<_<... >_>... v_v... o_o...
HELLO!
After a somewhat overly extremely long break, I've come back to this magnificent blog of mine that appeared in a wink of an eye... And was abandoned shortly there after... BUT NOW I'M BACK!
And now the purpose of this blog has also been extended. You see, I don't want to have a zillion different blogs, each one for a specific subject area... I'd rather generalise... And that's what I'm going to do with this. Instead of being just about my views on gaming, games, and the like, it will also extend to my ideas for games, and the development status of any of my programming projects.
I've been thinking about a way to make an MMORPG that isn't farm-able. Farming is basically when some dude makes a ton of accounts for an online game, has bots play for each of those accounts, then sells off all the goods over eBay and what have you. Having played some games where messing with the economy, or strength of new players (getting an uber equip, giving it to a n00b character) isn't exactly flexible... I can think of a way to eliminate farming, but that would of course severely limit trading and such in the game...
Since having started seriously studying game programming, I'm starting to look at things in terms of how they might've been done. How are particular things within a game programmed? How are transitions in the controls or game mode handled? Exactly how do they get things done? ...
I will definitely have to explore these aspects further, but, for now, I have homework to do for tomorrow... I feel sick, and I really don't wanna stay in class for 2 hours doing work I could've done at home.
Rufi out yO!
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