Humm.. seems i finally got people to agree with me like landfish always does.. and like landfish i''m left going "what, i can''t argue with you if you agree with me!" so i''ll just take landfish.. er.. annony''s deal about a suitable advancement system and blab on that for a second.
What advancment? haven''t you heard of a MUSH? ;p
Now, as far as verbs and number of verbs and things like that.. well.. a MUD has several hundred verbs AT LEAST! it''s not difficult to program them, just time-intensive. I''m starting a verb list for my game. Actually my MMORPG was set to be something like i''d mentioned, ever since i saw the Sims.. i just knew i had not the talent for it.. but i''m learning .
I was actually working on an excel sheet which contains all the verbs to be put into the game in the first column, what the verb prints out to the person typing in the second, what the verb prints to others in the room, and what the verb prints to the person it''s being done to. The reason i''m having the one done to last is because there isn''t always someone that something''s done to
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I''m working on writing a conversion program to enter all those fields into the game database without having to retype them all. That way i can simply come up with a few, type them out, and never type them again.. whee! that''s still a dream though.. but i''m working on it
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As far as what else can you do? simple.
Let''s start with character creation. Humans according to D&D are something like 6d12+5 (or something equally as rediculous) inches tall. This is a truth. Humans can be within like 4 and 7.5 feet tall. But there''s a bell curve to this. 50% of people fall within 5.25-6.25 feet, 30% from 4.5-5 and 6.25-6.75 and the other 20% from like 4-4.5 and 6.75-7.5. It''s statistical
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Now, following this bell curve, you can design an algorithm that will produce results like this. Then you simply generate a human based on this and a few questions.
Now the person playing sees something like this:
"You''ve selected a human male. Your human male is 5 feet 11 inches tall. You may add or subtract 2 inches from this number."
then they add/subtract and hit ok.. we''ll say they did nothing.
"You''ve selected to be 5 feet 11 inches tall. Would you like to have long or short legs?"
They pick long legs.
"You''ve selected long legs. Would you like to have a tiny, medium, or large frame?"
They pick medium..
"(blah-blah). Your weight is computed as 185 lbs. You may add or subtract 10 lbs from this."
They stick another 10 lbs to their character to fatten him up to be the frat boy they envisioned..
"(blah). Your character is being generated.... done. Now to the head. Please slide the rulers to adjust face shape and head size."
Yes, this is all possible.. don''t ask me how, i''ll explain some other time ;p
"Now pick a hair color and style. Now pick an eye color.. lip color.. rosy cheeks (y/n).. blah blah.."
"Now select a shirt for your character to wear"
they pick a dark-blue A&F t-shirt
"Now select a pair of pants or shorts"
they pick some tan shorts
"now select some shoes for yourself."
they get some reboks.
"Congrats, your character is done"
this is where the game generates the character, and slaps it on the screen. This is what we''re all moving towards in terms of human animation and human movement.. skeletal frame. The frame is built based on certain tolerances and randomness. A person who''s 5'' 11" with a medium frame will have a certain width of shoulders, certain rib cage.. every bone in your body can be turned into a statistical formula with given tolerances which allows an entire skeletal frame to be generated based on a few questions
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Once you''ve got the frame, you put skin to it. We''ve got the ability now to take a shirt skin of X size and wrap it on anything withing 5% of the shirt''s original size without looking distorted. The long/short legs determine how the pants fit as well as the length of leg bones, since those can vary the most in people. Long legs usually correspond to longer arms, as well.. so the single question answers multiple things.
Giving the player a mugshot and allowing them the drag the slide-rulers makes it so they can customize their looks. You have a set of pre-defined faces.. asian, frat-boy, whatever. They can also click on the face and drag the mouse to move the facial points around, allowing you to create a joker who''s always got this evil grin, and so forth. Police use a system much like this to create composite sketchs of people
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Now, with a skin on your frame, you officially have a character. viola! that''s the character creation process. Due to the weight you selected and the build, you''ve got a certain ammount of muscle mass and certain ammounts of fat (this could be a question to ask people.. tone level). And with that, you know a given character''s strength. Based on what we know about the eyes, you also know a certain character''s sight ability.. hehe
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in short, you can determine a lot of things once you''ve got a character worked out.
Intelligence and wisdom randomly roll within a certain limit.. you could almost call it IQ. It uses the same statistical tolerances like everything else
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Then you set forth to adventure in your new realm.. and have fun! without ever knowing about the skills you have. Say the character runs a lot, you''ll be able to actually physically represent this by having the character grow slimmer.. or having their muscles grow some.. and they won''t stop to pant so much. Running too much would overwork your character, and they might pass out.. or something to that effect
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that stops powermaxers from just literally running everywhere! ;p From here.. you can do anything you want. the system is set, primed and ready to pop.. and trust me.. THIS is the system of the future.. thanks to Maxis and other new technologies and psycology research and whatnot
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oh, and thanks to landfish for making me tell all of you this.. it''s all in good fun
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maxis can''t copyright the interface, just like doom couldn''t. it''s not a real thing to say "we own this style" lol.
J