Slow week, mostly due to being in a field reffing a larp event for five days.
Towns now have random names.
Now we have towns, I need to rework the explore mechanic to reflect how the new maps mechanic works, which is annoying. At this point, I have three central problems to solve before I have a playable game:
* The prowling mechanic, where pirate ships go out and prey on unsuspecting boats
* The raiding mechanic, where they go and attack towns
* The combat mechnanic, which is what happens when they find them.
But doing those, I should bare in mind that I’m going to need to tie it with:
* The friendShip mechanic, where you only see ships & towns within a few social steps of you.
The last is how I’m attempting to cope with the “Massively” part of massively multiplayer. With a thousand users - a nice goal -and any number of ships and towns are - ideally - going to get so stomped flat on a regular basis that the towns can’t grow; or the map becomes so busy that it makes no sense at all (Plus, towns end up so close together boats never have to go far).
My current solution to this is as mentioned above. You see your ships, and you see your friend’s ships, and maybe their friends’ ships depending on how much that totals. You see the effects they have on your towns (in this system, towns are associated with player IDs so while you have no control or ownership of a town its appearance or disappearance is associated with you). Plus, it means all the ships around are owned by either you or someone you probably know.
I’ve still got to work on the edge-cases and theories around this (there’s a state called the StephenFry where, basically, someone is a nexus-point for all the users in the system and ends up causing the same problem I’m trying to solve with this), but that’s the theory.



