To all newer on this list, Im developing a browser based build-up 3d
pirates-game, technic is php/mysql/vrml. While shared events are possible with that, its a lot of work to make a system vos already has, including its stabile 3dchat. (some screenshots: http://www.cyworx.com/viewtopic.php?t=26&postdays=0&postorder=asc&start=15 notice the lack of shadows and the bad water of the old vrml viewer used)
Check out Puzzle Pirates from 3-rings design. I can tell you some of the better ideas they had, that they chose to do without. When your ship reaches an island, at one time, you could send your pirates all out foraging. http://yppedia.puzzlepirates.com/Foraging Purportedly, they would spend their "jobbing hours" (of which you have up to twenty-four, collected over the course of real-life hours) to go out and forage various areas and retreive wood, stone, plants, and gems to sell or use in making in-game items (swords, clothes, cannonballs, rum, and even ships)... Though more recently, wood, stone, plants, and gems have been replaced with useless fruit, useless gems, and useless ore, that can only be sold for money. The devs claimed that foraging ruinned their game, but it is only because they "repopulated their islands" on a schedule with a percentage of certain items... The way they were doing it, the islands would run out of stuff to forage, and then mystically, stuff would reappear on the island, all at once. People figured out when the stuff was populating itself on the island, and foraged all the goods out of it. ThreeRings could have picked from that percentage every time someone clicked the 'forage' button, or even made it where pirates had to explore the island and click on a tree to forage wood, but apparently they were too reserved to try such daring and innovative functional approaches. I'm not suggesting that you do such a thing with your game, but it does seem like a good start to a pirateful economy.
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