So I have been working allot with Unity, Torque 3d, Javascript, and some others extensively lately. Completed a few things, didn't on a few other things. I am finding myself slowly moving back to a text based semi-graphics game but going all out. I have an idea to give it some flavor beyond the average text game. I have been concerned with the player base of text based games but looking around I see text based games are quite popular still.
Originally I was thinking of basing it all off of GURPS(generic universal role playing system) to make it more simple on me and to create a massive dynamic system with planets that range from mid evil to cyber punk to future. I have a way of creating the largest terrain or explorable system know to man.
Should I base it off of GURPS? Note: I have no interest of charging for the game. Does anyone know a bettter system? Like Palladium? Or should I create one from scratch?
back to the text
Re: back to the text
I think here, that very question should actually be encoded into the game itself. Like for example, instead of asking us 'What should I use', in the game you have say three methods for attacking or whatever number, then instead of asking us which way is best, the players log in and vote for which of the options they prefer. And it's an open pole, so if method B's votes outweighs method A's votes at some time in the future, method A starts getting used. Have these poles for attacks, defence, crafting, etc.
I think the intensity of play your looking for comes from, much like a table top session, having a group who have agreed that X should be done by Y method and you all have that tangible agreement between you. Asking us wont give that, because were not the players of your game (currently, anyway).
I don't think it's a matter of what is the 'better' system. It's a matter of you and the players asking "What's better for us, together" and the arrangement you make and hold.
I think the intensity of play your looking for comes from, much like a table top session, having a group who have agreed that X should be done by Y method and you all have that tangible agreement between you. Asking us wont give that, because were not the players of your game (currently, anyway).
I don't think it's a matter of what is the 'better' system. It's a matter of you and the players asking "What's better for us, together" and the arrangement you make and hold.
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- hallsofvallhalla
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Re: back to the text
well i am surely not going to code several different systems for a vote. 
My question is basically aimed at should I use a premade system or create my own. Does the idea of a system that has been around for years more attractive than a brand new system?
My question is basically aimed at should I use a premade system or create my own. Does the idea of a system that has been around for years more attractive than a brand new system?
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Re: back to the text
I really don't know if GURPS would be much of a draw. I don't think it would push anyway away, but at the same time, it has been pushed under the rug by the mighty ogre of Wizards of the Coast and D&D.
Also, is GURPS in the public domain?
Also, is GURPS in the public domain?
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Re: back to the text
yeah, the rules were pretty bare and basic. I grabbed some of my GURPS manuals off the shelf and was like. ugh, d6 system...
Re: back to the text
Ah well, that's always what I felt like I ended up with when playing traditional table top.well i am surely not going to code several different systems for a vote.
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