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Indie game programmer needed

Blogs > affinity
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affinity
Profile Blog Joined October 2007
United States266 Posts
Last Edited: 2010-02-13 09:40:27
February 13 2010 09:02 GMT
#1
Heya,

I'm currently making an online browser game with my friend. He's pretty good at programming, but there's still a lot of work to be done on the game and he has a lot of stuff on his plate (we're both in college). I was wondering if there's anyone who'd be interested in working with us.

So anyways, about the game:
It’s a browser based automatic turn-based strategy game with some RPG elements. In this game, players play as a "tactician" and manage multiple characters (each levels and changes classes individually), put them into formations, and battle them. It’s coded in PHP/MySQL, but battle will use C++. If you've heard of MyBrute, it's kind of like that but slightly more brain intensive and customizable.

Players play as a tactician that manages characters. These characters can be arranged into a 3x4 formation (with max of 7 characters) and fight other players. Characters level up and change classes independent of each other (there are a total of 123 classes). As characters change classes, they gain abilities that affect their neighbors; some classes may help their allies become stronger; others may be incredibly strong individually but detract from their allies. Characters only have 2 equipment slots, weapon and armor, but it's like this to prevent players from becoming too confused, since they'll be managing lots and lots of characters.

Here is some sample art I have for the basic classes:+ Show Spoiler +

[image loading]



If you're interested in the class trees, here they are. Characters start as Novices and can change into either a Swordsman, Trainee, or Spellcaster. The parenthesized numbers next to the name of the class denote the required level.
+ Show Spoiler +

[image loading]

[image loading]

[image loading]




If you'd like to take a look at what and how each class affects its neighbors, here's a spreadsheet of all the classes and their effects.
+ Show Spoiler +
To show what location the effects are present, I used a number system.
1 2 3
4 5 6
7 8 9
5 is the character, 2 would be directly in front of the character, and 8 would be directly behind the character.
http://dl.dropbox.com/u/2020953/iggly/class stats.xlsx

P.S. If you're interested in numbers, the second sheet of the spreadsheet shows some simple statistics on how each class fares stats-wise


Also, some interesting example classes:

* Tyrant class:

Effect: -10% STR/INT/VIT to characters around it.

Character concept: The Tyant falls under the "selfish" archtype. It decreases the stats of those around it, but has above average attack while having no apparent weakness.

* Marauder class:

Effect: +2 strikes and +4 speed to the Marauder and those to either side of him for 1st 2 rounds of battle.

Character concept: The buffs the Marauder provides allows his neighbors to strike first and more often, but only at the beginning of each battle. The Marauder also has relatively high attack but low defense, essentially making him a glass cannon.

* Sorcerer class:

Effect: +60% Physical Defense to the character in front of the sorcerer and -50% Physical Defense behind the sorcerer.
Character concept: The Sorcerer gives defense to the characters in front of it while taking away defense to those behind it, which shows its mixing tendency. Players can take advantage of these effects by putting classes with very high physical defense in front of the sorcerer while putting classes that wouldn't really need physical defense anyways behind him.


The game currently is structured around simply fighting other players; in the future, I hope to implement several things: A "Player Versus Monster/Computer" function, Guilds for players to group up in, and territories for guilds to fight over. I've thought up of a good way for the latter two, but they're currently not being pursued since the basics of the game need to be programmed. Battle is fully automated for simplicity, so the structure of formations is extremely important.


Some other random things in the game:

* Characters have a specific affinity for an element. We are using the Chinese 5-element system (Water, Fire, Wood, Steel, Earth). Characters can deal extra or less damage based on its and its target's element; the affinity also gives small bonuses to make the character more "aligned" to that element, i.e. Fire affinity characters get +5% Attack and +1 speed.
* There are two ways to upgrade weapons: Refining and Imbuing. Refining adds simple stats (such as more attack for weapons and more defense for armor) while Imbues add special effects that have a range to keep players trying to get the "best" stats. This kinda unintentionally became similar to Diablo 2's crafting system, but since we don't have drop rates due to lack of PvM, it just costs money. Example: Acedia (Weapon Imbue): -80-40% Damage, +1-3 Strikes, +25-65 Critical, -10-20% Vit
This imbue seems to be pretty bad at first, but when applied to weapons with few strikes, the damage of the weapon could potentially double.

So yea, I'm looking for anyone who's interested enough in the game and wants to work on it with us.

At the moment, the following things need work. (Parentheses denote estimated hours needed by my friend)
* finish formations (10)
* rankings (10)
* battle system (20)
* finish battle code (40-60) [We mainly need help on this; it's just calculating damage]
* forums (5)
* users (registration, support, email) (20)
* fix placeholder layout (5)


If you feel anything is confusing about the game feel free to ask me questions, I'll do my best to clear up confusion. I left out some things (namely damage types, stats, substats, effects, and how battle progresses) which I feel aren't as relevant at the moment, but I'll be happy to talk about these if you're interested.

Thanks for reading!

sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
Last Edited: 2010-02-13 09:41:37
February 13 2010 09:30 GMT
#2
Are you using a TCP socket connection using PHP to your C++ server and then connecting to MySQL from your C++ Server?

Or are you using a PHP server and C++ server in combination?

How are you rendering the game? Is it HTML like Utopia, or more like Runescape with active rendering.

A better way would probably be to use all Java. Java Applet + Server would be much cleaner, and allow you to re-use code. No PHP, and for starters you should use SQLite because its much easier to work with. In my experience PHP sockets are terrible in comparison to standard socket connections, and only good for short transactions.

C++ is overkill, you don't need memory management for a game with such low performance requirements. Debugging in C++ and the amount of extra coding required to do anything will slow you down a lot. Not to mention the fact that you are going to need a PHP server to work alongside a C++ server, working on 1 database. If it ever got popular, MySQL would crack it from all the locking from either server.

If you are using C++ I sure hope you guys know the structured paradigm inside out.
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
Alphonsse
Profile Blog Joined March 2009
United States518 Posts
February 13 2010 09:32 GMT
#3
Sounds interesting. My background is in C++, which it looks like you need for the battle code. What are you planning on doing with the game once it's completed?
JohnColtrane
Profile Blog Joined July 2008
Australia4813 Posts
February 13 2010 10:09 GMT
#4
lol the characters look so cute xD
HEY MEYT
Aerox
Profile Blog Joined September 2004
Malaysia1213 Posts
February 13 2010 10:31 GMT
#5
Looks nice. Good luck tho. A lot of work.
"Eyes in the sky."
d3_crescentia
Profile Blog Joined May 2009
United States4054 Posts
February 13 2010 11:49 GMT
#6
Just a curious bystander question: how much were you influenced by Fire Emblem?
once, not long ago, there was a moon here
affinity
Profile Blog Joined October 2007
United States266 Posts
Last Edited: 2010-02-13 12:23:08
February 13 2010 12:20 GMT
#7
@sluggaslamoo:
Hey, thanks for all the suggestions but I'm pretty confident that my friend knows what's in store for him.

Currently, the game is pretty much text based with several graphical interactions (such as organizing formations), but I hope to get to the point where I can hire someone to do mybrute-like graphics for the game.

@Alphonsse:
The stuff listed is enough to get the game to functional state; when the game has more features, we hope to port it to facebook and maybe even internationally. We still haven't decided when would be a good time to charge for premium features, but that's definitely something we want to do. Of course, people that end up working with us probably will be compensated via upfront money and.or sweat equity.


@d3_crescentia:
Fire Emblem? I wouldn't say too much, but both my friend and I played FE7(or was it 6?) pretty religiously in middle school. I'd say the "individual characters leveling" resembles Navyfield's system more than Fire Emblem, but when deciding what class promotes to what class, I can't deny that Fire Emblem's class progression influenced me.
LastWish
Profile Blog Joined September 2004
2015 Posts
February 14 2010 16:27 GMT
#8
What are the tasks for the code in C++ exactly?
If it's only the damage calculation it shouldn't be too much of a work imo, because you can take a lot of stuff from your PHP and convert it to some classes and create a factory for them. Then make a severel functions that would take these info and actually count the damage and use some library for example Boost::asio to make network connections and do some thread pooling or something.
I'm not too much of a C++ coder at the time, all into C#, because I got lazy with having to manage memory on my own.

Sound like a interesting game though,
GL
- It's all just treason - They bring me down with their lies - Don't know the reason - My life is fire and ice -
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