Interest in Cyberpunk MU*?
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i didn’t read any of this and im drunk but can i play judy
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@prototart said in Interest in Cyberpunk MU*?:
i didn’t read any of this and im drunk but can i play judy
You'd have to settle for a PC roughly inspired by Judy, as CP:Red doesn't take place in 2077 -- it takes place about 30 years earlier.
Also:
+sheet code and +roll code are probably good enough to launch with. Going to refactor chargen a little, based on the way +sheets finally landed. Then it's time to build a grid...
-reason
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@reason said in Interest in Cyberpunk MU*?:
@prototart said in Interest in Cyberpunk MU*?:
i didn’t read any of this and im drunk but can i play judy
You'd have to settle for a PC roughly inspired by Judy, as CP:Red doesn't take place in 2077 -- it takes place about 30 years earlier.
JUDY IS ALL
JUDY IS E T E R N A L -
Panem is bae.
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Honestly? I had a second during the Aldecaldo questline where I had to take myself aside and be like, "ok chill out dude, this is a fictional character, your love is not real"
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@wizz said in Interest in Cyberpunk MU*?:
Honestly? I had a second during the Aldecaldo questline where I had to take myself aside and be like, "ok chill out dude, this is a fictional character, your love is not real"
I will never be able to date again because no one can compare to Panem.
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@wizz said in Interest in Cyberpunk MU*?:
Honestly? I had a second during the Aldecaldo questline where I had to take myself aside and be like, "ok chill out dude, this is a fictional character, your love is not real"
I'm holding out for the rocker on this playthrough, but next playthrough it'll be Panem for sure.
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@auspice said in Interest in Cyberpunk MU*?:
@wizz said in Interest in Cyberpunk MU*?:
Honestly? I had a second during the Aldecaldo questline where I had to take myself aside and be like, "ok chill out dude, this is a fictional character, your love is not real"
I will never be able to date again because no one can compare to Panem.
i watched most of the endings on YouTube and the message she leaves in the Johnny ending is hilarious it’s just like two minutes of her screaming death threats
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@prototart Really? Lol. I'm getting towards the end of that quest line. Bwahaha, I can't wait.
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@reason So your Cyberpunk MU is close to getting off the ground, then?
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@thebigd Well. Should probably level-set expectations as "no promises". I'll probably start ripping apart and reimplementing chargen to further separate data + logic + view concerns and maybe make the code a little cleaner to manage and maintain in the next few days.
When that's done, I'll have chargen + sheet + dice code. Then there's the matter of a grid, and looking at any additional systems (like... how necessary is in-game mail in this day and age?) required for a "minimal viable product" alpha launch.
Currently I think I'll set the game in Night City give its the best defined in the CP:Red time period.
And even setting aside code, there's the matter of sourcing a crew of reasonable alpha players and some RP Admins to keep things lively -- I won't be able to carry this thing entirely on my back.
I had wanted to have that bare-necessities code in place by Jan 1. Probably pushing that back a little bit just based on the need to maintain a sustainable pace.
-reason
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@reason said in Interest in Cyberpunk MU*?:
This sounds amazing. CP Red is a super simplification of the old CP rulesets. I'm glad someone is making something for it.
As far as what remains. Really. Big grids seem like they are worthless in this day and age. It's very fesible to do something like neighborhoods from Night City, give them each rooms. And stop there. Or, if you want, you can take it a step further and allow people to use a command that generates a 'room/place/coded object they can step inside of' that then they have control over. Locking to make private/requiring permission to enter. Can be used for scenes/apartments/etc. And a public flag to create social interactions/public scenes/etc. Then you only have a handful of rooms that describe the generic area for theme.
As for genuine theme, if you want to do Night City. Just say that, and make people read the book. No real need to create much there, if you are going with the book premise.
I'm just talking MVP, but the room idea is one that I've played with on and off on various games I've ran in the past. It helped to keep the grid tight, useable, and without all the convolution that allows people to idle on grid. And it removes the need for RP rooms, making everything 'on-grid'. It also lets players really be imaginative when it comes to not repeating locations. But if you want 'locations' you can give templates or people can save descriptions of hot spots they generate to re-use in their adventures.
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@reason Well, I'm no coder, but I've been breaking things in games since 2000, if you want alpha/beta players?
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@thebigd said in Interest in Cyberpunk MU*?:
@reason Well, I'm no coder, but I've been breaking things in games since 2000, if you want alpha/beta players?
I may take you up on that. My feelings is that without automated Chargen, +sheet Code, and +dice there isn't a game, so still need to finish that -- as it stands today, +Sheet/+dice are done and integrated w/ each other, and Automated Chargen can fully create characters without gear. CP: Red is fiddly enough with armor, firearms, etc., that I realize I need to create an inventory system that goes a little bit beyond the stock system that ships w/ the MU* platform I'm building in.
Until those three things are done, I don't want to waste people's time. Once they're done, getting a few testers in to run through character builds and find bugs for me to fix would be super useful (and welcome!) -- I'll probably put an official post in the Advertisements subforum if (when?) I get to that point.
@Nessa said in Interest in Cyberpunk MU*?:
This sounds amazing. CP Red is a super simplification of the old CP rulesets. I'm glad someone is making something for it.
The system looks clean and playable. I've always enjoyed cyberpunk as a genre. And building a MU* is a bucket list item that I'd like to do before I die (not that I think there's any risk of that in the immediate term, though I hear it eventually happens to all of us!). So, here we are.
And in all seriousness, I appreciate those thoughts about grid/neighborhood/etc for a modern game -- I'm leaning towards a "less is more" approach, though won't be entirely free of a navigable grid + standing, permanent rooms. Given that coding a dynamic room system up may add another barrier to kicking off the game (with effort that could be invested in, say, automated queue handling for well defined player requests to reduce the likelihood that staff is a bottleneck) I may save that idea for down the road, and just retire unused grid.
But yes, great thoughts.
Out of curiosity, how large of a grid is "sprawling" and how small of a grid is "too small"?
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Out of curiosity, how large of a grid is "sprawling" and how small of a grid is "too small"?
Depends on what you are doing. I'm super conservative on this idea. I need to think like someone who's not me. I'd say, no more than 1 room per nieghborhood. But, let's say this:
Neighborhoods - Little Asia, Little Europe, The Upscale Brownstones, City & Corporate District, The Nightlife District, The University District.
Suburbs around Night City - The Pacifica Playground, The North Oak Military Suburb, The Rancho Coronado Beaverville, The Heywood Industrial Zone, South Night City, Westbrook.
Misc: The BadlandsThat's 13 rooms that should be if you were trying to build a thematic space.
For the Neighborhood and Suburb descriptions it's super easy to just use the descriptions from the book. Or at least use those as inspiration. Descs more or less done.You could branch out each of the neighborhoods into a few extra rooms since they mostly have 'multiple locations' within. Or, what's smart grid making is make 'places' out of those locations. You might be more of a traditionalist than I, but when you make places like that it keeps it easy to find people and easy to RP, but easy enough to have non-widespread locations. So, rooms/places, whatever you want to do. If you make rooms, from there you are now needing some 'hangouts'. Instead of say describing places in the places desc, you now might create exits. And then a place with 1 room is more or less a waste, so you need 2 in each place.
This is why it gets sprawling. 13 main rooms, 18 sub rooms off the 6 main areas. So, 7 main rooms that need 2 sub rooms, 18 additional sub rooms that need 2 lower rooms than that. Now you have, 36+14+7+6, 63 rooms.
Say you launch with a really good player base for today. We'll say 8 regulars. That's 2 groups of 4, more likely 2 groups of 3 and 1 group of 2. So, you have 3 groups taking up 3 rooms out of 63 places you built. That's sprawling to me, but it might be acceptable to others and you. Especially since about 13 of those rooms are already 'made-ish' for you from the descriptions.
Two options to shrink that:
So, you can trick the base. If you cinch it up to where people are only playing in the bigger rooms with a few hotspots with locations. So you do a City & Corporate District room. In that room you put a line item describing what areas exist within it. Corp Center, City Center, Bank Block, Med Center. And you pick 2 of those places to create hot spots. Now you have just 13 main rooms, with descriptions that cover the bigger areas. 2 spaces each, that's 39. You are getting there. 3 out of 39 still seems like a lot of wasted space but at least it is only 39 rooms instead of 63. And I'm not even considering OOC areas or chargen areas (depending on how you build out Chargen).I'm always thinking of 'How do you get players together, make it easy to find one another, not get lost, and still have rooms that speak to theme?'. For me, it'd be enough to have the Neighborhoods (6 rooms), plus the other areas (7 other main areas), and maybe to give more theme, the 18 sub-areas off the neighborhoods. And let people just invent the location they are at in specific. Which diner/which place/etc. Just emote it. That gets your work lowered to 31 rooms. The bigger trick here is that you only really are coming up with base descriptions that are mostly in the book already. Laying the groundwork for people to have theme. So most of your work is done. And the creativity piece comes in from the players.
To me, that's enough to launch with. And then after a while, put out a request for place-descriptions or hotspot ideas. "Where have you been RPing the most? What diner? What location? What's it look like? How do you describe it in your plots?" Etc. And take that work and make them places the players decided instead of you created and no one used.
Talk about sprawling. I'll stop here. Your choice. Of course, the top way is still far smaller than most places start with. But we don't need a map to play, we need a system of dice rolling, character sheets and a place to emit. All that's in theme with the system. You can grow it out as you get people and you need to support more than 1 group RPing in a particular sub-room at once. Ya know? I said I was going to stop, so now I will for realsies.
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Addendum: I didn't realize there were hot spots mentioned in the book for places present. I'd say with those descriptions in the book you are done with your grid. It'll be big if you use all of them but at least it won't be a lot of time.
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Zero progress over last two weeks. Welcome to FY21Q1, where life comes at you a million miles an hour.
Sometimes no update is an update.
Chargen still waiting on a good inventory system to manage individual pieces of gear. Everything else is done.
-r
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@reason News that there is no news is much preferred to radio silence.
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@reason Thanks for the update. If you have time, what are you looking for in the inventory system? If you are looking for ideas, and share what you are looking for or that you are looking for options - positive folks would have suggestions.
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I'm way up for a game like this existing, after playing too much - and yet somehow too little - 2077. That game doesn't really let me roleplay what I'd imagined for my character, though, so it'd be nice to have a place to RP that personality properly.