Design

Content is concentrating on game design.

Model-View-Controller (MVC)

What is your opinion about the MVC? Any better or maybe more modern competing patters which you would like to share with the grand public (anyone reading this?) ? How well is the MVC pattern applicable to PHP? Any ideas of how to persist data in PHP? What's your opinion about PHP and front controllers? Tiling and PHP - does it make sense at all?

Mommy VVants Candy (MVC)

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Time to do some architectural decisions. I guess they call it designing - so here we go, let's talk about the design. I do not usually go for the newest and the fanciest, because it is usually immature and just gives you more problems than you can handle. Besides, most of the time it brings you way too much to learn. I've got plenty of learning to do with PHP alone! I've never done anything with PHP before. What comes to the new and fancy, I won't be doing much of it here, either. Architechure-wise, let's go with the trustworthy Model-View-Controller (MVC) design pattern!

Using a commonly known pattern helps.. Read more!

Gameplay

Problem statement: What does a player do in Crithum?

Few "facts" of a player's nature:

  • People like to see their "Tamagotchis" grow. So one major "thing" in this game should be building - making your settlement larger, making your village larger, making your town larger, claim land by extending your towns influential area. Setup other settlements, villages, towns, .. basically just be bigger and more beautiful than others. But lets not make this too easy: gather resources in order to build!

Gameplay

Alright, you've just arrived at the Island of Crithum. You and your crew (of 10?) have found a piece of land and have setup your initial settlement. You have managed to gather enough resources and already built the following: a hut for yourself, some lodging for others, a warehouse for resources, a lumberjack's hut, a stonepicker's hut and a food gatherer's hut. You yourself manage this whole circus and you can call yourself 'chief'. You've sent one guy.. Read more!

The Beginning

Problem statement: Where does the player start the game?

In my blog entry, I threw out three types of "game modes", but there can be many more, e.g.:

  1. Crithum being an island, play advances from the outer rim towards the center
  2. Crithum being an island, play adcances temporarily from the center towards the outer rims, than back towards the center
  3. Crithum is a vast, unlimited continent and players' starting locations are generated in a spiral manner (from the center), play advances from the center outwards/random directions

The Beginning

I started this blog deliberately with a "difficult topic", namely about population growth. Talking about population without knowing much what this game is difficult. There is a lot of things you just have to assume or imagine. Now, let's start from the beginning. Where does the player start and what kind of world do they play in.

Originally, many years ago, I pictured Crithum to be an island and the original title for this web browser game dream of mine was "The Island of Crithum". The concept of Crithum being an island.. Read more!

Population Growth

Problem statement: How quickly should the population increase in the game?

What I'm refering to is how quicky new inhabitants are available. First thing, which comes to my mind is natural birth. You know, "there is woman and there is a man and soon there is a baby". In most games, the population is directly related to how much food you produce: you build a farm and -whadamm-, you are able to sustain another 100 inhabitants. This is one way of doing it. But what I want is something more sophisticated. And hopefully, closer to medieval reality.

Population Growth

The Internet is full of these "start with a town, farm, upgrade, farm, upgrade, get another town, farm more, upgrade, farm even more, get another town..". I want something different. Maybe a world where a game where you start with one or two houses. You can build your empire from there. Build a house and someone might move into it. Build a weapons smithy and someone might take up the position as a blacksmith. Or not. While the population of the game world increases "constantly", why would they choose YOUR buildings? Read more!