The new forums will be named Coin Return (based on the most recent vote)! You can check on the status and timeline of the transition to the new forums here.
The Guiding Principles and New Rules document is now in effect.

Merchant MMO - Tradewind Cove

JoshWWJoshWW Registered User regular
edited August 2007 in Games and Technology
I made sure to get a Mod to allow this thread before posting and looking like a spammer. Captain K was nice enough to allow me to talk about my new creation that is already in the works.

I've been a gamer for years and, like many gamers fantasize, I've always wanted to make my own game. All throughout high school I played with RPG maker and various other do-it-yourself software, but one player gaming seemed to be on its way out, the only remaining contenders being the big classics and some other kitschy games. MMORPGs have taken over, and try as I might, I've never been able to pick up on software programming, much less specific game programming. I turned my coding interests to the web.

It was summer of last year when I had the idea for this game. Starting with the simple idea of creating a browser based MMORPG I began coding and testing, and getting friends to help test. During the testing I had an epiphany. I've never played during a truly growing experience. Granted many MMOs have 'added' content at lump intervals or during large expansions, but even they retain full creative control.

I decided to open the game up as a 'sandbox-beta', during which I would take great care to allow players to develop their characters without the usual risks of rollbacks or glitches, and also take user input to the next level by putting game additions up for a community vote and allowing the players to have their own part in the growing nature of the game.

Now at this point you may be asking, "What is the game?" Well, the way that it has turned out so far is that it is a free economy based game in which you play a merchant in a fantasy trade city. You buy and sell items much like that guy behind the counter in most console RPGs, the challenge though lies in the market. The market materials that the items consist of are valued in a Stock Market type fashion, and the buying and selling of items raises and lowers their collective value. I.E. Buying a steel dagger will raise the overall value of all steel items and all daggers by a small amount therefore allowing others to sell steel at a higher price that would then reduce that material's market value again.

As I said earlier, all additions to the game are made public and though there is a vision for the game, I take more into consideration the players input themselves and often I put large add ons up for a vote.

Screen shots can be found on the main page. Registration and every aspect of the game is currently free and I intend to keep all aspects of the game pertaining to actual gameplay free. I've toyed with the idea of taking donations for cosmetic aspects in the future, but this game is meant to be open and free.

The game manual is still in the works so contact me here or there with any game questions.

So without further ado: http://tradewindcove.com

If you have any questions or comments feel free to post here and I will respond.


Edit:
Envy wrote: »
Don't know how many people are playing from PA, but I started a PA Guild. If you click on the link Town Crier, it'll take you to the forums. Send me a PM (Envy), and I will include you to the PA Guild. We even have our own forum to post in.

Check out my Browser Based Merchant MMO - Tradewind Cove.
JoshWW on
«13456

Posts

  • ZombiemamboZombiemambo Registered User regular
    edited February 2007
    Oooh, this sounds really interesting. I'll make sure to check it out.

    Zombiemambo on
    JKKaAGp.png
  • mspencermspencer PAX [ENFORCER] Council Bluffs, IARegistered User regular
    edited February 2007
    Could you describe this game a bit more? I'll ask some pointed questions, and maybe as you answer my nerdy game design questions you will help people get a better sense of what you're doing.

    Every game needs risk/reward mechanics. You already described an online durable goods market, and that presents possible rewards (financial gain, social benefits like fame and prestige, etc.) when you take risks (buying and selling.) What other risk/reward mechanics are in your game? What are the various things players stand to gain (game-token-wise) from the things they do, and what must they risk to try to get them? Or to look at it the other way, what risky things might the players want to do which might bring them extra rewards?

    I don't mean to criticize this as not-novel -- it's a big industry and we're all standing on the shoulders of our peers here -- but when you speak of players adding content to the game, I'm reminded of old-fashioned MUDs, multi-user dungeons. (Anybody remember Elements of Paradox? :-) ) Most interesting game content was textual, so anybody with an imagination and a grasp of the English language could contribute interesting content. Very few functional or scripting elements were needed, and those were usually easy to build.

    Players advance in the game, and these mature players are given trial-basis rights to build content, isolated from the rest of the game. Once the content is deemed 'done enough' it is linked to the rest of the game world and players can visit it. As players become wizards and builders, they become more adept at creating things people like to play, and are given more influence and authority in the game.

    Do you have something similar to this in mind? Modern game players might demand content richer than a MUD's paragraphs of prose. How do you plan on helping potential contributors grow each-others' skills, review and critique each-others' work, and so on?

    mspencer on
    MEMBER OF THE PARANOIA GM GUILD
    XBL Michael Spencer || Wii 6007 6812 1605 7315 || PSN MichaelSpencerJr || Steam Michael_Spencer || Ham NOØK
    QRZ || My last known GPS coordinates: FindU or APRS.fi (Car antenna feed line busted -- no ham radio for me X__X )
  • mspencermspencer PAX [ENFORCER] Council Bluffs, IARegistered User regular
    edited February 2007
    Also, how do I sell things? I now have two items in my inventory and nearly no gold. I can't find an interface element to click that lets me start a sale, except in the town square where people seem to post their purchase requests.

    mspencer on
    MEMBER OF THE PARANOIA GM GUILD
    XBL Michael Spencer || Wii 6007 6812 1605 7315 || PSN MichaelSpencerJr || Steam Michael_Spencer || Ham NOØK
    QRZ || My last known GPS coordinates: FindU or APRS.fi (Car antenna feed line busted -- no ham radio for me X__X )
  • JoshWWJoshWW Registered User regular
    edited February 2007
    mspencer wrote: »
    Also, how do I sell things?
    This is at the moment the most frequently asked question among beginners. The Town Square is actually full of NPCs that are randomly generated and globally displayed to everyone. Those trade opportunities are the major part of the game at this point and as old transactions are claimed or as they tick off of the clock they are replaced with newer transactions for different items. Prices of which are based on the market value of the items and vary slightly. You can use this as an opportunity to quickly buy items and sell them for a little more if you see two transactions for the same item in this fashion.
    mspencer wrote: »
    What other risk/reward mechanics are in your game? What are the various things players stand to gain (game-token-wise) from the things they do, and what must they risk to try to get them? Or to look at it the other way, what risky things might the players want to do which might bring them extra rewards?
    At the moment, Tradewind Cove has a ranking system that will be broadened to reflect more aspects of the game in the near future. This has more of a personal reward system based on accomplishment over others. Additional types of rewards could be added to the game and suggestoins are welcome as nearly every aspect of this game is up for extension.
    mspencer wrote: »
    Do you have something similar to (Elements of Paradox) in mind?
    As it stand, the actual development, beyond conception) is done solely by myself. This is how I had originally intended it, but as the creation of the game opens up, it may become the case that players can literally add their own content. I do however plan to work from a completely customizable standpoint when it comes to character creation and gameplay.

    JoshWW on
    Check out my Browser Based Merchant MMO - Tradewind Cove.
  • CentipeedCentipeed Registered User regular
    edited February 2007
    So, wait.

    CAN we sell stuff we have in our inventory?

    EDIT: Just read the "About" section and found out you can sell stuff once you reach level 2. Sell stuff without having someone wanting to buy it, I mean.

    Centipeed on
  • JoshWWJoshWW Registered User regular
    edited February 2007
    Yeah, at level 2 you can open your own item stand that other players can buy from and set your own prices. For level one you just have to sell to the NPCs in town square.

    JoshWW on
    Check out my Browser Based Merchant MMO - Tradewind Cove.
  • EnvyEnvy Registered User regular
    edited February 2007
    Registering... I'll be sure to keep you posted on my progress or any problems.

    Envy on
    or you could shut it up.
  • Captain KCaptain K Registered User regular
    edited February 2007
    Oh, wow. This game sounds way more interesting than you made it sound when you PMed me about the thread.


    You might want to change your thread title to be a little more informative, though--it's not instantly clear from the thread index what this thread is really about.

    Captain K on
  • racyrefinedrajracyrefinedraj Registered User regular
    edited February 2007
    Just made myself a character. Intrigued at the very least.

    So do the prices in the town square only change when new items are added or do buyers/sellers change their prices as their sales go on?

    What do the skills do? I wanna haggle.

    racyrefinedraj on
  • MalkorMalkor Registered User regular
    edited February 2007
    Interesting. I created my dude. He's mad confused.

    Malkor on
    14271f3c-c765-4e74-92b1-49d7612675f2.jpg
  • JoshWWJoshWW Registered User regular
    edited February 2007
    So do the prices in the town square only change when new items are added or do buyers/sellers change their prices as their sales go on?

    What do the skills do? I wanna haggle.
    Yeah, the prices of the current deals are stuck in limbo until they dissappear even if the market soars or crashes. (This assumes that NPCs selling or buying items have a preconception of what they're worth while in the Town Square but aren't watching the market values during their transaction duration.) But when new NPCs and transactions come around their prices are based on the market values at that exact time.

    And skills are being worked on currently. I want to make sure that everything works and that all skills are implemented at the same time so that no one has an advantage over anyone else. Check the Town Crier forum in the game to see what game updates are coming etc.

    JoshWW on
    Check out my Browser Based Merchant MMO - Tradewind Cove.
  • JordanthehuttJordanthehutt Registered User regular
    edited February 2007
    Some sort of tutorial would be nice.

    Jordanthehutt on
  • RageRage Registered User regular
    edited February 2007
    Avatar creation is a little wonky* (sprites aren't aligning very nicely with your text; avatar sprite partially covers the Accept button on the last screen.)

    Drop some format padding in there and you're golden :^:

    *Using IE 7.0 and Firefox 2.0 on Vista Enterprise

    Rage on
  • JordanthehuttJordanthehutt Registered User regular
    edited February 2007
    With a little buying and selling I got the hang of it, a little more explanation on some of the items would be nice.

    edit: also it's javelin not javalin

    Jordanthehutt on
  • JoshWWJoshWW Registered User regular
    edited February 2007
    If there's anything I've neglected so far it's probably the actual web design aspect, so if newer additions (like avatar creation) look a bit off, I apologize. I guess I've been more fired up lately about the game mechanics. I do realize that the design is definitely important and everything will eventually be refined, sorry about that.

    The items themselves are set to have individual effects when equipped, (mostly on the Apprentice Treasure Hunter which is a big update that will be implemented soon), but right now you can equip at level 2 and the Back Satchel increases your carrying capacity by 10 and the Magic Bag increases it by 20. If you own a Caravan schedule and just have it in your inventory you can see when the Trade Caravan sails into port and you can buy and sell there too. The Caravan has more frequent appearances by more rare items, cost are 10% lower and profit is 10% higher. As more items are added they can have varying effects on game play.

    edit: And I could swear I noticed 'javalin' and corrected it before. Thanks, fixed.

    JoshWW on
    Check out my Browser Based Merchant MMO - Tradewind Cove.
  • ZombiemamboZombiemambo Registered User regular
    edited February 2007
    So am I missing something, or am I screwed if I buy an item nobody else will buy? I can't afford anything else, even if I trash it.

    Zombiemambo on
    JKKaAGp.png
  • JoshWWJoshWW Registered User regular
    edited February 2007
    It's wisest to begin by buying items from NPCs that you see next to other NPCs that want the item for more. Worst case you can get some return from the junkman or wait until you see the item come up in the Town Square. It's only a matter of time before all items show up there and the more active the game is, the more items will cycle through the Town Center.

    JoshWW on
    Check out my Browser Based Merchant MMO - Tradewind Cove.
  • EnvyEnvy Registered User regular
    edited February 2007
    Don't know how many people are playing from PA, but I started a PA Guild. If you click on the link Town Crier, it'll take you to the forums. Send me a PM (Envy), and I will include you to the PA Guild. We even have our own forum to post in.

    Envy on
    or you could shut it up.
  • TheOne(AndOnly)TheOne(AndOnly) Registered User regular
    edited February 2007
    Just got to wait till people realize they want crappy hats, i own that market.

    TheOne(AndOnly) on
    BNet USEast: Lampley | PKBlack FC:1850-1035-3335 | LoL PATheOneAndOnly
    PSN: Lqmpley | Steam: TheOne(AndOnly)
  • JoshWWJoshWW Registered User regular
    edited February 2007
    It doesn't get better than Crap Hat man. :D

    JoshWW on
    Check out my Browser Based Merchant MMO - Tradewind Cove.
  • ZombiemamboZombiemambo Registered User regular
    edited February 2007
    Somebody buy an Apple for....mmmm....96 gold.

    Zombiemambo on
    JKKaAGp.png
  • JoshWWJoshWW Registered User regular
    edited February 2007
    You can only sell to other players by opening an item stand at level 2. Apples very commonly appear in the Town Square though. :)

    JoshWW on
    Check out my Browser Based Merchant MMO - Tradewind Cove.
  • ZombiemamboZombiemambo Registered User regular
    edited February 2007
    JoshWW wrote: »
    You can only sell to other players by opening an item stand at level 2. Apples very commonly appear in the Town Square though. :)

    Exactly, but nothing is showing up right now, and I got it for 81 gold (they have been going for 90+).

    Zombiemambo on
    JKKaAGp.png
  • TheOne(AndOnly)TheOne(AndOnly) Registered User regular
    edited February 2007
    JoshWW wrote: »
    It doesn't get better than Crap Hat man. :D

    Hey, in a while you are going to wish you had some crappy hats, they be styling, yo!

    TheOne(AndOnly) on
    BNet USEast: Lampley | PKBlack FC:1850-1035-3335 | LoL PATheOneAndOnly
    PSN: Lqmpley | Steam: TheOne(AndOnly)
  • JoshWWJoshWW Registered User regular
    edited February 2007
    When you're level 2 you can wear the Crap Hat.

    JoshWW on
    Check out my Browser Based Merchant MMO - Tradewind Cove.
  • TheOne(AndOnly)TheOne(AndOnly) Registered User regular
    edited February 2007
    JoshWW wrote: »
    When you're level 2 you can wear the Crap Hat.

    Can I wear all 4[EDIT: 5] of them?

    TheOne(AndOnly) on
    BNet USEast: Lampley | PKBlack FC:1850-1035-3335 | LoL PATheOneAndOnly
    PSN: Lqmpley | Steam: TheOne(AndOnly)
  • ZarcathZarcath Registered User regular
    edited February 2007
    would be nice if it automatically kept a record of all your past buys/sells so you could tell immediately the historical rate for the items.

    Zarcath on
  • ZombiemamboZombiemambo Registered User regular
    edited February 2007
    Zarcath wrote: »
    would be nice if it automatically kept a record of all your past buys/sells so you could tell immediately the historical rate for the items.

    Yes, very much so.


    Also, it would be neat to "bookmark" an specific item you could always jump to, even if you haven't bought it. That way you can determine market values and fluctuations.

    Zombiemambo on
    JKKaAGp.png
  • JoshWWJoshWW Registered User regular
    edited February 2007
    Can I wear all 4[EDIT: 5] of them?
    Just one at a time... but you can hold one and show it off as an icon next to your character name.

    Zarcath wrote: »
    would be nice if it automatically kept a record of all your past buys/sells so you could tell immediately the historical rate for the items.
    An events list is something I've had on my list of things to add for a little while. I could probably have that implemented by tomorrow night. ;)

    JoshWW on
    Check out my Browser Based Merchant MMO - Tradewind Cove.
  • JoshWWJoshWW Registered User regular
    edited February 2007
    ...it would be neat to "bookmark" an specific item you could always jump to, even if you haven't bought it. That way you can determine market values and fluctuations.
    When you say a specific item, do you mean a specific transaction or a certain item that appears often? I'll assume the latter, and I can probably work something like that in when I implement the item description page. It will have a description and (if you take a lesson in an appraise skill, one of many coming soon) you'll be able to tell an approximate value of an item at any given time.

    JoshWW on
    Check out my Browser Based Merchant MMO - Tradewind Cove.
  • ZombiemamboZombiemambo Registered User regular
    edited February 2007
    JoshWW wrote: »
    ...it would be neat to "bookmark" an specific item you could always jump to, even if you haven't bought it. That way you can determine market values and fluctuations.
    When you say a specific item, do you mean a specific transaction or a certain item that appears often? I'll assume the latter, and I can probably work something like that in when I implement the item description page. It will have a description and (if you take a lesson in an appraise skill, one of many coming soon) you'll be able to tell an approximate value of an item at any given time.

    Specific item that appears often, like a Light Bow. That way, I can track it without having to buy it first.

    Zombiemambo on
    JKKaAGp.png
  • JoshWWJoshWW Registered User regular
    edited February 2007
    Specific item that appears often, like a Light Bow. That way, I can track it without having to buy it first.
    Yeah, I can definitely implement something like that when I put in the item description page. Look forward to something like that soon!

    JoshWW on
    Check out my Browser Based Merchant MMO - Tradewind Cove.
  • RiemannLivesRiemannLives Registered User regular
    edited February 2007
    If this game could output the pricelist in XML I could be a billionare so fast :)

    RiemannLives on
    Attacked by tweeeeeeees!
  • JoshWWJoshWW Registered User regular
    edited February 2007
    If this game could output the pricelist in XML I could be a billionare so fast :)

    You mean like a Town Square RSS Feed?

    JoshWW on
    Check out my Browser Based Merchant MMO - Tradewind Cove.
  • RiemannLivesRiemannLives Registered User regular
    edited February 2007
    JoshWW wrote: »
    If this game could output the pricelist in XML I could be a billionare so fast :)

    You mean like a Town Square RSS Feed?

    Yeah. Basicially what I am saying is that I could whip up a program in an hour or two which would cosume the Town Square data and make a lot of monies.

    RiemannLives on
    Attacked by tweeeeeeees!
  • JoshWWJoshWW Registered User regular
    edited February 2007
    Heh, but what would be the fun in that? (Don't answer that, I've botted before.) :P

    JoshWW on
    Check out my Browser Based Merchant MMO - Tradewind Cove.
  • RiemannLivesRiemannLives Registered User regular
    edited February 2007
    Yeah, I figure the last thing you want is a bunch of bots playing your game. It would be a neet experiment in coding various trading strategies though.

    RiemannLives on
    Attacked by tweeeeeeees!
  • JoshWWJoshWW Registered User regular
    edited February 2007
    Getting a trading / market adviser might make for an interesting addition to the game itself, heh.

    JoshWW on
    Check out my Browser Based Merchant MMO - Tradewind Cove.
  • ZarcathZarcath Registered User regular
    edited February 2007
    Only problem I forsee atm is the low level bottleneck.

    Since we're starting off with $500, all of the sub 500 transactions will be looked at like a hawk. It'll just end up being fustrating to the player. Lets say 5 sub 500 listings are up that are actually a profit, you could maybe grab 2 of them in the time you have (between refreshes and other competition), if you're competeting against 10 other level 1's, could make the grind really unbearable.

    Maybe look into having different market brackets?

    Zarcath on
  • ZombiemamboZombiemambo Registered User regular
    edited February 2007
    The experience to get to level 2 is ridiculous. I mean, more than 9,000 exp to level? Apparently the most useful feature is unlocked at that time. I've spent more than an hour buying and selling and I've only gained 477 exp.

    Zombiemambo on
    JKKaAGp.png
Sign In or Register to comment.