rpg module

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aaron's picture

RPG Achievements

So I have recently implemented and committed RPG Achieve in the RPG module series for Drupal. This allows games to record achievements of players, such as "You have slain 14 dragons", or "You were the first to summit Ploggers Peak". Next in that progression will be RPG Quest, which will allow achievements to be grouped together.

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aaron's picture

DrupalCon Session on RPG!

We had an excellent BoF session about the state of gaming in Drupal, focusing mainly on the RPG module. Although I would like to point people to a really awesome Facebook/Drupal game written by one of the participants, only I don't remember his name or have his card handy... Maybe someone else can point to that?

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Arm Yourself!

There's combat now! Well, in a manner of speaking.

If you create a character at DrupalRPG.org, you can also try to hit other characters. Nothing beyond notifications of hit or miss really happen right now. But you can pick up wiffle bats you might see lying around. Or even experiment with making your own.

NOTE: In the last message, I mislead you. When creating the PC, you have to insert your UID for the PC value, not the number 1. Again, make sure to give yourself a location too, or you'll be in limbo.

You can certainly game the system (such as it is right now). For instance, there are fields for attack and defend skills, which are pretty generic. Soon, that will be out of the realm of character creation, or at least not without using character points or something.

Here's a screenshot (click for full view), where you can also see a hint of some fancy jquery in the right sidebar:

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aaron's picture

RPG Alpha Release

This is as good a time as any. The RPG module is in official Alpha. You can make characters, walk around, and pick up & drop objects now. The rest is window dressing... ;) I've attached a screenshot here.

You can make a character at DrupalRPG.org. If you do, some caveats: [EDIT] set the 'PC' attribute to your user uid on the character creation page[/EDIT]; make sure to set a location to one of the two rooms currently available; when you walk around, the messages don't work entirely. If you take something, make sure you leave things on the floor for other people to take.

There's only a few rooms right now, and a few objects. Things will probably get cluttered very quickly as people make characters and objects, so I'll probably have to do some housecleaning soon.

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aaron's picture

Upcoming Demo

It's now (sort of) possible to create characters, rooms, exits, and move around in RPG. I've been breaking up the code into various contributed modules, introducing in the newest release: RPG Action, RPG Event, RPG Skill, and the rudiments of a ruleset built on top of Drudge: MUDSlinger, which introduces basic combat. I've been adding new hooks to allow modules to interact more simply to create more complex results. I'm also moving things in the direction of Drupal 6.

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RPG Messages

I've just implemented a basic messaging system for RPG. This allows actions to create output that might be altered before display, and allows it to be displayed in customizable fashions.

A new module was created, RPG Message. It provides an API for two functions, rpg_message and rpg_messages. Also, the RPG Drudge ruleset module now depends on this module, and provides a hook_rpg_message_alter that adds the room to the message, and all "listeners" in a room.

Basically, when you create a message, you will provide the following basic information: WHO did an action, who was the TARGET of the action (if there was one), and with WHAT was the action performed (when needed). You will also create at least a default MESSAGE to be displayed, and possibly customized messages (such as a message to be displayed to WHO, another to the TARGET, and a third to any observers).

The Drudge ruleset will alter the message to include anyone present nearby as observers (in the #listeners array), unless the message is marked as #private.

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aaron's picture

Object Creation

You may now create objects with the RPG module. The Create RPG Object link at /rpg/create will list the available types, and after clicking on a link, you can fill out the forms. You can browse created objects at View RPG Object /rpg/view, and view/edit individual objects from there.

Still a lot of work to be done, but this brings things one step closer to a game. Next will be exposing available actions for objects. After that, it'll be some work on Drudge, to make sure we have rooms & exits. Then is the PC creation stuff, and we'll have enough that someone will be able to create a character, walk around, and pick up & drop things. That should be in place sometime in November.

Then things can really get moving...

(Cross-posted at Drupal RPG.)

Aaron Winborn
Drupal RPG, home of the RPG module
Spindowners, an upcoming sci-fi browser RPG

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aaron's picture

RPG Roadmap

Here's a basic roadmap of the RPG module. Much of this is complete or in process. You can build a fully functional game when everything here is done. In particular, the first ruleset, Drudge, will make a lot of this much easier, by having pre-defined basic types that will probably be useful to most RPGs. There's no timeline for this -- some tasks are easy, some more difficult, some still need to be spec'd. Also, depends on when folks have time to work.

Meanwhile, if you want to test out current development, go ahead and try out the ruleset imports, and type/attribute edits. There are other links in there, but they are in various states of disrepair. If you do this, expect to need to wipe out your database tables later -- some things are still in flux, and I'm not yet writing update functions.

(Cross-posted at Drupal RPG)

Aaron Winborn
Drupal RPG, home of the RPG module.
Spindowners, a sci-fi web rpg being developed with the rpg module.

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aaron's picture

rpg_get, rpg_set, rpg_verify, rpg_base_classes.module, etc.

The latest commit brings things even closer. Rulesets may be imported from modules now. A new module has been created in the package (RPG Base Classes), separating the base classes from the core module. When attributes are created from these classes, tables are created both to create the new type/attribute combination, and to store data in rpg objects.

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Ruleset Modules

So now the ruleset idea is maturing, and I've entered a new module into the rpg project of the repository, for Drudge (rpg_drudge.module in the rpg/rulesets folder).

Workflow: lower-order object types will be part of a basic system, possibly Drudge or possibly something lower than that. You may 'import' a ruleset of objects & game rules from such a module, which uses hook_rpg_ruleset. The module will have an array of types, and functions that define those types.

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