep up item churn.
But then the challenge is: if you can just explore and find the best loot, what about skilling? Something like fishing and cooking is easy: it's extra effective HP. But how to include mining and smithing. Why bother with grinding out to make equipment if you can spend some time wandering around and find Excalibur anyways? I'm still brainstorming ideas on that
>solo mmorpg is like the hardest thing you can even try and do
I'm using frameworks so the hardest parts are already done. A lot of what I'm currently doing is making edits to the framework to adapt it to what I want or basically data entry, with a bit of modeling and animation editing on the side. Also fixing the UI to not be the default from the framework.
Video related is an old version from me getting layered floor visuals.
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