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Blacksmithing Simulator

Write software to convert user-created weapon patterns to in-game items.
  [vote for,

Some MMORPGS allow users to learn blacksmithing. Instead of listing the items they can make, give them complete freedom by providing a modeling and physics software. A player designs a sword in three dimensions, choosing materials and methods of joinery from lists. Since the software cannot distinguish between a sword, a shield, and a piece of armor, it directs the creator to a 'usage' screen after designing the object. The user must then direct the muscle-movement of a character wielding the object.

When finished, the software calculates the standard weapon attributes (durability, weight, time to build, and others) using somewhat simplified models. Different muscle movement sets for a particular object have their own attributes: depth of cutting attack (to distinguish a slash from a jab), maximum kinetic energy of weapon, maximum pressure at region of impact, and regions swept out by the weapon or covered by armor. For each muscle movement set the software generates a hotkey for in-game use while using that particular weapon.

Players in the game can wield purchased or picked-up objects, but they must first design muscle-movement sets. For instance, a player might find a large metal chest plate and use it as a shield or a bashing weapon. Or, two players with identical swords may have vastly different techniques for using them.

<subdued rant> Since all of the item attributes depend on the component materials and the construction methods employed, there can be no magical attributes or bonuses to absurd traits like "intelligence". </sr>

Buy the chemistry expansion pack! Now industrious players can design houses, castles, ships, steam engines, siege engines, traps, explosives, and other large or complex objects.

Ketchupybread, Dec 11 2008

QWOP http://www.foddy.net/Athletics.html
Great fun, but you will end up eating a lot of track [miasere, Dec 12 2008]


       Perhaps I could do more in less time with a simulator.
Ketchupybread, Dec 11 2008

       yeah! who needs a "real" life anyway?
WcW, Dec 12 2008

       God damnit this pisses me off! I want to develop games for a living and this is one of my favorite and most original ideas!!
EvilPickels, Dec 12 2008

       //and this is one of my favorite and most original ideas//   

       Perhaps you should have played that one a little closer to the chest, and poo-pooed the idea as impractical for all the reasons you haven't developed it for use in a particular game. Then you would have either discouraged this guy, and anyone else who happenes to spot it, or gotten a little bit of free consultation when they come up with ways around your tough spots.
ye_river_xiv, Dec 12 2008

       I like this as one of my biggest gripes in MMORPGs is leveling. Skill and practise go hand in hand but natural ability should also play a part.   

       I had an idea for a zombie game where each night you would fight off an attack from a tower block and each day you could go out and find survivors and train them to fight. Reload times would be worked out from dragging bullets into clips, accuracy and rate of fire can be worked out from a target range.   

       Fight night round 3 had a good leveling sytem where it required you to hit the gym and perform tasks with certain accuracy to obtain a gain.   

       [UB] and [WcW], World of Warcraft has 8.5 million users (according to a quick search), and (according to a quick search) prepaid cards cost $30 for 60 days. This works out at $180 per year per person, or $1.5 billion per year. Obviously they will actually get less than that as people who pay for the year probably pay less but even so its not a bad argument for making an MMO
miasere, Dec 12 2008

       Could maybe weild a wiimote as the hammer?
Jinbish, Dec 12 2008

       //one of my biggest gripes in MMORPGs is...//

       Where to start?
i) waste of time
ii) waste of money
iii) artificial goals based on relieving tedious limitations rather than any attempts at exploration/creativity
iv) completely pointless
v) bonewiltingly tedious
vi) it ruins lives, marriages, work, relationships and people's self-esteem vii) somehow, despite all this, it's maddeningly, maddeningly addictive

       It's the computer equivalent of smoking crack - and if you are going to do that, why not just smoke some real crack? At least it gets you out the house.
zen_tom, Dec 12 2008

       [zen_tom], True. I used to play Guild Wars which was free to play so the waste of money was ok. I also had a 9 to 5 job and didnt know many people where I was working so again the waste of time was not a problem.   

       All the others you could also argue about any computer game, film, book etc.   

       Personally Ill stick to the games over crack
miasere, Dec 12 2008

       Sounds like a bastard child of WoW and Spore. Interesting, but has a bit of a learning curve - most games seem to make much more elaborate movements in-game than a user does with the controller (I.e., press (X) to "attack", not to "flex my triceps").   

       I like your day/night zombie idea a lot, miasere. In particular, it lets defensive hunter/gatherer types who like to hoard a lot of resources (i.e., me) compete with aggressive strategists who just like to *use* their resources well. It could be quite addictive, in the way that desktop tower defense and other planning games are.   

       Putting both together, how about a game where you control a zombie, and must move your body explicitly? The resulting lurching should be quite realistic...
jutta, Dec 12 2008

       See link for QWOP, a running game where you control the leg muscles independantly.
miasere, Dec 12 2008

       I like the Tom Sawyer's fence idea of gradually inching MMPORG games closer and closer to work, with the idea that someday people "playing" MMPORG games will actually be working for free, providing funds to fill a large moneybin with gold doubloons in which I will swim.
bungston, Dec 12 2008


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