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Levels of Abstraction

Started by March 29, 2009 08:02 PM
50 comments, last by Platinum_Dragon 15 years, 10 months ago
Basicly, the game is design to combine MMORTT, MMORTS, MMOFPS, and MMORPG into one single game of a large conflicting world that is expanding. A player's army can be other players and/or AI characters, but most of it comes from AI characters, as not many players are willing to fight wars everytime their general wants to fight the war. Most players will play it as an FPS or an RPG while a few will go into RTT or RTS aspect of the game (that is the design).

Players have two modes of play, First Person and Third Person.

Edit:
Of course the previos post about the amount of armor and the damage formula is only representing the basics that is needed to test the game before more detailed aspects are needed. Balancing is needed to be calculated, etc.
I use QueryPerformanceFrequency(), and the result averages to 8 nanoseconds or about 13 cpu cycles (1.66GHz CPU). Is that reasonable?
I though that the assembly equivalent to accessing unaligned data would be something similar to this order:

  • move
  • mask
  • shift
  • move
  • mask
  • shift
  • or

    So it seems reasonable to say that it takes 14 cycles for unaligned data since we'll have to do the series of instructions once to access and once to assign?
Would this play sort of like Call of Duty: Modern Warfare for playstation 3 (except with the military structure and RPG/RTS modes)?
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What happens when a Private spots an Assassin passing by?

Does the Private report to everyone (boardcast), directly to the highest in command, or only to the officer directly above himself?


How does the first general comes to be? What does it take to start a faction?




Of course, you have settlements and bases. In your bases, you cannot allow anyone to move through freely, but in settlements, you still have to let the civilian to move around, so therefore, spies and assassins are characters that can dress up as civilian to enter your settlements. The choice to be cruel (that is to kill civilians or not if they are in your territory) or not is up to the lower ranks or the General can create a policy. To start factions, you need to be able to convince the mayor character (usually an AI character) of an unclaim settlement to support you. You will automatically promote to Major General, and command your own forces, but if you cannot maintain your forces, then your faction will be destroy. All speech is not global, but direct. Only those in the same screen can hear them, and those at the other end of the radio when they are using radio to communicate. Usually, you can only speak with your direct superior or inferior, and at most two ranks apart. The higher ups can choose to ignore you. There is a chain of command for a reason. Most of the first generals will be AI characters, and there should be factions that are started by the AI. It is the players' goal to live in this world with the greatest fame or infame. If a private spots an assassin, which will take some skills depending on the player, then the private has the right to capture or execute them. Them can do so too to civilians whom trespass their territory.

There is more to it than Call of Duty 4: Modern Warfare. This game will try to take up more elements in real life. Education may become a role into the game and position of medics, etc that requires college degrees, etc. What I'm trying to implement is a whole entire world, that consist of both AI and player characters. The world will develop into the need of every factor in real life, and by having the game as a motivation for the players to learn by having academies set up with exams that test real education skills. So in a sense, your education in real life will be transfer into the game and your character will have your stats of the real you except for the strength. A monthly exam on your educational skills may need be to ensure that players are at the correct level for the stats of their characters. Your language skills may translate towards your diplomatic skills for instance, and your mathematical skills can be useful towards logistics, and advisory position. Basicly a whole entire world, but the major focus of the game is war.

Death: Your character's death is not permanent, but it will make you lose all of the current equipments that you had. Everything else you still keep, especially your stats.

I will make it so that the intelligence stat of your character based on the intelligence of the subjects (education). Then I would have an Intelligence Age for every subject, and these Intelligence Ages will be use to determine the overal Intelligence stat of the character. The charisma of the character will be through the reputation of the character by the perspective of other players. And other stats are by the relative actions between the characters. Each relative action with other characters will affect your character's statistics.

[Edited by - Platinum_Dragon on March 31, 2009 11:15:06 AM]




I use QueryPerformanceFrequency(), and the result averages to 8 nanoseconds or about 13 cpu cycles (1.66GHz CPU). Is that reasonable?
I though that the assembly equivalent to accessing unaligned data would be something similar to this order:

  • move
  • mask
  • shift
  • move
  • mask
  • shift
  • or

    So it seems reasonable to say that it takes 14 cycles for unaligned data since we'll have to do the series of instructions once to access and once to assign?
I think that it is good design practice to let people choose to have the top rank almost whenever they want. Because the population that plays this kind of game often wants to get "fifteen minutes" of fame and by letting them do it you help reduce their frustraion in real life while making your game world dynamic.

Are you personally an FPS person or an RTS person?

Personally, I not good in either RTS or FPS. I'm not really good at games generally.

My game world is similar to having the choice of being at the top for as few seconds as they want. Bringing in the three genre FPS, RTS, and RPG is the goal of the design, and I believe this design could really attract all three groups of people.

Edit:

Experience System.
Experience = Floor[HP damage/Current Level].

Level System
EXP to Next Level = Current Level * 1000.

Edit: Other designs I think of...

I also want to have an optional tutorial section for players as the log on.

I also want to have a current event bulletin, and even a forum that players can access while they are ingame. The forum will be availible to players out of game as a regular forum, and ingame while their advatar is in an inn, marketplace, and any other social gathering places within the settlements will allow players to access the forum. That way, players do not need to switch between the client and browser to ask for help.



[Edited by - Platinum_Dragon on March 31, 2009 10:27:05 PM]







I use QueryPerformanceFrequency(), and the result averages to 8 nanoseconds or about 13 cpu cycles (1.66GHz CPU). Is that reasonable?
I though that the assembly equivalent to accessing unaligned data would be something similar to this order:

  • move
  • mask
  • shift
  • move
  • mask
  • shift
  • or

    So it seems reasonable to say that it takes 14 cycles for unaligned data since we'll have to do the series of instructions once to access and once to assign?
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As it is a game design, the broadness of the discussion is quite large.

Education Aspect of the Game.

In the education aspect of the game, I want to have it so that players have to take monthly tests having the subjects compressed into 9 major subjects, but also to prepare the students toward these tests, I will have a division of lecture/discussion, and lab/fieldwork to help them learn. The lecture/discussion will explain the logic of the skill they will need to learn with at least 7 examples. The lab/fieldwork is like homework problems that students do. This lab/fieldwork portion will be a software that generates problems for the players to learn. The thing is, my examination scale is a lot harder than standard scales they use in grading.

I want to know what is the upper limit of the grade level that can be tested?
I will definitely want to at least cover upto undergraduate courses so that the players can learn more while trying to level up their character.

96% = Grade Level, and each 1% difference is 0.1 grade level difference. A question cannot measure more than 0.4 grade level higher than its difficulty rating because you cannot exceed 100%. The 96% cutoff is very high in comparision to schools where your cutoff is the bottom of grade "C[-]," but this is what I have to do to ensure accurate measure of their skills or talent on the subject areas.

As you can see, I am also trying to bring education into this game so that I can have a larger audience, but as all games, there will be a point where the players will leave, just like schools/society too, you will have to leave the standard learning environment to learn while in the working environment.

Edit:
Reading Rate, Reading Accuracy, and Comprehension will be measure together with one test. It will be true comprehension vs the comprehension + research. The difference between true comprehension and comprehension + research is that in true comprehension, you can only read the passage once. In comprehension + research, you can go back to the reading and search for the answer. That is the problem with some standardize test because it measure the comprehension + research skills combine and not just comprehension skills along.

Writing Rate: I will say that writing rate will probably not be that high. Even if the typing rate is high, lowest college level writing will only be at 30 words per minute because these are new ideas, not copy typing. 30 words per minute x 40 minutes = 1200 words.

Essay are needed to be graded by real people because machines cannot truly grade them properly.

[Edited by - Platinum_Dragon on April 1, 2009 2:44:07 PM]









I use QueryPerformanceFrequency(), and the result averages to 8 nanoseconds or about 13 cpu cycles (1.66GHz CPU). Is that reasonable?
I though that the assembly equivalent to accessing unaligned data would be something similar to this order:

  • move
  • mask
  • shift
  • move
  • mask
  • shift
  • or

    So it seems reasonable to say that it takes 14 cycles for unaligned data since we'll have to do the series of instructions once to access and once to assign?
Re: Education

I think that in your medium, you don't need to assign grade letters. You could stick with a "certificate" system such that a player either has a PASS on certain skill or HASNOTPASSED. That way you can have a picture of the current abilities of the character without the connotation of judging the character's future performance.

You could still have periodic tests. Some procedures like CPR can get updated through time. Standards can also change. When the player does not pass, his status reverts to HASNOTPASSED status.

If you could do morse code at WPM60, then you are WPM60 certified. You don't need to call those Grade A morse code operators and those that can only do WPM10 Grade C- operators.

I think this is a better system because when you look at someone's skill set you know exactly what they can do, instead of needing to interpret the meaning of a percentage or a grade letter.







I want to make it so that players can bring the skills they have in real life into the game. So in essence, the game is a measurement of the players true potential in real life if they have the courage to face reality. Basicly, the hardest thing to do of all games is to bring the potential of the player out, and let them see what they can do in real life if they were given the opportunity to do so. The only difference is that my standards is significantly higher to ensure that the measurement is accurate. I will make sure that we will only underestimate players true ability and never overestimate. When players are able to see that they are able to do so much in real life if they are given the right to do so, then they will mature more in real life, and will "graduate from gaming" and they will move toward higher knowledge.

I want the game to bring all posible elements of real life, and to have a realistic implementation of them in the game. When players are having vivid details, they will be able to see more of the possibility that they can do in real life. Afterall, the most vivid detailed story can still be told in a shorter time than what it takes for the story to occur in real life. All I am bring reality into the game, and let the players have more equality that is only based [on their skills] on what they are willing to do. So when I rethink, I believe that restricting this "RPG" into first person perspective is better than allowing third person perspective. The degree of controling, the User Interfact [UI] has to be develop into a very complicated task to ensure even the slightest change in the character's body poster can be posible. The player therefore may be limited to those that have no disability, such is only posible to have a full scale control. The physics of the game world has to be detailed.

This design cannot implemented until I unite a group of College Graduates to ensure that the smallest factor in the game is as detailed as posible. There will only be few limitation that are unreal, like death, and also certain "adult content" cannot be in the game. As a strategy/shooter game, it also will have detailed body wounds. To be totally realistic, with a list of "censorship" of certain content.

The grading system thus is ensure by having "realistic" classes, and having benchmarks. 96% is the passing cutoff.

I want to make it so that the quality of the education system in the game is good enough to replace the schools in real life. To have the military portion of the game good enough to replace military academy. Afterall, the root of education is to have "obedient soldiers," and so the education aspect is also from the "Military Emphasis" of this RPG.

It is more of an RPG than FPS, because of the customization and relation your character has with other players. The scale to determine if RTS or RPG is more dominate then I will say that it is more RPG like if you do not want to be at the imposible top position. Its RTS elements may be the focus of the game, but there will not be enough willing players to say in this RTS mode, so they will play more in the RPG mode. The character statistics being influece by the skills of the players in real life will also bring a connection their the character that the players are playing; thus, making the feeling of RPG stronger.

[To Bring All of Real Life Into the Game, and without the Limitation of Inequity or Society, We Will be Able to Measure the True Statistics of What People Want Without the Need to Gather Scientific Data.] Okay End with the Joke.

I use QueryPerformanceFrequency(), and the result averages to 8 nanoseconds or about 13 cpu cycles (1.66GHz CPU). Is that reasonable?
I though that the assembly equivalent to accessing unaligned data would be something similar to this order:

  • move
  • mask
  • shift
  • move
  • mask
  • shift
  • or

    So it seems reasonable to say that it takes 14 cycles for unaligned data since we'll have to do the series of instructions once to access and once to assign?
I think the wording of your second sentence should be:

"So in essence, the game is a reflection of the players current abilities in real life."

Or do you mean that it is easier to pass a class in the game than in reality (as in a character that passes "trigonometry" in your game may not actually know how to do "trigonometry" in real life). Such that your original meaning of your second sentence was that, the game measures the potential of the player because if the player cannot pass those tests in the game there is no way the player could pass the corresponding tests in real life?



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