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Scoffer Profile
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Registered: 08-2007
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posticon Warhammer Quest Online Game?


Hi all,

I've been a software developer / web designer for a couple of years now and i've been toying with the idea of setting up a warhammer quest gaming site where people can play the game through the browser.

Just trying to get a feel for if this would be worth spending the time on because if no one plays then......

Let me know your thoughts

thanks

scoff

Image


OW EDIT: I added the picture link and the smilie to this post.

Last edited by OldWarrior, 8/Aug/2007, 5:51 am
1/Aug/2007, 9:25 am Link to this post Send Email to Scoffer   Send PM to Scoffer
 
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Re: Warhammer Quest Online Game?


Hey mate, this site was created because a site as you talk about, was closed. We were about 20 or 30 players at the time I think..

but there was poor advertisment for it, so maybe more could have been found

on this site all players could have the role as GM or player in any one game.. it was a blast! emoticon

I think we still have the email of the site maker on the other site.. if you are intrested? emoticon

the former site were free, dunno if you intended to do the same?

if you REALLT wanna do this, then im sure all of us at this site will happily join you, giving you some 7 - 8 passionat gamers to form the base of your site.. and we will know others to drag into it and so on emoticon


1/Aug/2007, 9:45 am Link to this post Send Email to starfighter100   Send PM to starfighter100 MSN Yahoo
 
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Re: Warhammer Quest Online Game?


hi startfighter,

i would appreciate the e-mail address of the guy who ran the other site so i can get in touch and with any luck see what it was like.

The main reason i asked on here was because to build it i would need some help in terms of getting graphics for maps, monsters etc so it would be more of a community project than just me building it so any help would be greatly appreciated. And yes it will be completely free once it's up and running (may ask donations to cover host fees etc but these will be voluntary)

probably the easiest way for me to set this up would be for solo play first to make sure that the gameplay works and everyone is happy with it and then move onto multi-player. i've already got loads of ideas of how the multiplayer bit will work but need to get something set up to find best way of doing it.

Just out of interest, do you know if the original site was closed down because of legal issues (copywrite etc)? if that was the case i dont really want to spend a few months building it for gamesworkshop to turn up and tell me to pull it down.

Thanks

Scoff
1/Aug/2007, 11:39 am Link to this post Send Email to Scoffer   Send PM to Scoffer
 
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Re: Warhammer Quest Online Game?


to be honest, im not sure it was closed, but I think gamesworkshop thought we did something to steal away customers or something.. im not sure, I would check with them before starting anything to be on the safe side..

Let me see if I can find the mail

*imagine me running off to check my mail*

Doesn't look Like I have it

you can get Oldwarriors email either from this site, or his own Stronghold, I suggest sending him a mail where you ask for Bruno's mail (former creator)

a bit about how the other game worked, maybe to give you ideas.

we each had a account, go figure! :O

when we logged in, we would enter the main screen where you could see a list of games where it was currently your turn. either as player, or gm.

From there you vou could click into each game, and you could give your orders, either move or combat, move was simple as there were footprints around your warrior and you could just move by clicked, and when you ended turn, it automatically went to the next player in line, or to the gm if you were the last in the party.
  In combat situations, you would issue commands in writing combined with an in-build dice generator to make up your turns.
When the gm logged in, he would make the moves you had written and then make it the next players turn.

im not a computer wiz, or I would have explained this better.. emoticon

we are all willing to help all you need.. we have plenty of rooms, corriders and so on that im sure Oldwarrior would be willing to lent you, but ask him emoticon

I really hope you have the time and want to do this.. I miss it!!

tho this is a very good alternative, its not quite the same..
1/Aug/2007, 12:18 pm Link to this post Send Email to starfighter100   Send PM to starfighter100 MSN Yahoo
 
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Registered: 04-2006
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Re: Warhammer Quest Online Game?


Hello, Scoffer!

It is good to hear from you.

I am making this topic "sticky" (stays toward the top of the list of topics).

I am very much interested in this concept, but lack the knowledge to program such a thing.

"Bruno" was what we all called the man who created "Webquest". I believe he did it all in php (whatever that is -- lol) on a free server in France. It was really nifty! emoticon I will email or pm his email address to you, Scoffer.

An email was sent from GW to someone (NOT to Bruno) who had created a document that was posted in the Museum (an FAQ document I think -- which had some of Games Workshop answers to common question about the game). To see the actual text and see many comments about it and about what Bruno decided to do, please check out this topic in the Warhammer Quest forum:

Concerns About the Website


If I understand the email correctly -- to put it simply, GW was requesting that the website (The Museum) have all official materials removed. Also, Webquest was NOT even mentioned, but it did use images of the official board sections, doors, objects and etc.... emoticon

Bruno shut down Webquest as well as his famous Museum out of fear that Games Workshop might take some legal action. The Museum was where much Warhammer Quest stuff was kept (both official and tons of unofficial) -- lots of goodies were there -- It was the best Warhammer Quest website I have ever seen. He even listed some of my incredibly complex custom-made warriors.

My own Website, Old Warrior's Stronghold, was created to help fill the void left by this tragic event. This message board (wqwhqoldwarrior) was also greatly modified for the same reason -- to include online gaming.

I have been careful in both the message board here and in Old Warrior's Stronghold to only post custom-made stuff for the public eye.

I agree with Starfighter that it would be good to find out just what GW will allow you to do before going through the trouble. However, the above-mentioned email was sent by GW long after they had given some type of permission for Bruno to post official stuff on his website just for archival/reference purposes. Bruno had posted notice(s) to the effect that the documents were for the use of those who had possession of the actual game materials.

Here is a link to GW's "What is Allowed" wording on their website:

Can-Do/Cannot Do Page


As for sharing the custom stuff that I have, I would be glad to do so. Just let me know, Scoffer, if, when, what, how, and size, etc..... Some things would likely require that you get permission from their creators -- such as really good artwork. Cutlass, a player here, is usually glad to help with artwork as he can.

Anything I can do to be of further assistance, please let me know. I would really like to see something like this put back on the web -- as long as it can be done without any legal difficulties.

---
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Registered: 07-2007
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Re: Warhammer Quest Online Game?


I'd be happy to help playtest when you've advanced that far.

Hoping you get the permission and whatever else you need.
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Re: Warhammer Quest Online Game?


Hi guys,

thanks for the replys,

i have had a look at the do's and dont's before i posted here and came to the conclusion that as long as we do our own board sections and dont display all the rule book etc (even though it will all be calculated as long as we dont show people how it's calculated) i think we will be fine. Also before i posted i did actually send an e-mail out to GW legal department outlining what i was planning and asking if it was ok and if they wanted to discus anything get in touch.

With all that in mind i will e-mail Bruno and try and get some more information while i wait for GW legal department but i'm almost convinced that we will be fine with permission so i'm going to start working on it anyway.

I would ask you all to be aware though that it wont be a quick (or easy) thing to do since i work full time and have 3 kiddies at home so please be patient.

---Concept Ideas --

basically i was going to go for the random generated dungeon or pre-planned so you will get a choice of which game type you want to go for every time you log in. With the pre-planned ones you will be able to build a dungeon, populate monsters, design items etc and submit them to the site for approval (this stops people creating a sword that gives you +100 health perminantly and giving to the first goblin you kill). I will be asking for moderators to play test the submitted games and approving them before making them available to everyone.

Revage mk2:
thanks for the offer to playtest, i was hoping everyone here will do the same when things get moving along....

Oldwarrior:
Thanks for making this topic sticky, obviously i want to get as much ideas, feedback as possible to help with the development so give me your thoughts!!!

i will keep this updated as often as possible with progress reports etc and will eventually get some screenshots and stuff over to oldwarrior if you dont mind putting them on your stonghold? other than that i could probably get a free host and set up the screenshots etc.

Cheers
Scoff
2/Aug/2007, 3:19 am Link to this post Send Email to Scoffer   Send PM to Scoffer
 
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Registered: 04-2006
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Re: Warhammer Quest Online Game?


I would be glad to post some screenshots on my Stronghold site. emoticon

Also, I would be glad to do some playtesting to help you work out the details. Obviously, I am quite committed here in running my games, but I doubt that the players will mind too much if I slow down once in a while to contribute to the creation of something better.

The GW legal department might never reply. Although, I really hope they do. It is my opinion that they send out emails just to show the government that they mean to maintain their copyright(s). I think that they had no intention of stopping the WQ fans from having fun with a game that is no longer available (except on ebay -- lol).

I wish they had never ceased selling the game, because I think they could have continued to create warriors and quest additions, and it would have been a continual boost to the selling of their minis.

EDIT: I really like the idea of being able to play solo too. If that were to be a permanent feature of the game, I think you might have more players who would feel that they could play and not be holding others back whenever they were not able to log in.

Last edited by OldWarrior, 2/Aug/2007, 5:10 am


---
Old Warrior

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God bless you, everyone!
2/Aug/2007, 5:04 am Link to this post Send Email to OldWarrior   Send PM to OldWarrior Blog
 
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Re: Warhammer Quest Online Game?


Hello Scoffer,

That is a most fabulous idea! Nothing wrong with this board Oldwarrior but the merits of a coded site are awesome. I suppose you saw my boardpieces? I have given up creating more but I'd be glad to increase the number of pieces and the continuity of "themed" boardpieces for a project like this one.
For the record you can find them here as well:
http://cutlass.freehostia.com/roomtiles.htm

I've also created a huge number of monster pics taken from miniature websites which I'm sure have no copyright. Email me or OW to recieve them.

I'd be glad to playtest and offer advice/ aid if you need it.

As a sidenote: I loved the feature on the old site where you could run and create adventures on the fly. This allowed a GM to "cheat" a bit and reduce or add the viciousness or number of monsters encountered to suit the group of heroes. I think a pre generated adventure should always be susceptible to GM changes. Items or heroes that are too strong can always be adjusted or removed by another GM if necessary.

I hope Bruno can provide you with some example of what it was like so you can get inspiration out of it.

As for GW's copyright policies, should they reject your idea I think it would still be possible to create an enjoyable game that has the same elements as WHQ by customising everything.
I have some experience in rulewriting and RPG writing so I'm alway willing to help. My coding skills however... emoticon

Annyway, I hope you succeed and we'll hear from you soon.
2/Aug/2007, 6:52 am Link to this post Send Email to Cutlass   Send PM to Cutlass
 
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Registered: 08-2006
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Re: Warhammer Quest Online Game?


just to join the fray, plz let me be among the first playtesters! emoticon

im fairly addicted to this game, and poor OW can hardly keep up with my demands :o

tho he is doing fine, and only a mistake evert ½ year too!
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Re: Warhammer Quest Online Game?


I'll be happy to play aswell emoticon
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Re: Warhammer Quest Online Game?


Wow, i wasn't really expecting a response like this in such a short time but i guess i'm not the only one that misses playing this game. here are a few thoughts and stuff to give you all an idea of what i plan to do and you can post here any comments, ideas, changes, insults etc. All would be welcome.

--Basic idea--
This would have to be based around the solo play to make it easier for me to work with (i dont have to try and work with 4-5 connections) and this will develop into more of a multi player game as it gets going.
Like oldwarrior said above this will attract new players because no one is waiting for there next turn or holding up the other players.

once i've got the game engine up and running in a basic form (no special attacks or anything just hit/miss you do 8 wounds etc) i can start having a look at the moving characters, my first idea was to a sort of compass and you click to move in that direction. Obviously if a direction was blocked that compass arrow wouldn't be available.

So you would initially create an account with login details, then go onto creating some characters (may have to limit the total amount of characters depending on size of database and server) and you would then be able to select a pre-generated quest or a random one. You then select the characters you want to take and your off, slashing your way through. All the GM controls for the monster phase will be done by the AI within the application so no GM is required. After the quest has finished your stats, gold, items will be saved and you can do another one.

--considerations--
here are a few thoughts i've had initially.

what happens if you lose internet connection or abandon the game part way through a quest? we could just not save the characters so in effect it would be like the quest never took place. No gold/items/wounds will be saved to your characters. i was going to look into saving the quest so that you could continue next time you logged in but not sure how big it would be saving that amount of information (monsters,maps,wounds, locations,quest details etc) so this might not be an option. I will know more once i get the database up and running.

Death--
inevitable but what do you want to do once a character dies? first option is nothing - they are dead, end of story. second option is resurrection back at town - how much, who pays, level drop all need to be considered. Third option is have some sort of buffer so 0 wounds is unconscious until healed/end of quest but say -5 is actual death.

Experience Vs Gold
I want to try and stick to the original game as much as possible but after play testing it may become obvious that we need to change slightly the way characters get gold. it may end up taking about 20 mins to do a quest in which case people could in theory get to level 10 within a week. This could to lead to people losing interest but will become apparent during testing.

Let me know your thoughts on these matters and anything else you want to comment on.


Cutlass: I have seen the boards you did before and would greatly appreciate your permission to use them. i would also like to get my hands on the character pics once i get my e-mail working again (mostly just use the one i got at work but they probably wouldn't appreciate me going through that). I think part of GW copywrite means that we cant just scan in the board sections from the original so i will be using your designs if you don;t mind.

I will, with any luck be able to make a start on this at the weekend but will keep you all posted with progress.


cheers
scoff


sorry for the large post, just wanted to try and get some thoughts out there for discussion emoticon

Last edited by Scoffer, 2/Aug/2007, 6:24 pm
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Re: Warhammer Quest Online Game?


Image


OW EDIT: I added the picture link

Here are some of my observations and thoughts so far. nothing here meant to be negative, but just trying to help with the focus and scope of what Scoffer is trying to do.

I highly recommend starting out simple and working your way into the more complex, which Scoffer has already mentioned. Of course, this is a major undertaking however you attempt it.

I also recommend sticking with the original rules and gold system, though perhaps an experience characteristic could be added later -- at least where a GM could edit it.

As for the 20 minutes per game: I don't think so -- at least not in the end product if all the original rules are followed. Once a warrior party gets into Dungeon Level 2 or 3+ monsters, things get more and more complicated as they go.

Getting to Battle Level 10 is quite an accomplishment! It is not as simple as gaining one Battle Level per quest (remember that the gold quantity required gets larger and larger for each level). In fact, many of my solo warrior parties have taken up to foour or five quests just to get all the warriors up to Battle Level 2. I am guessing that you are thinking of this version of the game as being quite scaled down in magnitude.

As I recall, Bruno had only gotten through Dungeon Level 3 monsters coded into Webquest -- though he also included quite a few unofficial monsters as well. He had tons more work to do, but what he had done was tremendous.

Solo games: Unless the solo player is able to do much editing/manipulating of the game/warriors, I foresee that this will require a massive amount of pragramming, just judging by how much Bruno had to do. Of course, allowing much editing will also leave much room for "cheating", but even I have "cheated" once in a while in my solo games. emoticon -- just because I wanted to see how certain warrior types developed beyond BL 1. lol

Events and Between Adventures: here is a huge area (for example) where I think much editing and/or a tremendous amount of programming would be needed -- I think. A very intricate part of the warrior's development, as the game was written, is the experience(s) the warriors have in their journeys and settlement stays between dungeons.

One of the Latest Difficulties Bruno Had: Trying to code the warrior's deathblows was difficult, and we didn't get to see the results of that last big adjustment to the game as of yet. He was working on setting things up so that players could actually do their attacks without a GM's assistance (for editing and interpreting).

I will likely have many more thoughts along the way. I may try to mention here some of the specifics of how Webquest worked. I know this will not be the same as Webquest -- it will be different, but some comparisons might be helpful in the creation process.

Last edited by OldWarrior, 8/Aug/2007, 5:52 am


---
Old Warrior

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3/Aug/2007, 7:11 am Link to this post Send Email to OldWarrior   Send PM to OldWarrior Blog
 
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Re: Warhammer Quest Online Game?


Thanks for the thoughts oldwarrior, i think i'm getting a better understanding of how the webquest game worked and this in turn is helping to visualise how the new one will work.

Just a couple of points (i will keep it brief, i promice...)

quote:

I also recommend sticking with the original rules and gold system, though perhaps an experience characteristic could be added later -- at least where a GM could edit it.



This was and still is my original intention but if i know it may have to change after testing i can try and build something in to cater for it at a later date, like creating the database fields to hold the data for exp even if it's not populated it will save work later.

quote:

As for the 20 minutes per game: I don't think so -- at least not in the end product if all the original rules are followed. Once a warrior party gets into Dungeon Level 2 or 3+ monsters, things get more and more complicated as they go.

  Getting to Battle Level 10 is quite an accomplishment! It is not as simple as gaining one Battle Level per quest (remember that the gold quantity required gets larger and larger for each level). In fact, many of my solo warrior parties have taken up to foour or five quests just to get all the warriors up to Battle Level 2. I am guessing that you are thinking of this version of the game as being quite scaled down in magnitude.



This was only an estimate and probably bad planning on my part, i was just thinking that when i used to play the table top version it would take on average about 2 hours a game/quest. This obviously involved setting up boards, rolling die, coffee and toilet breaks etc but with everything automated this will cut down on the overall length of a game. This will have to be looked at when all of you guys (hint hint) get a chance to test it. The overall plan would be to keep it as close to the original as possible so no scalling down in magnitude but it may just take a while.

quote:

Events and Between Adventures: here is a huge area (for example) where I think much editing and/or a tremendous amount of programming would be needed -- I think. A very intricate part of the warrior's development, as the game was written, is the experience(s) the warriors have in their journeys and settlement stays between dungeons.



These will be a part of the game because most of the time i enjoyed these more than the actuall hack and slash (almost). But like you said the programming needed will be huge but possible emoticon

As i said before, keep your thought comming because as i build it and start putting the pieces together it would be much easier to put it in than going back after 6 months and trying to change things.

Cheers
Scoff

*getting excited now i know people would be interested in it*


Last edited by Scoffer, 3/Aug/2007, 8:48 am
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Re: Warhammer Quest Online Game?


It seems, Scoffer, that you have a very good grasp on what needs to be done. I am glad that you seem to be rather thorough. Of course, programmers/developers probably have to be to do what they do.

Though this is a good place to present your game creation plan and etc. I would also recommend posting to the Warhammer Quest forum, if you haven't already, unless you want to avoid the more inexperienced type of gamers at this point. There are likely many gamers there that would have some interest in this project even though they would seldom if ever visit my message board.

I would add that I only have a handful of players here. Many of the "members" of my message board are actually IDs I use to roleplay characters in the games (Grander, the wizard -- a Gandalf type in my thinking, and Sir Gilles, the Bret. Knight, to name a couple).

There is also the Warhammer Quest Online forum, but it hasn't seen much activity since Webquest closed down. It was created I think as a place for Webquest players to interact outside of the games. Maybe this project would bring that forum back to life. emoticon

The Custodian (the admin of the WQ online forum) is really big on rules. Perhaps, if I email him, he might read this topic and get interested in it. He was very disappointed (as we all were) when Webquest was taken down. He was likely the most active GM/player in the games there.

Warhammer Quest Forum


EDIT: If I am not mistaken the only one of my current gamers here that hasn't checked into this topic is SpinningDice, and he is not feeling well lately.

EDIT 2: (emoticon) Random Quests: If avoiding the official stuffs, we might need some alternate random quests. Here is a document you may have seen. It has plenty of alternatives to get started. But, of course, more custom quests would be great too. I laboured over it to get it just right (html-wise) when adding it the Stronghold.

New Adventures


Where these quests refer to official game board sections, such as the Fountain of Light, a similar concept custom board section could be used (designed if needed -- hint here for the use of Cutlass' skills emoticon ). The same thing applies to the original Adventure Book quests.

EDIT 3: I got to thinking that I am actually using the Adventure Book quests in many games here. I just am not putting the book where the general public could view and/or download it.

Last edited by OldWarrior, 5/Aug/2007, 2:39 pm


---
Old Warrior

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Saved Games?


Scoffer, you mentioned about saved games requiring a lot of space on the server... I am wondering if it would be possible that a player could have the necessary info saved to his own computer or even portable media (like a USB device for instance).

Related:

On Webquest, what was done to make things run more smoothly and quickly, was that a database (a huge folder really) of images was downloaded to the player's pc. Then, handled through a cookie I think it was, the game/browser would reference the data on the user's pc. This required less server usage and really made the games work very well. I still have the folder on my pc (105 MB of data -- all images I think).

If something like this could be incorporated into your project, perhaps it could work more easily - but, I don't know (not being the programmer type myself). Such a download of data could be a requirement to play (if needed) if you don't have an over-abundance of server space.

Webquest Notes: Sort of like a PBEM (play by email) type of game, but the data was kept on a server. Players checked in much like they do here in my games. BTW, the game format here I patterned after Webquest to the best of my ability and then made modifications as needed to fit the forum/topic structure.

If Bruno hasn't sent you any images (I am thinking screen shots really) of how Webquest appeared, I would be glad to create something that looks similar (rough draft and very amateur artwork -- lol) and post it here so you can see it. Of course, I won't do the work unless it will be of use to you. emoticon

Last edited by OldWarrior, 3/Aug/2007, 10:40 am


---
Old Warrior

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3/Aug/2007, 10:31 am Link to this post Send Email to OldWarrior   Send PM to OldWarrior Blog
 
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Re: Warhammer Quest Online Game?


Hi,

if you could post up images of the webquest interface it would be a huge help to me so you wouldn't be wasting your time and/or effort. Thanks in advance!!

i've not got round to contacting Bruno yet (my email broken at the moment) but i was going to try and get some of the engine up and running first anyway and so will contact him when we come to putting some sort of graphics on there and working out movement etc. I think you mentioned before that he works with php but i work with asp.net and c# so might be more confusing getting information from him. we will see how it pans out.

--Server Space--
i dont really thing that saving the games in progress would be much of a problem if it's controled right but just let me give you a scenario.
we have 10 players, each creates 12 characters so that they can run 3 games at once. Thats 30 games stored. Also take into account tracking monster locations, board pieces left etc this would get pretty big. Now if this takes off and we get 100 people playing.....plus the fact that people might start a quest, get bored of it nad start another etc.

Thats why i was thinking that when you start a quest all gold/kills/equipment gained etc are only updated to your character when you complete it. This will become less of an issue with pre-generated quests because the boards and monster locations will already be in there i was thinking more of random dungeons.
Like so many things i've mentioned we will have to look into this while testing and see exactly how much space a saved game does take.

I have looked on the Warhammer Quest Online forum and did consider posting on there originally but i thought it would be more productive starting off with a small number of people who can have an input and already know how to play etc. one thing i learned early on as a developer is that the more people involved in the planning the more complicated it gets, the development time doubles, people tend to argue about how one thing will work etc so inititally i want to start here if i may. The other thing is i can just keep popping into this board and getting feedback rather than going to 3-4 different ones and trying to collate them together.

Already i think i've spent more time on this board in the last few days than i ever have on a message board.

with regard to downloading the images it wouldn't really be much of a problem and could put people off playing. Besides the map will be stored into the database something like this 015DT1 etc. where 0 = corridor, 1 = guard room etc and the browser will just pull up the images each time the page loads. Could be slow ish on a dial up but i think the majority of people are on broadband so so we should be ok

cheers

scoff
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Re: Warhammer Quest Online Game?


Oh boy! I am guessing that I am getting way ahead of things here, but foresight might be helpful, by getting the ideas aired out a bit in the beginning.

- - - -

I am thinking also, from the way you describe it, that this game will be one where all the players -- in a multi-player game -- may need to be online at the same time to play. This could pose a problem, especially with players from around the world and conflicting work schedules and etc....

I am only mentioning this here, because many players are used to this "check in when you can" format. It allows more to play in a game than could if we had to play at the same time. Obviously, the major drawback is that it can take a very long time to play even one adventure together.

Perhaps, the game could be made to play either way -- but, maybe too much work to do? What I mean is a solo game could be played all at once or be saved (hopefully) and resumed at a later time. Then have multi-player games with two different options (ways to play): 1. "check in and leave orders" (or check in to do their turn) method -- and the 2. Play together -- at the same time method.

Then, of course, there could be two more options for multi-player games jsut to complicate matters: GMed and non-GMed games. Thus providing a choice between designed (or even "designed on the fly") adventures/campaigns and random games.

But, I think you already mentioned earlier about having designed and random games. I was just thinking of it in terms of GMed versus non-GMed.

Now, I had better get busy on cleaning the house. The new landlord is coming over later to inspect... emoticon

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Re: Warhammer Quest Online Game?


hehe think we posted at the same time there. when i submitted i saw you had added another one.

with the multi-player games i was thinking of working it both ways, so like you said the submit turn and check back (with or without GM) and the "lets all get together on fridaynight" type (again with or without GM). The multi player bit will be a bit of a nightmare to work out which is why i wanted to set up the solo play first so that we can concentrate on gameplay/rules etc and then when we are happy with it move onto sorting out multi-play. I think that would be a discussion for later on but keep your thought coming anyway!!!

cheers
scoff
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Re: Warhammer Quest Online Game?


Sounds like you two should sit down over a bottle of whisky and design this in a night! :o

well.. most of what I had thought about saying, was siad by either OW or you.. so this leaves me in a place to just say a few encouraging things emoticon

im the tyoe who would create 20 or 30 charecters and start 6, 7 or 8 quests.. but thats just me!!!

and Solo would be an excellent way to start, as it is something I would spend alot of time on.. and in solo, I like to keep it fast and simple

but in multiplayer games, I dont mind the slowness, unless its an extreme. Taking a long time means that you can think of the characters and the quest as an actual adventure, taking either several weeks or months to complete

if you check the "War Against All Orcs" campaing, then you will find that it is at least ½ - 1 year old, from when we started 1st turn in the 1st quest of that campaing on Webquest.. and I dont even mind! emoticon

but then, im used to PBEM games that take 1 turn a week, and each game about 25 - 35 weeks emoticon
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GM Editing Screen with Objects


Reconstructing the Wequest stuff will take me some time, but here is a screen shot from the GM's editing portion of one of the last games I created in Webquest -- The Fate of Bilbo Baggins (my own imagined version of what happened if poor Bilbo never made it back to the Shire lol).

This particular screen shot was where I was adding objects to the map. Notice that there were three frames. Much of Webquest was like this. The main game view had the warriors frame on the left (like this one), the map and current turn text in the center frame, and Chat in the right frame. The left edge of the right frame could be moved to change the size of both the center and right frames.

The links at the top provided various useful things, which you can certainly imagine from the text. If you want any details on what the links did, I will be glad to explain what I remember.

The top of the picture shows that I had several tabs open in my browser at the time of this screen shot. The third tab (Island Wars -- a Star Wars-like game in WQ), was where I had given much storyline in the WQ Online Forum. Wequest limited how much text could be put within the main text box area for each turn (I think it was 1000 characters).

I am pretty sure that the Dice Roller tab shown was actually the D&D dice roller that I often used as GM for my own use, because I liked it better than whatever was available in Webquest.

The plus (+) signs were only visible in the GM's editing screens. Everything looked pretty nice in the main game view.

Here's the screen shot (shrunk to fit this forum better, but click on this link to see in full size -- Full Size) :

Image


A note about these Halfling "Thieves" -- One was actually a Halfling Cook (Grubs Irontummy) and Mugwort was a Field Warden. Both of these character types were created by Thecustodian.



Last edited by OldWarrior, 4/Aug/2007, 1:56 pm


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Re: GM Editing Screen with Objects


ahh, this brings back fond memories
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Re: Warhammer Quest Online Game?


A couple notes about the Phases:

Event Phase was added (basically a house rule a lot of people seem to like). Seperate 1D6 rolls were generated (at change of turn) by the game for Power and for Unexpected Events so that the power would not always be a 1 when bad things happened (like monsters, or more monsters). If a 1 was rolled for the Event Phase at the time that the GM started a new turn, the GM would be prompted by the game to do something. The GM would then (usually randomly) decide whether it would be an event or monsters.

Reaction Phase -- I believe this was mainly added to help organize when the players would be prompted (by the GM) to submit any healing orders and to help differentiate between a player's normal turn and something they would be doing outside of their normal turn. I also used it for such things as the Pit Fighter's Reaction Skill or a Barbarian's Reaction Strike.

Question for Starfighter: I cannot seem to remember what the "Party" link did. Do you remember?

Last edited by OldWarrior, 4/Aug/2007, 1:43 pm


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Re: Warhammer Quest Online Game?


Here is a portion of the empty grid that a GM started with to place the first room, the first doorway(s), the warriors, and whatever objects. Some would just put the whole dungeon -- this seldom happened.

The grid was actually 25 squares across and 30 squares down.

Image


This one shows a work in progress. It was for a special quest with two ninja and two martial artists. They were to infiltrate and destroy an Annihilation Station before it could be used to kill off warriors.

Image


Last edited by OldWarrior, 4/Aug/2007, 2:54 pm


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Re: Warhammer Quest Online Game?


Image


OW EDIT: I added the picture link.

As best I can remember, this picture is pretty much the way the Main view of a game appeared. I used the sreen shot above and edited it and added to it so that it would look as close as possible to the original. The board sections, doors, and doorways here shown are non-official ones. I will add some notes of explanation below the picture. To see full size (easier to read) click here: Full Size

Image


The Links Across the Top

This may or may not be the exact links as was found in the Main View of a game, but basically it was the same as the GM's editing view just without all the GM's tool links.


The Warriors Frame on the Left

The red bar for health and the blue bar for current unused power.

The gold showed how much total gold the warrior had on his person at the time.

The name of each warrior was also a link to that warrior's information page (equal to an Adventure Record Sheet or RolePlay Adventure Record Sheet), where the GM could extensively edit a warrior's info -- especially used to add/subtract treasures and skills and etc.

The Pencils Image : Both were links for the GM's quick access to editing the warriors' information.

If I remember correctly, one pencil (the redish one) was used to edit some of the most likely to change details for all four warriors in one window (such as wounds, power usage, Fear, Terror, Webbed status and etc.). On the other hand, the other pencil (the bluish one I think) opened up a more extensive editing page. I don't remember much of the differences between them, but I think that experience could only be edited in one place (through the blue pencil) and not the other.

Symbols: Image : These were used to show which warriors were subject to Fear, Terror, spider webs and such like. One shortcoming was that if there were several fear-causing monsters (for instance), there was no way of knowing of which monster(s) a warrior was afraid -- except to note it in the turn text.


Chat Frame on the Right

The most recent chat was on top and so on.

One thing I forgot -- but don't want to adjust at the moment (lol) is that each chat had a date and time stamp to show when the text was entered.

oc was often used to show out-of-character remarks

oog was used once in a while for out-of-game stuff.

Note: as you can see, the game was very heavily dependent upon the GM, very much like the games I run here, but not as difficult as mine, since Webquest offered interfaces and no reduction of image quality. Here I have to constantly copy and paste from original picture files in order to maintain some quality.

Webquest also had a GM's combat interface and a player's orders interface. I hope to illustrate them for you soon.

The Invite Option -- mentioned in the phony, but realistic chat above. This allowed GM's to specifically "invite" players by their ID's. What it really did was reserve a place for them in a game so that no one else could jump into that slot.

To understand the invite option, you might want to know how the games were started. The GM would create the game, choosing various options -- especially what warrior types would be allowed/disallowed. The game would appear in the Game Room as a game not yet started. Then players who had warriors not currently in a game could join if they had a warrior of the type that was allowed. Anyone with available warriors could join -- first come first served, except the party slots that were specifically assigned to certain players.

This brings up another issue -- once a player has his quota of warriors, by what means can he eliminate one in order to create another type? It could be the only way is to die in an adventure...?

Last edited by OldWarrior, 8/Aug/2007, 5:53 am


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Death during a Quest


My highly opinionated thoughts on death in WHQ. emoticon I hope this is not confusing. emoticon

I might recommend that if a warrior is still dead at the end of a quest that he is indeed dead. This is the way I think Warhammer Quest is usually played -- by most people.

I am also thinking that wounds should usually never go below zero unless a warrior's rules call for it -- one or two I have read deal with this concept. A warrior on zero Wounds is "unconscious" or perhaps "mortally wounded" until the end of the turn (according to the normal rules). If they are not healed by the end of the turn by some means (including bandages and provisions being applied by other warriors), then they are dead. At the end of the adventure -- game over -- they are permanently dead with no hope of resurrection.

If the online game follows this rule, I think it would therefore leave room for some type of treasure gain that may enable the resurrection of a warrior OR for a Wizard or other metaphysical type to be able to raise the dead warrior. The warriors could hang around in the dungeon a while -- perhaps set some time limit (maybe a number of turns) on how long after the Objective is completed.

Then again, many quests seem to imply -- if they do not actually state it -- that once the objective is done there are no more monsters in the dungeon (EDIT: and hence no further treasure apportunities).

This brings up another issue: how will the game be concluded? What I mean is that some like to explore parts of a dungeon that haven't been explored yet, once the objective is completed. This question may apply more to a designed dungeon, because these often have specified treasures in certain rooms, treasure chests, or upon certain monsters.

It seems to me that (single-player) a party might have the option to end the quest at-will after the objective. But, for ease of programming, it might be best to go with the completion of the Objective. I am thinking that most people do play it that way, but many of our warriors feel disappointed with being rather poor on their way back to civilization. emoticon

EDIT: Here are some examples of what dead warrior avatars appeared like in Webquest (only in the Warriors Frame on the left).

Living Avatars first then the dead ones:


Image - - - - - Image

Image - - - - - Image


Whenever a warrior fell to ZERO Wounds the "Dead" avatar would replace the living one. This was a nice visual indicator for the other players to know that their fellow was in dire need. The GM could change this at any time by editing the warrior -- adding wounds. Whenever a game was ended by the GM for whatever reason, any dead warriors (on ZERO Wounds) would be moved to the Cemetery section of the game, where they would remain indefinitely. They would then also be taken out of the players pool of warriors available to enter into games. Thus it also freed up a slot for that player to create a brand new warrior.

Last edited by OldWarrior, 5/Aug/2007, 8:23 am


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Re: Death during a Quest


quote:

Question for Starfighter: I cannot seem to remember what the "Party" link did. Do you remember?



As far as I remember, it gave you the choice on what order the players would be in..

aka. who was the leader, who went 2nd and so on.. default was by initiave, but in this screen, you could customize emoticon

OW EDIT: Yes, I remember now. Thank you, Starfighter. emoticon

Last edited by OldWarrior, 5/Aug/2007, 8:59 am
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Player's Orders Interface (used for combat and for dice rolls)


Here is a near representation of the Orders interface. Whenever a player clicked on the "Orders" link while monsters were on the board, something like this would open. After being submitted (multiple submissions could be done in one turn -- there was no limit. The dice rolls were done by the server/software program and the results reported in the text of the orders. The player could see the dice roll results after submitting the orders. I think that text appeared above in the interface showing the orders that had already been submitted by the same player for that turn.

Whenever the GM clicked on Orders he could see all orders submitted by all players for the turn.


Image


Shaded boxes were buttons for combat clicking delight!

Last edited by OldWarrior, 5/Aug/2007, 3:45 pm


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Re: Warhammer Quest Online Game?


Thanks for the input guys, i've now got loads to be getting on with emoticon Just a couple of points while i'm here.

Ending Quests
you raised a good point old warrior in that sometimes people want to explore the rest of a dungeon when the objective has been met. How about an exit door appearing once objective is complete? that way you can carry on playing and would have to move back to the objective room or the starting room to exit the dungeon.

Data Storage Space
i mentioned before that we might problems storing lots of saved games etc. You can scrap that. I found a host for around £30 for the year that would give 3 gig of space so that should be plenty of room for all of starfighter100's characters emoticon

Deaths
i think it would be better if any one reduced to 0 woulds is classed as unconsious. If the quest ends and they are still on 0 wounds they are dead and will be moved to graveyard section of website(may even let other players engrave the tombstone). i personally didn't like the end of turn = death rule and not many people i played with did either but if the majority want to go with it we can do.

I'm going to try and get something for you all to take a look at in the next couple of weeks or so. Basically it would just be movement, simple combat, couple of monster types (probably orcs or skaven since they got no special rules) so you should be able to see something of an interface.


I would also like to thank all of you who have posted on here either hints, suggestions and encouragements. If it was just me building it the game would end up being how i liked to play it. Because of all you guys giving input you are all helping to build more of a community thing which always ends up being alot better. Once i get something together i will "borrow" some server space at work and will host it probably for a weekend or a couple of days at a time. Scedule will be posted up here a few days in advance. Unfortunally i cant host it here for extended periods but you all should be able to test things for me and have a look at whats going on.

Thanks again.

Scoff

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Re: Warhammer Quest Online Game?


concerning death

I have never been much fan of the end of turn at 0 = dead..

i think in webquest, it was Cutlass who made the compromise, that if say a warrior was knocked on 0 in turn 8, then he or she would not be dead until the end of turn 9.. giving a few new chances to avoid it..

and also, some custom rules about ripping up robes or cloaks and the stuff to make bandages out of was also introduced
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