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- Phase 1: Pray and Wait a bit…is this worth doing? Should it be done? Can it be done? - Phase 2: Discuss Concept - Phase 3: Brain storm all features - Phase 4: Look at what is out there (new ideas, implementations of existing, likes dislikes) - Phase 5: Decide on must include feature set - Phase 6: Prioritize Feature Set - Phase 7: Devise a Plan (technology, features, who does what, tool set vs story line vs graphic arts)
I'm currently running the 64 bit version of Vista Ultimate. I found a great list of compatible games running on Vista 32 and 64 bit versions. Check the list out [ HERE ].
SL 3.0 How should it be? Intro Second Life is a game…well more of a social networking program built on a VRML like engine. I’ve had to mess with it for about three months. It is awesome in the possibilities it offers, I think by using SL you see a glimpse into the future. Unfortunately that glimpse is pretty dark and primitive right now. I’d say Second Life is mainly used for interactive chat and virtual sex, which is a shame. Second Life as a platform for a Web 3.0 or 4.0 interface is a possibility with a few changes, which I’ve listed below. Do I think that SL will become the Snow Crash Metaverse? Probably not. But it is the first great stab at it, so for that reason it is worth paying attention to. If you don’t play the game, I actually wouldn’t recommend it because you would be surprised at how easy it is for some of its darker aspects to get their hooks into you. But watch it…it may evolve beyond its porn beginnings, just like the internet did. The Engine First, I would ...
Design Here is a cool link to some ideas about various economic types. http://terranova.blogs.com/terra_nova/2005/12/economic_stages.html I've been thinking a lot about combat for RPG's and Games. Here are a few of my initial ides. 1) I want combat to be deadly. I've seen games tone down the destructiveness of modern weaponry. This has always bothered me. I want a character or an adversary that gets pugged 3 times by a modern day assault rifle to die. I want the character to die (that is, if the character is unprotected). So, RPG's, in my opinion need to keep the lethality of modern weaponry (or future or past weaponry) intact. This brings up some interesting problems. Why would you want to play a game where your chances of getting killed in action are pretty high? You probably wouldn't. Yet I think games are more compelling if there is always somewhat of a reasonable threat of dying. So, if we keep the lethality of weapondry hi in our games, how can we keep charact...
D&D 3.5 World of WarCraft GM - Jeff Players - John, strange undead wizard thing (we will disclude his character from story) - Collin, 8'1" Orc Fighter w Magical Great Hammer - Carlos, Human Rouge, Leader of the party - Ben/Shawn - Dwarf Scout with pretty wicked rifle - Don Shamin Cow like thing, pretty powerful spell caster [Vague, from a few months ago] Our group is an independant faction hired by orc tribe to recover a magic orb that some bad guys are trying to use to raise some evil lich lord that drained a whole civilization away in the past. Dropped off by some ballon thing into some desert villiage. Meet an elven archeologist that things the orb and the people trying to raise it are out in the desert. Notice slave caravans heading somewhere out in the desert. Decide to follow them. Purchase some camels and water and head out. Intercepted by some jackelwere things. Battle insues. Things sent to grab the elf but party manages to defeat them with...