Ragemod (RPG/warfare) team seeks lead developer

Discussion in 'Plugin Development' started by TheIcarusKid, Oct 17, 2011.

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  1. Offline

    TheIcarusKid

    Ragemod is a complex database-driven server mod that turns a Minecraft server into a fully-fleshed MMORPG. Designed to work alongside the Heroes mod which provides XP/leveling, classes, and skills, Ragemod integrates NPCs, towns, quests, and warfare. All of the elements are integrated with each other - NPCs visit towns of players that have finished quests for them in the past to offer gifts; certain quests can give one faction bonuses during the next battle; web standings report player success with both warfare, PvP, and questing. At the core is the design for a town vs. town warfare system that seeks to finally bring exciting and balanced siegecraft to Minecraft. In addition, an innovative NPC foreign language system adds flavor to the RPG world.

    After 4 months of work, Ragemod is approximately 60-70% complete, with over 10,000 lines of code written. Sadly, other projects and deadlines have taken away the time I had to code this summer, so I need to find another lead developer to take my place. I am looking for a developer to coordinate all of the code for the remainder of the project, and also to seek out other partial contributors and integrate their work. I will remain to finish design documentation and coordinate the project, as well as to serve as a liaison with the server staff. I can also help with writing the web code for player standings and other database-related work (I write web/DB software for a living so this comes quicker to me than Bukkit).

    While a lot of progress has been made, there is still much to be written. Candidates for this position should be willing to dedicate some serious time and effort to get this finished. Applicants must have significant programming experience, a love of RPGs and online games, and the desire and ability to be a community leader. The ideal candidate has played MMORPGs before and has an intense passion to create an online world that is not only fun to play, but feels real to the players. The point of Ragemod is not to create the next biggest plugin, but to team with content creators to build an immersive universe.

    (to read the backstory for Rageland, the home of Ragemod, click here: http://www.rageland.net/wiki/index.php?title=Story

    RAGEMOD FEATURES:

    [​IMG]

    DATABASE
    ** Complex and evolving database to track all kinds of player interactions, NPC info, and warfare stats
    ** DB-integrated task system for server upkeep processing
    ** Connection pooling for efficiency
    ** Monthly stats will be calculated for each player across many aspects of Ragemod (PvP, quests, warfare, etc) to confer medals, titles, and special ranks

    [​IMG]

    LOTS
    ** In the world capitol, Rage City, players can claim their own lot in-game using the /lot commands
    ** Once claimed, no other players can build or grief their lot, unless given permission with /lot allow
    ** As soon as lots are claimed, the owner will appear on the online Lot map

    [​IMG]

    MEMBERSHIP
    ** Ragemod is designed to be self-funding with a built-in donation/membership system
    ** Donation amounts are entered into an admin page which gives player Member status at the rate of $X/month
    ** Players can automatically claim spacious Member lots in the city if they have donated a sufficient amount
    ** Along with their home lot, Members earn space in the Market where they can sell/buy from other players even while offline
    ** While a Member, players will be able to instantly teleport back and forth from their town to their lot in the capitol for no charge
    ** Other benefits are automatically conferred upon Members and removed when membership expires (players still keep their lots)

    [​IMG]

    FACTIONS
    ** Players that wish to take part in warfare, PvP, leveling, and combat can join one of the two warring factions of the Alchemist Guild
    ** Players that wish to build, mine, and trade peacefully can join the Merchant Guild, although this is not considered a faction and its members are officially neutral
    ** Killing low-level or neutral players will increase the bounty one a player's head, claimed by the first person to kill them

    [​IMG]

    ZONES
    ** Rageland is divided into circular zones based on distance from spawn; the farther you travel from spawn the more dangerous the world becomes
    ** New players to the server will be given areas to explore, mine, and perform quests with no danger of PvP from higher-level players
    ** The Zones:
    *** RAGE CITY: No PvP, no monsters, many public buildings, trainer NPCs, easy quests, enemy players may even be neighbors
    *** NEUTRAL ZONE: PvP between faction members only, easy monsters, NPC towns, many quests
    *** WAR ZONE: Open PvP, medium monsters, player towns, NPCs that visit player towns, town to town quests reward interaction between neutral and faction players
    *** THE WILDS: Open PvP, hard monsters that spawn during day, no building/mining, randomly spawning chests, hidden quests, and portals to difficult instances
    *** TRAVEL ZONE: Special Nether area that connects Rage City with player towns that have purchased portals. No PvP/monsters.
    *** CHAOS WORLD: PvP sky world above the main world, with hidden entrance portals scattered throughout. Jumping down to the main world lands you safely in the corresponding place. Useful for raiding enemy towns.
    *** INSTANCES: Special worlds for mining or dungeon runs, accessible by certain portals.

    [​IMG]

    PLAYER TOWNS
    ** Each town can be red (fire), blue (ice), or white (neutral)
    ** Only residents can build in player towns
    ** Daily taxes for residents
    ** No PvP in neutral towns; enemies in faction towns can be killed but cannot cause damage during peacetime
    ** Players can only place one bed in their town - this becomes their spawn point (sleeping in the bed not required)
    ** Towns start as Settlement, and can be upgraded to Village, Town, City, and Capitol. Only one Capitol is allowed for each of the two factions.
    ** When upgrading to Town level, a portal will appear in the town's inner sanctum, along with an automatic sister portal in the Travel Zone
    ** In the center of every town is the Inner Sanctum. This 20x20 area cannot be modified and automatically upgrades its design when the town is upgraded (design is stored in config w/ ascii codes). This area also serves as the Treasury, where residents can deposit gold blocks to earn daily income. These blocks can be stolen by enemy players during wartime and raids.

    [​IMG]

    NPCs
    ** NPCs roam around the world randomly using a pool of locations and characters
    ** Characters remember players they have met before, and are grateful to players who have completed quests for them
    ** Large phrase database for NPC speech; players can submit their own phrases in-game to a web-based approval queue for admins
    ** 5 races, each with their own backstory
    ** Foreign languages for each race, along with player language skill that increases with contact
    ** Dynamic affinity between each player and NPC (Hostility, Aversion, Neutral, Friendship, Trust)
    ** Skin database, with many different skins for male and female characters of each race
    ** NPCs that are on Trust level with players will visit their towns and offer them gifts
    ** NPCs that are on Hostility level with players may offer other players money to kill them
    ** Special bounty NPCs can be paid to put a price on an enemy's head
    ** If maximum reputation is achieved with an NPC race, their elder will offer certain warfare bonuses for a price

    [​IMG]

    NPC TOWNS
    ** Provide a congregation point for NPCs of a specific race
    ** A single player is the Steward of an NPC Town and creates characters, spawn points, and backstory using in-game tools
    ** Each NPC Town will have at least one unique quest involving custom structures within the town - build restrictions will prevent cheating

    [​IMG]

    QUESTS
    ** Many different quest types (gathering, delivery, monster kill, secret hunting, player kill, custom dungeons, etc)
    ** Random generation of new quests based on a pool of basic quest data
    ** Integration with affinity (individual NPCs) and reputation (NPC races)

    [​IMG]

    WARFARE
    ** Multiple times a day, the server will randomly kick into Warfare mode
    ** Usually this will involve a raid on a specific faction town, although the more rare general warfare opens every faction town to attack
    ** If a town is declared open for attack, residents cannot build until warfare is over, and enemies will be able to break and place blocks, albeit with a long cooldown between each block change
    ** The objective for attackers is to find and destroy the beds of the town's residents, as this will stop their constant respawning
    ** If the enemies can make it into the Inner Sanctum, they can steal gold blocks from the town's treasury
    ** A running score is kept for the town under attack, taking into account defender kills, attacker kills, beds destroyed, gold stolen, and time spent for each player inside the town
    ** If the town's score shows it is losing the battle, allies will be notified to come and help save the town before it is too late. The town's altar in the Travel Zone will catch fire to quickly alert allies to come and help via the portal
    ** When the Warfare mode ends, the score will determine whether the town was successfully invaded.
    ** If invaded, the attackers will receive significant bonuses in XP and will receive a percentage of the town's money based on their contributions
    ** If successfully defended, defending players will receive large bonuses in XP and money
    ** All block changes by enemies will automatically be reverted when the battle ends
    ** A standings web page will track players contributions to invasions or defense


    MISC.
    ** Compass target can be set to any lot, player town, NPC town, and many quest NPCs
    ** Moderators can grant temporary permits to give players special building and other permissions


    If interested, please send me an email at dan@theicaruskid.com. While this project will not restart until I find a replacement for the lead role, I will still take applications for contributing developers to pass on.
     
  2. Offline

    samochips

    We need someone that's got the spirit to bump this project up again. We need this done to get the server up for real.

    Please community of bukkit!
     
  3. Offline

    TheIcarusKid

    I would love to get some feedback from the community on this. Any advice for helping to find developers? Any ways I could improve the post? etc.
     
  4. Offline

    codename_B

    All I can say is, if this turns out how its going, wow.
     
    Royal_Soda and NeoSilky like this.
  5. Offline

    TheIcarusKid

    Hi Bananacode! I remember you :)
     
  6. Offline

    ZNickq

    What is still unfinished, exactly? :)
     
  7. Offline

    TheIcarusKid

    As far as the actual code goes:

    Over 50% done:
    - Quests

    Not started:
    - Warfare
    - Integration with Heroes plugin
    - Web standings

    There's lots of small details that aren't done as well, such as the NPC gift system and race-wide reputation, but my focus right now is to get a first release of the core system. The warfare is my top priority - the design is there, we just need to get the code.
     
  8. It looks really interesting and I would be willing to help, but I have no idea whether I am professional enough for this project.
    I will send you a mail in the next few days.
     
  9. Offline

    TheIcarusKid

    Thanks Pandemoneus, I look forward to hearing from you.
     
  10. Offline

    TheIcarusKid

    Bump. We have an active and supportive community ready to work with anyone who would be interested.
     
  11. Offline

    TheIcarusKid

    - Progress Log 11-13-11 -

    Pandemoneus has joined the team and has made significant progress in a major refactoring of the code to improve structure and readability. These changes will make it much easier for other coders to get involved. We would still love to have contributors from the community to help put this all together!
     
  12. Offline

    EarlyLegend

    This looks really good - if you finish this, you are all my heroes... :D
    </subtlebump>
     
  13. I'm slowly, but steadly making progress. I had to rewrite lots of code since Icarus initially made it all hard-coded for Rageland only, so changing that took a while aswell.
     
  14. Offline

    TheIcarusKid

    Did I mention that Pandemoneus is awesome? :)
     
  15. Offline

    billofbong

    Woah, this looks awesome. Fitting for my server.
     
  16. Offline

    EarlyLegend

    Wow rediscovered this and I would love to know how you are doing with it - maybe you could post updates here and I can subscribe to this topic? That would be great, as this would be brilliant if you finished it :D
     
  17. Offline

    TheIcarusKid

    Pandemoneus has made a lot of progress in completely rewriting the framework to be more abstract and extendable. We're at about 75% total completion with the project now and need more help! Even if you can only contribute a small amount, the Ragemod team would love to have you on board!
     
  18. Offline

    Snowybearr

    Code wise, or building?
     
  19. Offline

    TheIcarusKid

    Code is where we need the most help. However, admin or building help is always appreciated too. What did you have in mind?
     
  20. Offline

    Snowybearr

    Well I hardly know anything about coding java, or Bukkit's API, however I am very dedicated when it comes to projects, fairly good at building. I'm not one of those people who build boxy buildings out of common resources, very creative. Also 20 years old, so I'm mature and all that.
     
  21. Offline

    revenge129

    hmm, I'm interested, but I'm not really good at JAVA, just some basics, and have no experience in the Bukkit API, but I can contribute in some manner, as I can also build, a little coding, perhaps, anything else that you can think of.
     
  22. Offline

    TheIcarusKid

    Do either of you have any experience in server admin? We could always use somebody to help operate plugins.

    As far as coding goes, Ragemod is pretty complicated, so you would need to have either prior experience with Bukkit or a strong grasp of Java. There's lots of great tutorials to get you started in the Bukkit API - building your own small plugin from scratch would probably be a better way to learn the system than jumping right into a huge project. (warning: once you start coding, you may find making plugins addictive)

    If you do make some, send them my way and I'd be happy to take a look!

    Building help is always great too, although our server/map is more or less hibernating until this plugin can get finished. Still, if you would like to assist in building the RPG world, we would love your help.
     
  23. Offline

    revenge129


    i do have experience as a server admin and i will if i do start getting into developing
     
  24. Offline

    TheIcarusKid

    Thanks! Hope to see you on the server!
     
  25. Offline

    PandazNWafflez

    Hey, I've quite a lot of experience with server administration, and some coding, specifically Bukkit plugins. I would love to help you out as a server admin, but I think I would need to improve my coding skills a bit before I started to help with this, if possible, can you add ytdzine on Skype? Or just message me.
     
  26. Offline

    Sayshal

    TheIcarusKid

    Will this be available to all bukkit people, or is it server-exclusive?
     
  27. Offline

    Sorroko

    Still need help? Id be happy to, not a vast amount of java experience but alot in web development.
     
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