senorgomez
Member
- Joined
- May 3, 2009
- Messages
- 149
Panopolis is a persistent multiplayer multiple-level urban simulation. '
http://www.scribd.com/doc/14882579/Game-Design
First, I'll be the first to say that this project looks crazy. It hits all the classic points of being a project destined to failure. Observe the following:
1. I have no formal coding practice, just scripting and hacking. I have no graphic coding practice.
2. I am a general nerd whose ideas are probably better in theory than practice
3. This is my first serious coding project and first game.
4. The game in question is remarkable complex and probably not feasible
5. The game in question is not compeletly original, 'just another urban simulation'
6. The game design document is poorly written and done by an amateur.
But you know what, whatever. Who cares. Please stow the probably correct criticisms about this project not getting done and being too big for one person. Try to think of it like the pandora itself, the devs have said if they knew what a hassle it would be they might not of done it. Only I hope to have something to show for it in less than a year.
What I DO want is ideas to get around the many problems that are inherent in a multiplayer simulation.
I plan starting the first tier (SimTower Clone) this summer.
So, onward to the document: http://www.scribd.com/doc/14882579/Game-Design
http://www.scribd.com/doc/14882579/Game-Design
First, I'll be the first to say that this project looks crazy. It hits all the classic points of being a project destined to failure. Observe the following:
1. I have no formal coding practice, just scripting and hacking. I have no graphic coding practice.
2. I am a general nerd whose ideas are probably better in theory than practice
3. This is my first serious coding project and first game.
4. The game in question is remarkable complex and probably not feasible
5. The game in question is not compeletly original, 'just another urban simulation'
6. The game design document is poorly written and done by an amateur.
But you know what, whatever. Who cares. Please stow the probably correct criticisms about this project not getting done and being too big for one person. Try to think of it like the pandora itself, the devs have said if they knew what a hassle it would be they might not of done it. Only I hope to have something to show for it in less than a year.
What I DO want is ideas to get around the many problems that are inherent in a multiplayer simulation.
I plan starting the first tier (SimTower Clone) this summer.
So, onward to the document: http://www.scribd.com/doc/14882579/Game-Design