Word Quest Online

Word Quest Online Enter the world of Wordtopia, where stories have power and words make a difference. Collect words, c

09/11/2021

Alright. It's time for an update.

My initial vision was to start WordQuest.Online as a massive multiplayer online game.

I still have that vision.

But at the time that I set out to create it, I didn't have a roadmap or a plan for how I was going to get there or what it would look like when I did.

Now, I do.

As I've stated before, it was 9 months into this project and I couldn't get the only coders I knew at the time on board with helping me to code it. The project was at risk of being dead in the water.

I had a decision to make: Let it die or learn to code.

I chose to learn to code.

It's taken me a year and a half, but everything started coming together for me when I decided to begin by turning a simple card game to help people put together stories into an online game.

I realized that I now had the recipe for all that I would need to make my vision a reality:

Stage 1: The Write Words Card Game

The game will be a stand alone multiplayer version.

Stage 2: Card Game Maker Pro

I will create the interface that allows people to create their own card decks for this game and offer them for sale to players.

Stage 3: WordQuestOnline.com begins

This will be the place where players of The Write Words come to complete daily quests that will allow them to earn unique cards to add to their deck, meet, play, and trade with other players, sell their books, and where vendors can introduce themselves by setting up short term or persistent quests, offering unique cards and decks, etc.

Stage 1 is almost ready for play.

We have had to switch domains for financial reasons, but I'm pleased to say that the domain we secured is better than the one we had before this.

The Simplest ParticleToday marks a great day. In September of 2019, I set out to make a MMORPG that would help people le...
05/18/2021

The Simplest Particle

Today marks a great day. In September of 2019, I set out to make a MMORPG that would help people learn to write and produce beautifully told, compelling stories in a fun and engaging way.

I wanted NPCs that would interact in a realistic manner and whose needs, like real human beings, would drive their behaviors and fuel their interactions with our player characters.

The project was complex. The scope huge. I didn't even know enough to know where to begin creating such a thing.

In March of 2020, I decided to start learning to code because I couldn't get the people I did know who could code to join my merry little band. That has been a massive learning curve.

After spending the last 9 months studying Genesis 1 as if it were an instruction manual in coding, I had a breakthrough: Break the big, giant thing down into the smallest particle and move forward from there.

I studied Genesis 1: 3-5. It can be replicated with two boolean variables, Light and Darkness, a string variable called Time. You simply create a method that determines whether light is true and sets time to "day" and sets time to "night" when darkness is true. Simple. Elegant.

Testing that function is a matter of creating a second script attached to a text output that updates whenever the toggle method does.

That being accomplished, I was equipped to begin the big, hairy, daunting project by asking myself: What was the simplest thing that the NPC needed to be able to do? What did it need to do that would affect every other system that I would put into place?

My answer: Determine whether or not there were needs present for the player to meet.

That led me to writing a need test script, which would create a flag if there were needs present and remove it if there weren't.

I don't have anything else working yet - but that functionality is now present and it exists and works beautifully. There is a lot more to work on and a lot more to do, but progress can be made from here.

Progress is being made. I still have to get all the buttons and functions hooked up and working, but the Character Creat...
11/20/2020

Progress is being made. I still have to get all the buttons and functions hooked up and working, but the Character Creator for stage 1 of the app is working.

Remember: This is NOT the game, but it will be the backend of the game. Getting this figured out and working will help us to implement some standard features I wanted to implement in the live game.

One of those features was the ability for people to add characters, settings, and plot points from their own books into the game.

08/06/2020

Word Quest: Guide to Guilds and Communities

Guilds require at least one common interest and two members to form. Both members must register their consent before an appropriate official.

For commerce related guilds, such as those for merchants and publishers, the official is the city registrar.

For marriage, the official is a High Priest of their chosen religion.

Every community is a type of guild. Each community must have at least one common interest.

Guilds have attributes of interest (the common interest uniting all the guild members) membership (number of members), frequency (number of meetings), activity (number of group actions completed), warmth (average of relationship scores between members), hospitality (average of openness to new members the members have), cooperation (number of group members willing to participate in guild goals), compliance (number of members in obedience to the guild rules), goals (group goals based on common interests and member needs related to that interest), and reputation (what other people think of this guild).

Vibrant guilds have high levels of membership, frequency, activity, compliance, warmth, and hospitality.

Guilds require at least two members to form.

A marriage is an exclusive two-person guild from which families are produced. Once a marriage guild is entered into, it cannot be dissolved except by death.

A family is a guild of blood-related members. A person can be adopted into a family guild, but this requires the consent of both members of a marriage. Family guilds are known as Houses.

A person can be born into or adopted into a House, but once they are a member of a House, they are a member for life. There is no ability to remove them from the guild, nor can they remove themselves.

If a member from one house enters into a marriage guild with a member from a second house, they form a third house. The woman gains allegiance to the husbandโ€™s originating house and the man gains allegiance to the wifeโ€™s originating house.
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All children born to this union will belong to the third house, but will have automatic allegiances with the first and the second house.

Children of the same House may not marry, nor may children within first and second allegiance Houses.

If a member of a marriage dies, the estate is divided between the living members of that House in equal portions.

A religion is a guild driven by the allegiance to a belief, not necessarily to a deity.

A town is a guild whereby the common interest is the geographic area to which the members belong.

Guild Leadership

Guild leaders are determined by the membership of that guild. Guild leaders are responsible for delegating roles, and rules, for members. Members can remove leaders only if they can gain a clear majority from the membership.

Once rules are established, members must follow them or risk being removed. Only the leaders can change the rules.

Family members cannot be removed for failing to follow the rules, but can gain a black sheep status which will result in diminished influence.

Guild Membership

Guild members gain influence by increasing their frequency, activity, and cooperation within the guild. Votes from members of high influence count more than votes from members with low influence. Members lose influence for failing to comply with the rules.

Members inherit the reputation of all guilds they belong to and this becomes part of their personal reputation score. A person who marries a person of high reputation, for example, gains reputation from that marriage while their partner lowers their reputation by marrying them.

Guild Language

Each guild can create a language of their own. They can define terms which are common only to that guild. This can be useful when speaking in areas outside of guild influence, as it allows them to ensure that others cannot understand what is being said.

07/07/2020

It's not a game. But it is a world.

The program I wrote is capable of generating a world, populating that world with different biomes, and filling those biomes with a variety of trees.

What comes next is the ability to populate it with a variety of creatures and then a variety of villages who hunt those creatures and then a variety of people who live in those villages.

It is progress. It is not a game. But it is progress.

07/01/2020

Procedural Terrain Generation, Navigation Maps, and More

So where are we with the game? Still learning. Still growing. Still working on things.

I've been working on the best approach to the game that I want to present to you. What needs to go into it. How I can best create it.

We have an option to purchase a hefty piece of software that may - just may - make it possible to create this game in record time, but it is software that is designed for more traditional RPG's and I'm not sure how easy it would be to adapt to fit our needs.

So I've put that idea on the backburner and I'm just busy learning the world building required to map out an RPG of my own devising. Bit by bit, piece by piece, figuring out what needs to be done and how to get it done.

That's where we are.

Just as when I was first learning to write worlds, I am now learning to code them.

06/11/2020

So where are we in terms of progress?

I started out taking a course that was going to teach me how to make a "simple" life sim game. I got frustrated with that course and signed up for another one 2/3 of the way through it.

The new course is much better organized and is teaching me things that will help me go back into that life sim game and make it what it should be.

In the meanwhile, I am ready for people to playtest the Elite Hacker game I created during this first couse.

Bottom line: Progress is being made in me learning the fundamentals of coding so that I can create the vision that I want to create one step at a time :)

https://sharemygame.com//elite-hacker

05/26/2020

Very exciting developments

I mentioned that I was taking a programming course to learn to create a life sim, which would ultimately give me the tools I needed to create the writing sim that will be the foundation of this game.

Yesterday, I took some major steps forward toward that goal. I created a functioning game where there was player death if you failed to meet the needs of health and food, along with various game mechanics.

Today, I intend to build on that success and continue to progress in building that game. I think it's possible I can just swipe that code, make a few pertinent alterations, and have - at the very least - a basic writing sim done maybe by the first week of June.

It won't be pretty, but that's not the point. The point is that it will be functional and we can play test the dynamics to be sure that things are challenging but still fun. Pretty can come later.

Once the base is in place, then the next step will be expanding out the dynamics and getting AI hooked up. That may take longer, but I wanted to share with you the progress we are making and to assure you that I am not giving up on this dream.

There are no obstacles that cannot be overcome if you're willing to push forward and make it happen.

Back to the Drawing Board...In the last post I talked about us creating an ๐ŸŽ apple picking sim, but after running throug...
05/23/2020

Back to the Drawing Board...

In the last post I talked about us creating an ๐ŸŽ apple picking sim, but after running through some points in a programming course, I realized that was headed in the wrong direction.

This isn't an apple picking sim ๐ŸŽ.

This is a ๐Ÿ“writing sim.

The key things that writers do each day are:

๐Ÿ”ธ Write
๐Ÿ”ธ Research
๐Ÿ”ธ Refuel
๐Ÿ”ธ Work

Those are, at least on the first level, the things you have to do in order to be able to keep writing.

๐Ÿ“ Writing drains time and energy, requires creativity, ideas, skills, and knowledge, and produces drafts.

๐Ÿ”Ž Research drains time and energy (but half the energy of writing), requires focus, and produces ideas and knowledge.

๐Ÿฝ Refueling drains time but generates creativity, ideas, focus, and energy

๐Ÿ’ต Work drains time and energy (twice the amount that writing does), requires focus and knowledge, and generates connections (people you know) and money (required to refuel)

This breakthrough makes progress both a lot easier and a lot closer at hand.

The apple picking sim idea isn't wasted. No ideas are ever wasted. It will simply come at a later stage in the game, when we are ready to refine what needs to be done in order to refuel.

Game updateWe have generated 100 page likes!! In celebration of that, and several other things, I thought I would give y...
05/12/2020

Game update

We have generated 100 page likes!! In celebration of that, and several other things, I thought I would give you an update on the status of the game.

Learning programming so I can make the game is producing some interesting, and unforseen, results.

For one thing, I was able to have a converstion with my former programmer that became quite productive. He helped me to understand what he needed from me that I hadn't been giving him and, because I better understood his language (pun intended), the project is making progress.

What he'd needed from me all along was the simplest possible mechanism that the character would be doing the most of throughout the game. Since it is a quest game, that came down to four actions:

1) Get quest;
2) Collect quest items;
3) Return quest items;
4) Receive rewards

Next, we needed to prioritize the order of operations in terms of creating the program executables.

Our first priority is the "collect quest items." Thus, we are working to create what amounts to an apple picking simulator right now. The character will be able to go to an apple tree, click on it, and pick an apple. That apple will then be added to their inventory.

This is the stage of development we are at now.

The second unexpected result is the way that it changed how I write up the design documents for my programmer, as I am now better equipped to understand what he needs to "see" in order to expedite the process of programming.

I have long said that I firmly believe no one should outsource to someone else what they do not have at least a basic understanding of themselves. For one thing, it prevents people from being able to b.s. you about what can and can't be done. For another thing, it ensures you aren't demanding things that simply aren't capable of being done. For a third thing, it helps you communicate more effectively with those you are relying upon to help you.

I'm not sure when we'll have the apple picking simulator going, but it won't be long now.

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Dallas, TX

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