Olvand is a little multiplayer sandbox RPG, where the players live in self-built towns and can go on all kinds of adventures together. Imagine living with your friends in a small town in the mountains, or creating a new group of friends in a pub in the metropole you all live in. There will be several mini-games the inhabitants of a server can play together, among which will be combat based games like King of the Hill or Capture the Flag. You will be able to play against other people in your city, or as a city against another city, or as a whole server against another server. The combat works with self-built guns, in which all kinds of powers can be combined to create unique effects.
This blogpost, I talk about how complicated it is to implement towns as an entity (at least in Olvand).
Posted by Woseseltops on Apr 4th, 2013
Hi all, obviously, [my announcement] about switching visual styles was an April Fools joke. From what I read in the comments, nobody fell for it (too bad); instead, people ask for it to be included in the game... what have I done :P. I'm making no promises here, but I agree that it would be nice.
Anyway, what I have really been doing is working on integrating town as a real entity ingame. It's probably best explained with a picture:
I'd say like 70-80% of it is done; you can do things like found a town, view and change the laws (which at the moment only entails changing the name, and what is its official color), become a citizen of a town, stop being a citizen, etc. Big things that still need to be included for the next update are that [a town's territory expands when you build on the edges], disbanding a town and stopping players from building on patches of land they don't own.
Interestingly, the most important thing I have discovered while implementing this system is that it is INCREDIBLY COMPLICATED, although you hopefully won't notice that as a player. Let me explain. This is the inside of a town hall (which is a bit different from [the one in the current version of the game]).
You interact with the counter for the citizen-related stuff (joining towns, viewing laws), and the desk in the office for the mayor-related stuff (founding towns, changing laws, etc.). However, there are literally dozens of things that should be taken care of. Some examples:
I could go on for hours and hours with stuff like this - it's pretty boring, so don't feel ashamed if you skipped it ;). Things like this kept popping into my head while coding, so I wrote them down because I was afraid to forget important stuff. That list, however, didn't stop growing: for every feature I implemented from the top of the list, I added four things I also shouldn't forget to the bottom of that list. Things got so confused in my head that I almost wanted to bang my head against the wall, but then it hit me: this is so confusing, because I've got three factors interacting. We have the:
1. Type of furniture (counter or desk)
2. Kind of location (no town, strange town or hometown)
3. Kind of player (free, citizen, mayor)
And all of these things influence how the game should behave at a certain point. If you every had to work with ANOVA, you know that human brains cannot handle 3-way interactions, so that's why I got so confused. The solution was to write it all down in a spreadsheet; now I've got things under control again. Yay!