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Registered: 08-2007
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Re: Warhammer Quest Online Game?


Just so you can all see something i put up the very very very very crude movement stuff i got on here

http://ops.acis.uk.com/ASPnetTEST/WebForm1.aspx

text box at the top is how many movement points left. clicking on directions will move you and reduce movement points by 1. Also there is a blocked square which will disable movement in that direction. Once movement gets to 0 you will not be able to move. Type a number into movement left box to get going again.

Like i said this is just me messing around trying to get the engine to work so obviously the direction buttons will be in the form of a compass etc.

Cheers
Scoff
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Re: Warhammer Quest Online Game?


hehe.. I like it.. emoticon what character is that pirate? emoticon
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Re: Warhammer Quest Online Game?


So far so good on the movement thing. emoticon

Yes, Aecrylis, it was Cutlass that had that compromise in his rules for he game. emoticon

Big Compromise?: How about a big compromise on the unconsciousness versus death thing? And, I do mean big, because I do favor sticking with the original rules on this one -- though I am more liberal on how warriors can use potions to save their buddies. Here's the compromise: At the end of a combat any unconscious warriors will then die at the end of the very next turn (the first turn after the combat). If the power phase/or event phase of the next turn generates more monsters, then that turn lengthens the combat for the purpose of determining death. I know this is s big stretch, but I think that being unconscious for a whole adventure might be too much. Of course, I have no idea what problems the death/unconscious issue presents for the programming of the game. I am supposing that my solution might complicate it a bit.

In relation to this, Scoffer, I might ask whether your proposed end of quest only death is related to the programming or primarily related to your own preference for WHQ.

However, if death is not to be at the end of a turn, then some skills become much less important (like the Dwarf's DeathSong). Also, the Pit Fighter's Heal-It potion becomes much less likely to run out -- assuming any type of healer is along -- and we should probably charge 1000 to 3000 gold for just one. emoticon I am afraid that many warrior parties could become much more nearly "invincible". Furthermore, a spell to raise the dead would then be rarely needed, or maybe could only be used during in-between adventure sessions of the game(?).

More Input on the Death Issue: I really hope that more people will weigh in on this death versus unconsciousness subject -- especially all who would like to play the game once it is up and running. emoticon

The Exit Door! I think this is an excellent idea! Whenever they exit then the game/quest is over. emoticon

Last edited by OldWarrior, 6/Aug/2007, 12:59 pm


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6/Aug/2007, 12:49 pm Link to this post Send Email to OldWarrior   Send PM to OldWarrior Blog
 
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Re: Warhammer Quest Online Game?


oops, forgot to upload the images for the floor tiles,

will get this put up there tomorrow so your not wandering round a white screen emoticon
6/Aug/2007, 3:23 pm Link to this post Send Email to Scoffer   Send PM to Scoffer
 
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Re: Warhammer Quest Online Game?


Try again. Added the floor tiles images (which i forgot)

i think the waiting until the combat is over to calculate death would complicate matters programming wise but i can still do it this way if everyone agrees. The other option of course is to stick with the original. in game terms i would check at the beginning of each power phase which characters are on 0 wounds and they would be killed. we could always change it afterwards if people dont like it.

Scoff
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Re: Warhammer Quest Online Game?


The waiting until combat is over was just a suggestion I was making because I found it closer to the original than being unconscious for the rest of the adventure.

Maybe for GMed games, make it possible for the GM to change the status of the warriors (basically Wounds). This way, someone like Cutlass could make their own house rules work in the game.

Of course, in GMed games, I would think that the more the GM could edit the better, since this is the beauty of GMed games -- being able to do a whole adventure by design and/or by impromptu decisions and using one's own random tools as desired. In my experience, the game becomes more fluid (as in the GM able to make one thing relate to another and so on), life-like, and interesting to all involved. But, again, I am sure this will have to await the future developments and whatever might be possible once the game is up and running.

The movement demonstration looks even better now that there is a room to move around in. emoticon

I looked at the source for that movement stuff.... sure am glad someone else and the browsers understand it. emoticon

I do understand some of it, but all those letters and numbers look like something from outerspace. emoticon

Just for future reference -- and in case it might be needed in the early programming -- I wonder if certain special characters will be able to move after making an attack (Pit Fighter with Fist Spike, and WarDancer with Dance of Death for instance -- not to mention my Martial Artist emoticon )

Last edited by OldWarrior, 7/Aug/2007, 5:12 am


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7/Aug/2007, 4:52 am Link to this post Send Email to OldWarrior   Send PM to OldWarrior Blog
 
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Re: Warhammer Quest Online Game?


Scoffer, You are aware the figure is able to walk off the floortile I presume?

As for the handling of Death, I came up with the extra turn idea to allow for a bigger chance of survival. I've implemented it with every game I've GMed on Webquest and it worked very well. Heroes did die but rather seldom.

Death however is part of life and a heroes life as well. Personally I think further tricks to allow characters to live should not be encouraged. Then again, I am a great proponent of cooperative play where a GM and players combine to create their own game. A GM can subsitute any treasure for a healing potion if neseccary.
I realise this is actually cheating but hey, it's all about the fun isn't it?

GM hosted games have an abundance of merits over a single player game that is simply too long to list but I understand there would me much less coding involved. Or maybe not? AI coding can be very hard and tedious work I think...

Annyway, what I want to know I suppose is: will there be cooperative games as well?

Thinking about Webquest lets me remember the adventures: Black Spiral Temple, The Pirate ship and the Herdstone Of the Beastmen, which were all a bunch of fun and fully customised.

I'm all for "Pimp my dungeon" ;p

As for the escape door; I think officially this depends on the adventure you are playing. Sometimes you'll have to make it back outside and sometimes the final room has acess to the surface. Which makes me wonder why the warriors couldn't find that in the first place emoticon
I once hosted an "inside out dungeon" just to see what would happen. I think it took us 4 tries untill all the warriors made it, which is kinda curious when you think about it...

Image


OW EDIT: I added the picture link.

Last edited by OldWarrior, 8/Aug/2007, 5:53 am
7/Aug/2007, 10:23 am Link to this post Send Email to Cutlass   Send PM to Cutlass
 
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posticon More on the Exit Door


I have to agree with you, Cutlass, about the Exit Door -- although I still think the Exit Door is an excellent Idea for those adventures that allow it. Here are some thoughts about the Exit Door.

1. An On/Off Option: It could be a feature that is turned On or Off depending upon the adventure. Meaning that Scoffer would have to have this option set to On or Off depending upon the random or pre-made designed adventure. Hopefully, this wouldn't be too much trouble to program in this way. It could perhaps be similar to this message board's advanced securtiy feature where I can check or uncheck certain options for each individual forum. emoticon

Illustration: One of the Adventure book quests calls for obtaining a key in the Objective Room. Once the warriors returned to the first room of the dungeon, where a locked treasure chest was found, the warriors would use the key to open the chest. This in turn would trigger the exit door to appear -- either in that room or at the first tile of the dungeon.

2. For GMed adventures the GM could either have this option to set to On of Off, or he could place the specific object (Exit Door) where and when he wanted it to appear.

3. The Exit Door AND the Entrance Door -- perhaps, there should be an End of Game option at the very beginning of most dungeons as well (most adventures allow this). It could do the same thing or nearly the same thing as the Exit Door that is triggered by completing the Quest. I think most people play the game in a way that allows the warriors to leave at any exit that is found, including the entrance, either before or after the objective is completed as long as they can physically reach and walk through that exit (by normal movement turn-by-turn). It sure beats dying by monsters or by the very uncertain Escape Table.

Note: There is that Light in the ceiling dungeon event that allows the warriors to escape if they are able to budge the trap door. This could perhaps trigger the same "Exit Door" option for the warriors.

Note 2 Related to this is the idea of the warriors being able to keep whatever treasures and gold that they have accumulated even though they may not have completed the objective. I think the Exit Door, Entrance Door, or Escape Table (survivable result) should trigger the saving of the warrior's data in the current state in which they leave the dungeon. Although, the Escape Table calls for the loss of gold and treasure sometimes -- so, the saving of info would have to come chronologically after the Escape Table ruesults had modified the warrior's profile.

I sure wish I was a programmer that could do some of the work for Scoffer.... emoticon

I know, we are complicated here -- especially me -- but, hopefully, we will be helpful to Scoffer in the overall building of this project.

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7/Aug/2007, 6:51 pm Link to this post Send Email to OldWarrior   Send PM to OldWarrior Blog
 
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List of Ideas/Table of Contents


I am thinking of adding a list of specific ideas concerning the construction of this online game. It will basically be an organized list of what is discussed here. I will then try to indicate which ideas have been implemented, thoroughly discussed, and/or decided against, and etc... I could include that link in the top post of each page. Otherwise, I think that many things might get buried... Anyway, we can then refer to that list from time to time while thinking and discussing here in this topic. I will try to update that list from time to time and provide notes (or even page-links) as to where the item appears.

This idea might be more for my own benefit -- I don't know; but, I think it could prove helpful as this topic grows over time.

Question: would it be okay, Scoffer, to put such a list/Table of Contents at the bottom of the first post of this topic? If you prefer not, I could just make it a picture link (or just a text link) and put the list under a new topic.

Small sample (not done yet, but...) of what it could look like (it will certainly grow larger!):

Online Game Ideas

Death & Unconsciousness (pages 1, 3, 4)

Ending an Adventure -- Exit Door (pages 3, 4)

Phases of a Turn (page 2)

Play-testing Volunteers (page 1)


Last edited by OldWarrior, 7/Aug/2007, 7:39 pm


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Re: Warhammer Quest Online Game?


quote:

I once hosted an "inside out dungeon" just to see what would happen. I think it took us 4 tries untill all the warriors made it, which is kinda curious when you think about it...



We did have a bunch of fun tho, and you did make it very hard on us emoticon not just a normal little objective room, but a big nasty oneemoticon

Think I made it out 2 times.. but then, 50% is bad survieval rate emoticon
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Re: Warhammer Quest Online Game?


I think the "online game ideas" would be a great idea, it will help me sort through things when i get to developing it so i dont have to read the entire thread to try and find something. It might be worth starting a closed thread and just putting in the conclusions from what is posted here. That way everything will be in one place. Not sure how long this would take you though.

ok going back a few posts.....the code does look complicated but that's because i'm writing code in asp.net that will dynamically create the html. So basically i'm building a program that will write the code for the webpage if that makes sense. i did think about the movement thing for other characters such as pit fighter etc but this will be added after the four initial characters are all working right (wizards going to be a nightmare!!)

The plan is get all 4 characters sorted, get the map to be generated, insert all level 1 monsters, get random events done, get random treasure cards done, get town built for in between adventures (not sure how upkeep would work here since someone could be off line for a week but still charged upkeep, could possible charge it every 24 hours or after a shop visit), get the encounters for travel sorted THEN move onto special characters and level 2 monsters etc.

*re-reads to-do list and hides for a bit*

Cutlass, i know the figures can walk off the floortiles i'm working on this next emoticon then going onto pinning so with any luck you should be able to see something in the next week or so. Just as a side point i've had to take the movement demo down so my boss doesn't have a fit. i will post again when it's back up.

exit square
vall valid point have been mentioned before but just wanted to clarify. the exit door will appear at every enterance to dungeon, in the quest room (depending on adventure) and possibly from random events. This should give the players plenty of time to run away when things get a bit sticky...

i will try and get some coding done over the next week or so and let you all know how the progress is going.

At some point soon i may need someone to give me a hand doing the map boards, basically everything needs to be in 1 square tiles (not sure of size yet) and named in a certain way so a 2 x 8 corridor would consist of 16 tiles names something like c11 c12, c21,c22, c31,32 etc. where c would be the board type, the first number would be the column number and the second number would be the row number. Sort of like a map grid. i will have a play around and see what looks good for the size. We also need some character images to fit on the tiles and some monster images. (that should keep some of you busy for a bit *grins*) anyway, no rush just letting you know what i'm going to be asking of you all in next few weeks. i can do most of them but any help would be greatly appreciated.

will keep you posted

scoff



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Online Game Idea List -- & Offer to Help


Online Game Idea List

Okay, I will start a new topic (thread) that is closed. Then I will edit and update it with the info I mentioned above plus the conclusions as they are reached. I will include a picture link -- edited into the first post of each page in this topic for quicker access to the list topic. I may also add it somewhere in my code for the overall message board for easy access -- have to see, because that is already quite crowded. lol

Then, Scoffer, you can make note here of what you would like to be added to the topic & list -- if I happen to miss it -- or if you just think it important. Oh, and feel free to correct me if I happen to get anything wrong in the Idea List thing.

Here is a scroll picture for the link (already linked emoticon ):

Image



Offer to Help

I can be a rather tedious person -- lol. So, I think I can probably help with some of the tile work. Once I know the size and what board sections are going to be used and etc....

If needed, I can store the finished images somewhere on my website (in a folder -- maybe named Tiles) for temporary storage (or even as semi-permanent backup). I have plenty of space -- have had for over a year now.



Last edited by OldWarrior, 8/Aug/2007, 5:57 pm


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Re: Warhammer Quest Online Game?


Hullo chums. Anyone remember me?

Heh. OW was good enough to nudge me about this, and given that I have now finished my uni course (2:1 Hons English Studies, thanks very much emoticon ) I have a bit more time to help out.

So. What can I do?
I have lots of stuff(s) stored, including the entire picture catalogue for warriors, and probably most of the monster pics I made as well. I expect that at least the warrior pics might be of use?

Cheers
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Monster & Warrior Images


I write this with Scoffer *looking over my shoulder* (hehe), so we shall see what help he needs....

Thecustodian, I think that you would be an excellent source of firsthand knowledge on much of how Webquest worked, since you were with the project most if not all of the time of its existence. I think you could provide most-helpful input on a variety of issues. I for one would welcome your advice, observations and etc.

You made those monster pics? I didn't know you had it in you, Thecustodian. emoticon

One question I have, Thecustodian, concerning the Webquest monster images: Do you have the monster images in a larger size than was used in Webquest? I am just anticipating the possibility of a little larger tile size in this game, though I have no idea what it will end up being. Of course, if Scoffer works with the Webquest size, then this is a mute point. I think -- correct me if I am wrong -- that each tile in Webquest was about 30 by 30 pixels.

The tile size in the zoom maps of the games in this message board -- only in pictures (of course) is I think about 50% larger (about 45 x 45 pixels) than we had in Webquest. I think part of my reason for making them larger is that I could do so, AND, because my images, maps and etc. are not as clean and crisp as we had in Webquest -- so, I made them larger for better recognition (hopefully).

For Scoffer's reference I am adding a couple of the monster images used in Webquest (Chaos Warrior and orc) here:

Image - - - - - Image


Another question for Thecustodian about the Webquest monster images: Do you have images of monsters for beyond DL 3.

I have worked up -- mostly with Cutlass' assistance -- a fairly complete set of monster images for all Dungeon Levels, but I would like to see any other versions that might exist of the same creatures. Oh boy, here I go again getting ahead of things. I need to keep reminding myself that we are looking at a BL 1 game for much of the programming and images. Yet, another item to come back to in the future. emoticon

Image-related (for Scoffer): Here are samples of the different sizes of warrior/character images from Webquest that are available from Thecustodian or myself. The smallest was used in the game map -- where the action was. The middle size for the warrior frame. The largest was used in the warrior's Adventure Record info page.

Image - - - - - Image - - - - - Image


Last edited by OldWarrior, 8/Aug/2007, 8:30 pm


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Monster Size and Space Occupied in the Game(?)


Thinking about the size of the images reminds me of an issue I have faced here in my games, which seems to be a more difficult issue for a coded game -- in my thinking at least. The issue is this: the size of certain monsters in Warhammer Quest -- especially at higher levels -- seems to require more space on the gameboard than just one tile.

Just take for instance monsters that are classified as LARGE MONSTER. In the real game just one of these creatures can take up as much as four tiles.

Then, just thinking about a minotaur taking up one tile makes me feel a little strange. lol. In the real game a minotaur generally takes up about two tiles. In Webquest, all monsters through DL 3 only occupied one tile each. If coding would be too difficult for larger monsters, I for one will understand, but I thought it worth mentioning it now.

I know that this looks to future difficulties, but Scoffer said that it would be better if some things were prepared for in the earlier stages of the project -- to make less of a nightmare of the coding later on.... emoticon

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8/Aug/2007, 6:11 pm Link to this post Send Email to OldWarrior   Send PM to OldWarrior Blog
 
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Re: Warhammer Quest Online Game?


Hi guys,

thecustodian , that would be great getting the image files, saves us all (especially me *grins*) alot of work if the work is already done. Not sure if this is possible but could oldwarrior get these and put them somewhere for me to download? if not i'll send you my e-mail address and we can take it from there.

 
Big monsters - grr This shouldn't be a problem with them taking up more than 1 space. we basically cut them up into tiles again and spread them accross 2 map tiles. so going back to the grid reference example a minator facing north would take up square 11 with the left half of the minator image and 12 with the right half. Obviously we would have to do at least 2 versions of the minator image (preferably 4) one for facing north and one facing east. idealy we want one facing all four directions so that we can face the monster towards who it's attacking but this might be a bit difficult to work out initially. i'll just file that one in the "would like to have" bucket for the time being.

image size The tiles on the example are 112 pixels square but obviously this would be too big for the game so looking at the images you posted above with the wizards i think the middle size would be ok for the actuall map. just had a look and the wizard is 41 wide by 65 high. if we make the map tiles 65 x 65 it would give us an extra 24 pixels at the side to put in things like monster wounds etc. What's everyones thoughts on this? Personally i think the one on the left (original webquest size) is a bit small but if people like it that way we can go for it. Or we can go for something in between.

i can try it out, see what it looks like and put it onto the example thing so you can all see it and we can take it from there if you want.

cheers
scoff
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Monster Size, Fly-over Text, Weapon & Armour Changing, and Luck


Monster Size: Ah, the 40 pixel size! See, that is approximately what I have ended up doing for monsters here in these games. This is one reason I ask about the original monsters -- whether there might be larger versions, because they are a bit smaller, and I had trouble enlarging some of them without affecting the quality. Perhaps someone else has a better picture editor that could do a better job.

Anyway, I think I should post some examples here of enlarged monters and perhaps some I use in their place. Yes, either way, I will be glad to post the monster and warrior images where you can download them. I can at least do this where you can go and see them listed in a directory, though I do not have any mass-downloading tools. Maybe I could try to zip them into one huge file(?) -- not sure I can though. Let me know what will work for you.

The first of each of these was saved using MS Paint; the second was saved using 602Photo. I know, I really could use a more sophisticated picture editor. emoticon The first image takes up less size on disk, so perhaps MS Paint wins the day here. lol All these monster images are 40 x 40 pixels, or close to it -- after resizing them (one at a time). I can easily go larger with the monster pics I acquired for the message board because to get them to 40x40 requires making them smaller.

Image - - - - - Image

Image - - - - - Image

Here is a not-so-nice enlargement -- using the same method for a spider:

Image

Here are some images I have been working with here:

Image - Image - Image

Gigantic Spider image --

Image - Image - Image

Here the second pic is the size of the image as I have it on my pc and the third one is designated as a Savage Orc.

Image - - - - - Image - - - - - Image - - - - - Image

note: I have been using the same Chaos Warrior image as was used in Webquest, because it doesn't seem to downgrade too much as I enlarge it and because the other images I have are more specialized for specific Chaos clan -- or some such designation.

As for the monster Stats (current wounds, and etc...), Bruno did a really nifty thing with fly-over text boxes, both for the warrior & monster images. It was one of the latest improvements of Webquest. Whenever the mouse curser (arrow or whatever) pointed at a model's image on the map, a text box -- like a help or contextual info box -- would pop up. It went away as soon as the curser moved somewhere else. It could be used to show all sorts of goodies (Weapon Skill, Ballistic Skill, Wounds like 9/12, Toughness, Armour, special rules -- Fear, Terror, Fly, Magic Weapon, Magic Armour and etc...). I don't know if this would be of use here, but it surely was handy in that game. I will try to illustrate this here soon. emoticon

This brings to my mind -- for some reason -- the issue of which weapon a warrior is using each turn -- even BL 1 warriors must decide this (Elf from the start). Some weapons will affect how monsters are able to attack warriors. For instance, the Parrying Blade parries on 4+ any incoming melee attack. So, it seems to me that a warrior will need to input into the game some choice of weapon each turn.

Armour Changing: Similar applies to armour, though body armour is supposed to take one whole turn of doing nothing else to change. A helm would perhaps require the sacrifice of an attack to change. Shields are sort of like weapons, so they are easier to change. emoticon

Note: Just for the record, I hate Troll Vomit, though it is a necessary evil in the game. emoticon lol

How to Handle Luck: again, I know that the basic four warriors have "no Luck" with which to begin the game, but I mention it here just in case early coding would be helpful. It seems to me that a Luck point could be used by a warrior to re-do the last thing that was randomly decided for him, by him, or that had happened to him.

Some, including Thecustodian and I, like to treat Luck as an automatically successful result (effectively a roll of a 6 on a 1D6 for instance) in place of whatever had just been determined. Of course, if this could be incorporated in the game, it would likely still have to be a re-roll as in the case of re-rolling a Settlement Event.

The Combat Interface in Webquest: Sadly, I do not remember that one as well to be able to post a likeness (I can still try if Scoffer would like me to do so). It was the GM side of the combat, where he moved the monsters and attacked the warriors. It looked much like a GM editing map, but whenever a monster was moved the game would then prompt the GM to make an attack using that monster. Meanwhile the monster image would become ghostly (like this: Image) and the interface would not let the GM move any more monsters. The GM could end the monsters action without doing the attack, but he would then have to manually roll the dice outside of the interface if he wanted to resolve that monster's attack(s).

When the GM clicked on a warrior to resolve the monster's attack(s), a window would pop up with all the monster's & warrior's related data. The warrior's current info (Wounds and maybe other things) could be edited within this window. This window had dice rolling buttons. It was similar to the Orders Interface, but it was nicer and helped to make the GM's job easier.

Oh, Scoffer, if your movement illsutration/engine thing would work on my website, I would be glad to temporarily upload it there so that you don't have to keep taking it down (for the boss). Just tell me what to do and I will see if it can be done. Note: I have PMed you the location for the Warrior Image directory. About 1000 warrior images are uploaded. emoticon

Last edited by OldWarrior, 9/Aug/2007, 5:50 am


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Re: Warhammer Quest Online Game?


Hello Custodian! Good to hear from you again. emoticon
For the monster pics, I made a rather big collection of monsters at OW's request, I still have them and OW does to (I think) If you want I can send them to you. Just send me a PM with your email adres. If nessecary I can make more monster pics, just send me a list and I'll scrounge my pdf book collection an the internet for them. If you want I can draw them as well but that would obviously take a lot more time.
As for their size, I thought the original pics were a bit too small so I vote for 41 x 65 version. For regular rooms I vote for 450 x 450 or 350 x 350. This will leave ample space for stats, wounds, etc without transforming the board in a chaotic clutter of numbers and tokens.
Once I know the standard size I'll start creating new tiles.
If you want to edit pics, I'm your man. Although increasing size always results in pixel loss.

So, I'm not sure if you know about this but there's a precedent to this (sorta). Maybe you guys can have some inspiration from it. Check out the dungeon of blood here: http://www.wqchronicles.com/software/software.htm

(Click on the little PC to download).
I never installed it so I don't know if it's any good.
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Re: Warhammer Quest Online Game?


ToolTip!!!!
that's where the little pop up window appears when you move the mouse over things so like you suggested i can put thing like current health, stats, skills etc on here so the "board" doesn't get cluttered.

As for choosing equiped items this can be done on the character sheet and will persist through the game so tun 2 barbarian equips halbard, turn 3 he's still using it until he equips something else.

Luck could get complicated because it's a consious decision for the player as to when it's used. We may have to look at this at a later date and try and work out how it will work.

Cutlass, be careful if your getting stuff from the internet that it's not copywrited but other than that can you make a start on the monster pics and / or board sections. I did take a look at the dungeon of blood thing when i first started looking at this but it's very limited in that you can play a game by moving pieces around and generating dungeons etc but you still have to have a paper copy of character sheets, work out combat etc yourself(you can roll a dice on here but that's about it)

Might be an idea to try and get everyone to post up what type of stuff they are working on. No point 6 people getting orc images and everyone forgetting about rats emoticon

oldwarrior, it would be great if you could host the demo on your site but not sure if it will be possible. Basically you just need to find out if you can host .Net applications. if you give me the host web page i can take a look and see if it's gonna be possible. like i said before i can get a host for a year for a small fee but i dont want to spend the money until it's more or less ready to launch. if this project takes 4 months i see no point in paying for a host just to demo stuff when i can pinch works server space for a week or two.

Image


OW EDIT: I added the picture link.

Last edited by OldWarrior, 9/Aug/2007, 7:55 pm
9/Aug/2007, 7:09 am Link to this post Send Email to Scoffer   Send PM to Scoffer
 
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Re: Warhammer Quest Online Game?


forgot to mention i updated the demo with the smaller map. use the link on the left to get to the 65x65 tiled dungeon

http://ops.acis.uk.com/ASPnetTEST/WebForm1.aspx

for those that didn't get the first one emoticon
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Re: Warhammer Quest Online Game?


Before I go scrounging it might be interesting to know what exactly we need. Shall I go for all Lvl.1 monsters? or do we need only a select few?

Don't worry, I'll make sure I don't use Copyright stuff.

Luck should probably only be used to reroll a players own rolls for simplicity's sake. I never liked the fact that you could force a monster to reroll. That should be called the ability to curse one's opponent imho.
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Re: Warhammer Quest Online Game?


Cutlass, at some point we are going to need all monsters but to start with go for Lvl 1 that have no speacial abilities (orcs, skaven etc) then move onto the rest of Lvl 1 and take it from there. There is no rush for any of these because i need to work out how combat can be coded on it's basic level then move onto the special abilities. If we can get 1-2 monsters without abilities i can work with these and add the rest as we do them.

Personally i think your right about luck only being used for players re-rolls. Mainly because the coding is easier emoticon .

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Re: Warhammer Quest Online Game?


Hey dudes

I forgot to toggle email notifications so have just had to read through a whole ton of stuff: probably didn't absorb it.

Sounds like monster pics are all sorted, and a lot more comprehensive than the collection I made, so no problem there.
As for warriors, as well as the old webquest ones I have a pretty large collection of other ones which would be easily adaptable to the approprate size. I guess we don't want too many too early, mind.
I won't comment on what I think is the best size.

Oh, and tool tips? Two thumbs up!
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Re: Warhammer Quest Online Game?


What I am committed to do for the project: For now I will limit myself to giving my opinion, posting files where needed on my webspace for Scoffer's use in creating the game, keeping up with the Idea's List Topic and (getting back to) my message board games. emoticon

Anything else, Scoffer, just ask and I will tell you if I can do it...

btw, here is the website service provider www.1and1.com I have the 1and1 MS Home package which allows MS Frontpage extensions (currently not activated, because I prefer to use ftp for file uploads. But, I could make this active if it would make things possible. I haven't seen anything that says ".Net applications", but, I am sure you will know.

I think Cutlass definitely has the better image editing and creating program(s) and skills -- all better than mine. emoticon

I also think that some of the other members of this message board will have more comments as they begin to help play test the new game.


The smaller map is better I think for the board section sizes and etc. If it will work, I think this 65 x 65 pixel tile size would be great for gameplay. It seems to me that a player could see one and one-half to two board sections at a time, before having to scroll, which is generally a fairly good view of things. If this is the size you say you will go with, Scoffer, then Cutlass could really get busy. emoticon


A mini-map feature might also be nice just so the players could at a glance see the whole revealed-so-far dungeon, but I know that is another idea for the future, and it might be asking for a little too much. hehe. Maybe a better option would be the ability to zoom in and out, or to click on a link that shrinks the whole game board for mini-map-like viewing.


The Luck Issue I can certainly see with my limited knowledge that the coding would be easier for re-rolling a warrior's dice only. This might prohibit the use of some custom warriors in this game, but some of them might be super nightmares to code as it is -- thinking mostly of some of my complicated creations. Maybe they could be "tweaked" into existance in some GMed games(?) if that would be possible -- the ability to re-do or re-roll an event would have to be an option for the GM for this to happen. More fodder for the future I suppose.

This brings back memories of what we were doing with some non-coded characters in some Webquest games. At least two of those games survived to exist here on this message board! emoticon

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Re: Warhammer Quest Online Game?


just a quick one for oldwarrior, i took a look at your host and .net is only available on the top 2 packages. i think it's the developer and business one. Not to worry though i can keep sticking stuff on works server as i need to. I'm currently looking into a few things at the moment for project sharing. i know there are a few places that do this sort of thing where you can upload your files, other people can download certain things etc so i'm going to look and see if i can find anything that we can use for the images collection.

scoff
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New Warrior Images


Hey, Thecustodian,

Can I get the other warrior images you have? If you have a better picture editor than I, and are so inclined, perhaps you could size them to the 41 x 65 pixel size -- or near it. This is a no-hurry project as you said, but doing it little by little may make less work later. It seems to me that more choices are better for warrior avatars. emoticon

If you don't have the time or editor, I would be glad to attempt the editing myself.

I would be glad to add them as able to the Webquest collection already in a directory on my website space. Probably starting with number 1001 or so...

Off topic: Not "Absorbing" sure sounds like some of the studying I did at work today -- training that was supposed to be completed ages ago. lol

Reminder for all: We want to be careful not to use any copyrighted images for warriors as well -- at least not knowingly.

Last edited by OldWarrior, 9/Aug/2007, 8:19 pm


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Re: New Warrior Images


quote:

Oldwarrior wrote: Cutlass could really get busy.



Now that's relative, mass resizing is a piece of cake and can be done in a jiffy. Enlarging pictures however is an entirely different matter because of the pixel loss, if this needs to be done I'll have to create some new imagery. But downsizing is no problem at all.
 
A minimap would definitely be nice.

As for webspace, I'm using freehostia, it's free and I'm very happy about it. It has the most features out there and its ad-free, see the specs here:

freehostia.com specs

They also have cheap Domain Name Registration and added features for paying customers.

I'll start with some monster pics and I'll let you know when I'm done.
Feels good to do something emoticon


Last edited by Cutlass, 10/Aug/2007, 5:14 am
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Another Issue -- Trading Treasure, Equipment & Etc...


Trading Treasure, Equipment, and Gold: One of the nice things about the normal WQ game is that warriors can trade with one another. I know this will likely be possible in a GMed -- editable game -- if coded with editing options; but, I am thinking of the solo and multi-player games without a GM.

This is of great concern to me, because I am always trying -- or encouraging others -- to take advantage of this feature in the game. Sometimes, warriors get really good deals for both parties involved in the trade.

Perhaps whatever engine or interface would be used to trade at the shops in settlements could also be used or adapted for use for in-party trading.

Last edited by OldWarrior, 10/Aug/2007, 12:05 pm


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Re: Warhammer Quest Online Game?


Another comment about the size of the map, tiles, warrior and monster images: I personally prefer the 65 x 65 tile size, just because it is closer to the original board game size than anything I have played with online so far. However, I am more concerned about the functionality of the game. Therefore, I think that whatever works best in the game as Scoffer is able to build it would be likely the most acceptible for everyone.

Side comment: No need for a chat feature on a solo game -- at least I don't think so. Here is another matter for the multi-player games perhaps.

Oh, Cutlass, if I am not mistaken, one set of the monster picture collection with which you assisted me was in 75x75 pixels. I think this would be a simple matter with your software to resize to 65x65. (150x75 resized to 130x65 for two-tile monsters and etc....). If you need anything from me, well you know how to contact me. emoticon

Last edited by OldWarrior, 10/Aug/2007, 8:03 pm


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Loss of Connection


Loss of Connection: I find this a difficult thing whenever I am playing an online game (usually Yahoo! Pool) and my connection is broken for just a minute. I usually lose my place in the game.

I know this issue was mentioned by Scoffer early on -- but, I have a new thought... hehe

Logged In Status: As this relates to the coded online Warhammer Quest game, I think it would be nice, if possible, that the server/game maintained the current status of the game (and/or warrior for multiplayer games) for a certain window of time based upon the fact that the player had NOT yet clicked on a "logout" option somewhere.

By way of illustration, I have found that losing my connection does not affect my logged in status on Runboard. So, whatever windows I had open at the time of my connection loss, still work the same once the connection is restored. So, I am wondering if this or something similar could be done in the online game.

Game Saving Again: Or, even better, if the game could be automatically saved -- whether or not the above-mentioned is an option -- so that someone could rush off to work or school and then resume the game when they return. I know this subject has already been addressed, but I thought mentioning it here would help with the context of the "logged in status" idea.

It would be really sad, after maybe 30 minutes or more of playing, to be nearly finished with an Objective Room and lose all the progress for the whole adventure, just because my DSL blinked out for one minute. emoticon

Sometimes my DSL blinks out several times in a row -- over a 15 to 30 mintue time period. All-in-all it is rather reliable though.

Note: I really appreciate Scoffer's patience and understanding as he wades through all my rantings. emoticon

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