Design server ideas

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This article is outdated

Parts of this article are outdated and do no longer represent the current state of the project or the intentions of the development team.


Main idea: People, do not “level up”, people learn, train, develop skills. Some skills are pure, and some other are base for other, more elaborated skills, we never stop developing skills. And, if enough training or knowledge is accumulated, master or perfection is achieved. The game should be more focused at developing skills better than getting more level. Level could be a reference for a accumulated skills points.

Map: Holds the description of walkable places, spawn coordinates of NPC, objects, and users at the map. Maps can have the following properties.

  • name
  • width x height
  • array of objects at (x,y)
  • collision layer
  • portals which connects to other maps

Objects: Anything should be an object, object is the basic brik of the world. When resistance is overcome, the object breaks. Objects has de following basic properties:

  • width
  • length
  • height
  • map_name (at where map we are?)
  • map_x, map_y, map_z
  • value
  • Endurance
  • name
  • visible (if is not visible, isn´t showed at the client and object pass through this object)
  • array of properties
  • id

Properties: Every action or behaviour must be supported for a properties, this could allow, almost infinite expansion and capabilities to modify the capacity of a being. Example of properties Endurance, Intelligence, Wits, Fighting Style knowledge, Special fighting techniques, Magic, Special magic techniques, Crafting, Climbing, Running, Walking, Speed, you name it. Properties are applied to objects, and add an effect on the object. Properties could enable one of the following types.

  • An capability: Permits to the object DO something.
  • An statistic: A numbering statistics that have, max, min and current points.
  • An effect: Modify a capability or a statistics.

Basic properties of a properties.

  • name
  • type (capability, statistic, effect)
  • what_it_do (what it does to the object being used)

Beings: Any object with life an self awareness, Basic properties of

  • level
  • properties_points
  • statistics
  • wereable_parts (parts wich could have an armour)
  • prensible_parts (parts wich could hold a weapon)
  • money
  • array of objects being carried or used
  • array of properties being used by this being
  • scripted behaviour.

Player: A being controlled by a intelligence. Basic properties of a player.

  • Account.
  • Last killed.
  • Last dead by.
  • array of beings being guided by this player.
  • call back for properties mapped to a network protocol.

Economics Model: The model for the economics is based on 5 parameters.

  • Fixed tax: The base tax we increase or decrease.
  • Balance factor: Money at the beings + value of in game objects / Money saved at players.
  • Availability of the objects: Classified by very rare, rare, uncommon, common and very common.
  • Availability factor: An arbitrary value used to specify the base flotability (?) band to add as a tax for the availability of the object.
  • Availability tax factor: The percentage of the universe of object counted by classification

Availability of objects is done this way:

  • Count the number of total in-game objects.
  • Extract max frequency of object.
  • Divide max frequency by 5 (5 Availability objects classifications).
  • This will give us the “range”.
  • Very Rare : 0 to Range
  • Rare: Range +1 to 2* Range
  • UnCommon: 2 * Range +1 to 3* Range
  • Common: 3 * Range +1 to 4* Range
  • Very Common: above 4* Range +1

Availability tax factor is done this way:

  • Count # ob objects for each classification.
  • Calculate percentage by classification.

And the final tax by classification is calculated:

  • Fixed Tax + Balance Factor + (Availability tax factor – Availability factor)

The effect this model pursue is: Things are as expensive as they’re are available. When players save a lot of money, things get more expensive. When players spend a lot of money, things get less expensive.

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