NERR 3.0 PROGRAMMING DEPARTMENT (Updated 21/7/2012)
Posted by Gold Prognosticus Jul 18 2012 20:21 GMT in Nerr 3.0
- 2 Like?
http://img163.imageshack.us/img163/323/nerr3.png

I (and any other programmers who join up as time goes on) will be using this thread to keep you informed on the progress of coding the system. I am creating this thread now because I have just rigged a basic concept of the thread system this evening:

http://nerr.g33k.org.uk/posts.php

It is exceedingly ugly, doesn't allow for posting yet, and certainly doesn't include any items or battling, but it does have the core, tree-based post code down, and the basics of the database hidden behind it. Click around and see how it functions, and let me know if this is the kind of thing people had in mind for the posting system.

Also, as time goes on I will be adding more pages to that subdomain as the general Nerr 3.0 testing ground. I'll keep you informed of updates as they happen.

Update 21/7/2012:

I've just finished the proof of concept for the battle system. It's a little different to some of the plans in the other thread since I started it before those were laid out, but I can tweak it if necessary.

http://nerr.g33k.org.uk/battle.php

I've populated the database with an initial set of items (including one marked as not a combat weapon, but that's for internal testing and later stuff and can't be used in this test) which you can use to experiment with the battle system. The system doesn't make a difference between attacker and defender - both users attack at the same time and the loser takes damage.

The type of weapon (Attack, Defence or Trap) determines whether or not the attack hits through a rock-paper-scissors system. The power is the base damage of the weapon. The element determines the final damage against the loser in the same way as the type, with a chance to double the base power, halve it, leave it unchanged or do no damage entirely. In a real fight each user wouldn't be able to see the other's weapon until the round completes, making it a game of luck and strategy to win the fight.

Have a play and see what you think. If people want extra items to toy with, let me know the stats and I can add them easily enough.


Replies:

Nice Gold! That's pretty cool! I don't really see a problem with it.
Reply by Fortran Jul 18 2012 20:26 GMT
well I don't have a problem with the format of Nerr 2.0, and yours is looking like a good start. One thing I am wondering though is, I saw in there that there was a reply to a reply. Will this be like the old quoting system or will it be treated like a whole new topic as it is currently where it takes you to a separate page?
Reply by Super-Claus Jul 18 2012 20:32 GMT
I based it off Francis' ideas of each post being it's own topic - he explains it better than I can, over in one of the other threads.
Reply by Gold Prognosticus Jul 18 2012 20:36 GMT
hmmmm well I'm kind of on the fence about it but if you can make it work out so each post can be seen in the over all parent topic (the original one) then I'm okay with it. By this I mean if you start a topic on, lets say mario bros nes, and you have 8 replies. well lets say someone replies to the 3rd reply to the original topic. would the reply to the reply be visible in the original topic, or would you have to go into the "topic" of the reply itself to see it?
Reply by Super-Claus Jul 18 2012 20:41 GMT
Instead of replies being in their own page though, can we get some sort of drop down thing? I've used tiny boards and it's kind of a pain in the arse to navigate all those pages.
Reply by Fortran Jul 18 2012 20:43 GMT
Maybe. It's certainly possible, but I'd need to hook up a fair amount of code to make it work.
Reply by Gold Prognosticus Jul 18 2012 20:46 GMT

something like this might work:

Reply by Super-Claus Jul 18 2012 21:11 GMT
Yeah that. Though replies having their own page wouldn't be bad either. If we can have both.
Reply by Fortran Jul 18 2012 21:17 GMT
Each reply having its own page sounds like it could easily become a maze of reply pages.
Reply by Grievous Jul 18 2012 21:22 GMT
Well I mean digi right now has multiple set up options (though I'm pretty sure everyone uses normal)
Reply by Super-Claus Jul 18 2012 21:22 GMT

not if done right dimenciao

Reply by Super-Claus Jul 18 2012 21:22 GMT
Sounds cool, but why don't we just edit Nerr 2.0 instead of making a brand new site? Not only does it seem like it's quicker, but that means that anything on Nerr 2.0, like accounts and posts would be a pain to port, if it was possible to even port at all.
Reply by Viddd Jul 18 2012 21:31 GMT
oh wow yeah vidd kind of has an idea. Why can't we do that? Unless Gold has code redesign plans or something.
Reply by Fortran Jul 18 2012 21:34 GMT

with alot of the stuff we have planned for later on it might just require a total remake of the site. would still look similar but would have functionality far beyond of nerr 2.0, something we can't just do with a few programming add ons. also porting over the accounts wouldn't be that hard would it? I would think he would just have to make nerr 3.0's database use a view on/of the database used by nerr 1.0 and 2.0

Reply by Super-Claus Jul 18 2012 21:39 GMT
ill try to have something for you to test out this weekend
Reply by Francis Jul 18 2012 22:02 GMT
coolio, thanks francis, you da man
Reply by Super-Claus Jul 18 2012 22:03 GMT
bump because it's the only thread I care about
Reply by Super-Claus Jul 19 2012 00:22 GMT
Integrating into Nerr 2.0 is the ideal solution, assuming Francis can integrate everything we come up with. There are some situations such as Francis' hiking trip however, in which he was unable to monitor the community as much as he usually does, where this is less of an option. If nothing else, setting up a competing project in the slow periods keeps Francis on his toes and ready to keep pace with said project.
Reply by Gold Prognosticus Jul 19 2012 10:02 GMT
Been toying with a proof-of-concept for the combat system, nothing usable yet but it should only take a day or two. Still no users yet, but you'll be able to simulate the results of battles from a selection of test items.
Reply by Gold Prognosticus Jul 19 2012 20:00 GMT
That's awesome gold! Sounds like you're going at this pretty quickly.
Reply by Fortran Jul 19 2012 20:10 GMT
It's easy enough to create the components of the system, the hard part is taking my various experiments and combining them to form a coherent website.
Reply by Gold Prognosticus Jul 19 2012 20:28 GMT
i replaced nerr chat with a first-attempt at nerr 3.0. http://nerr.biz:8080/
I don't have time to explain it now, but feel free to try it out. Sorry if it crashes in the night.
Reply by Francis Jul 20 2012 06:14 GMT
you already got my two cents francis when we were being your guinea pigs. anyways guys click reply under a person's name to use that message like a topic, press open under there name to open it in a window like format for more of a topic-y feel.
Reply by Super-Claus Jul 20 2012 07:42 GMT

Nerr 3.0 Battle System Test!

I've just finished the proof of concept for the battle system. It's a little different to some of the plans in the other thread since I started it before those were laid out, but I can tweak it if necessary.

http://nerr.g33k.org.uk/battle.php

I've populated the database with an initial set of items (including one marked as not a combat weapon, but that's for internal testing and later stuff and can't be used in this test) which you can use to experiment with the battle system. The system doesn't make a difference between attacker and defender - both users attack at the same time and the loser takes damage.

The type of weapon (Attack, Defence or Trap) determines whether or not the attack hits through a rock-paper-scissors system. The power is the base damage of the weapon. The element determines the final damage against the loser in the same way as the type, with a chance to double the base power, halve it, leave it unchanged or do no damage entirely. In a real fight each user wouldn't be able to see the other's weapon until the round completes, making it a game of luck and strategy to win the fight.

Have a play and see what you think. If people want extra items to toy with, let me know the stats and I can add them easily enough.

Reply by Gold Prognosticus Jul 21 2012 10:27 GMT

Looks pretty cool. Nice to know an element triangle works. But there's kind of a thing. Here's all the possible outcomes against a Water 10 attack.
Null - Null - Null - Null - 0 - 20 - 10 - 5 - 0 - 5 - 10 - 20

Seems like there's too much room to do nothing. It also requires both users to be doing something at the same time, items are required to be a certain element or type, and it just doesn't seem to leave much freedom in item creation or battle, among other things.

What did you think about the system posted in the Digibattle topic? Yours is cool, but I can't see it working.

Reply by Viddd Jul 21 2012 18:11 GMT

spicy italian on italian bread with provolone, toasted

Reply by MM Nov 17 2012 03:13 GMT
this topic isnt your mom sorry
Reply by Nastasia Nov 17 2012 03:27 GMT
i'd program for nerr 3.0 if i wasn't so busy with professional stuff of my own
i'd make everything in unity, the best game engine ever
Reply by Lord Crump Nov 18 2012 02:31 GMT
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