Author Topic: City3 [MODELS NEEDED]  (Read 3935 times)


 
A whole new experience.

 
Description:
In the years that Blockland has been around, one of the dreaded terrors of the community were CityRPGs. Plagued with problems down to their very cores, City servers had a deserved reputation for their DMness, unfairness, and general stuffeness. There were problems with excessive farmness, a lack of diversity, people going on rampages and not being punished enough.. or being punished too harshly with account resets. These problems continued to sour a lot of experiences for a lot of people.
 
It ends with the revelation of City³.

What is City³? City³ is short for City Cubed, and it aims to overhaul the City experience by introducing groups, a world economy, and an interconnected Blockland via multiple City³ servers. How do these fix the problems of the dreaded CityRPGs of before? The answer to this is quite complicated in approach, but I can summarize its general features.
 
Groups are self explanatory - they are the organizations of groups of people. How does this change anything? The idea is that the crime unto a group works like karma - a gang might hunt you down and injure you by the action of upsetting them - something along the lines of karma, thus, reducing crime.. but not forbidding it. Groups have various functions, such as Gangs, where they can take people hostage (Even the Police themselves are technically a "Gang", its just called Jailing instead and its legal) and even traffic drugs. By the way, drugs would have a real function instead of being just fodder for detail in City servers. Drugs are illegal currency and untraceable.
 
The World Economy is a system in which City³ servers communicate with each other (this is optional, City³ servers can turn this feature off) to exchange city names, resources, and information. Cities can trade resources with each other, send resources to their city for processing into processed goods (Sodas, hamburgers, hotdogs, etc). Cities can process their resources in-city, but its much more expensive, encouraging cities to become interconnected.
 
 
Mockup GUI:

Every one of the functions you see on the mockup GUI has a planned function (and conversely a /command that can be used without the GUI) - they are not just there for flavor and imagination.
 


Current Task:
 
Red - Not Started Yet
Orange - WIP
Green - Finished
 
Core System:
-Database System
-Time
-City Initialization
-Groups
-Dying & Hospital
-Inventory (6 slots, 3 main 3 backpack)
-Bank Account (local and global)
-Aliases
-Cash & Wallet
-/commands
 
Labor:
-Mining
-Woodcutting
-Fishing
-Farming
-Resource Processing
 
Groups:
-Hostages (Gangs)
-Selling Products
-Buying Resources
-Group Specialization
-Member Management
 
Law:
-Arrests
-Jail
-Jailbreaking
-Evidence
-Detective Work
 
Health:
-Hospital
-Doctors
-Insurance
-Patient Gown
-Pills
 
Client:
-GUI

Chat:
-Local IC
-Local OOC
-Global OOC
-/me (local only, IC)
-/do (local only, OOC)

Segregation:
-Buses
-Water Fountains
-Bathrooms
-Restaurants

Overall Progress: 23%



Current Team:
 
Project Managers - Dionysus and Randomness.
Scripter(s) - Ipquarx, Dionysus, Evar678.
 

MODELS NEEDED!
We need some models, folks! We are currently looking for;
  • Handcuffs
  • Police Cruiser (Four door. Slim one, not that ugly bulky one. Can still be block-style, though. Like the LVPD cruiser from GTA SA.)
  • Cardboard box, will be a droppable.
  • Megaphone, used to talk real loud-like.

List shall be appended to.
Quote
GTA SA LVPD Cruiser:
It would be highly prefered if you could model this in the way Filipe1020 models his, as his are probably going to be used in the long run. make a loving helicopter filipe pls luv u

We also take constructive criticism of the project and will listen to any complaints discussed below. If you would like to help with this gargantuan project please PM me and I might consider it. Thank you, and may this project one day see the light.

Credits:

-Demian: making us a sick tazer model.
« Last Edit: June 05, 2013, 11:01:45 AM by EazyE »

-Hello and welcome to City³! This gamemode hopes to offer as described below (list not all inclusive):

-Creates, manages, and facilitates a database (kept on file)
-Manages groups, their owner(s) and members, the day it was created, and days since creation, its group type (Corp, Gang, or Admin)
-Keeps track of individual users
-Records last date each citizen/user visited
-Creates a viewable 'map' (In GUI) based on "Road Plates" and Lots, via Commercial Residential Industrial or admin, possibly recognizes all other areas as terrain based on max height of brick
-Cities joinable through GUI, can see city's name (See GUI mockup)
-3 usable item slots, 3 backpack slots manageable through GUI (See GUI mockup)
-Attention to detail of the mod
-Trash cans which can hold 1 item after an item is thrown into it
-Shakes a little with a sound effect when item is 'thrown' into it (Ctrl+W)
-A user can recover the last item thrown into a trash can and add it to their inventory or backpack
-Resource gathering may have some sort of small skill involved
-Fishing may require good reaction time to a tug (with the model tugging a bit after clicking)
-Crimes can be "gotten" away with if there are no observers of the crime (or other criteria)
-Different criteria for all murders, a "dead body" is always found after some time, your suspicion level may rise randomly
-Gangs or the Police group can take people 'hostage' (Police needing warrant to handcuff someone) either with handcuffs or duct tape for Gangs
-Resources (food, ores, trees) can be processed into items or imported from other cities more cheaply, these resources can be exported and processed as well
-Cities listed in the GUI can be auto removed if corruption (cheating) is detected
-"Death" entails hospitalization which has a variable chance of coming out of the situation alive or dying in hospital care
-Certain "deaths" are automatic reset regardless of the hospital, and thus the mod needs to be able to track certain death types
-Hired "doctors" has a greater chance of healing you successfully, otherwise is a 50/50 chance with a hired foreign doctor
-Groups can "take over" the city.. maybe
-Admins, SAs, and the Host are all stripped of their in RP powers and have less of an impact on the gameplay than most cheating/corrupt servers.
« Last Edit: June 03, 2013, 04:31:34 PM by EazyE »


i think the biggest aspect here is the inter-server economy connections

in fact i think the whole thing should be that: purely inter-server economy and communications. i feel the real problem with CityRPG servers is that it tries to contain the whole thing into one server, prompting players to have to invest time on something they may suddenly see disappear the next week.


after reading this i'm getting a new idea; if you want me to remove it just ask, since its only partially related to this mod.

instead of having cities contained on servers, how about a mod that you open up in your own server, in which you build your business/shop and home.
when the server starts and the player's home and business is registered to the main server, the player can choose a business, such as a grocery store or a plumbing business, each which has its own base salary and additional salary. base salary would be given every time someone logs on, once per day, while additional salary is the money they earn through running their business.

then the player gets set-sized lots (width, length, and height) on their server, which are set and cannot be changed. Then they begin building their homes on their server.
economies would be managed by selling their service/products to other players/businesses in need, through the main server. each home would require by default a set amount of food/water/electricity usage, based on how large the home lot is and how often the player opens up the mod. same goes for businesses, except that the stuff they need will be based on their sales.

raw materials and money would be sold/stored through the main server, as part of base businesses which cannot be developed by players (ex: farm, bank, mining facility, oil well, etc)

business transactions like buying food would be processed through the main server. if one needs food, they send their money over the main server to the business, and then receive the product if it is in stock. If it is not, then they buy from a main-server-based business which never runs out, but is only open when no player-run businesses don't have the product they need. The player owning the business must "log on" or open the mod in order to receive their payment and make purchases from the raw material suppliers to restock their shelves, as well as adjust prices. prices would be kept within limits, but very open ones to allow for pricing competition (say, for a raw steak, the limit would be $0.01 to $300).
in order to make such competition less linear and predictable, players can choose to sell price-per-item, or price-per-# of items and then price-per-item after the number is exceeded. For example, someone could sell steak for $16 apiece, or sell $26 for two and then $19 for every one after that.

Quote from: is this possible?
some businesses, like plumbing, would work through having the customer coordinating a time with the plumber to receive the plumbing, which would simply be the plumber joining the customer's server, or contact through the RTB IRC if the customer can't host a working internet server. the customer would pay a set price (set by master server) to the plumber, and the rest of the bill for the plumber would be provided by the master server. services like these would be higher-paying than other businesses which are passive and checked once-a-day (like selling groceries), but more difficult to get a payday. Their base salary, however, would be correspondingly larger, enough to cover their base utility fees.

if players don't buy the utilities they need after a set amount of time after receiving the (IRL) weekly bill, access to their home is cut off and they need to pay for it if they want to reaccess it.

Quote from: is this possible?
after a set number of times of opening the mod, players can choose to send their .bls files to the main server where it would be automatically put into a "city" build coded together. this may be too advanced, though, for a gui/server-confined project like this.

although players could probably modify the code and cheat, you, the master server owner, would be able to "ban" cheaters from the master server list, forcing them to start anew.





just some (alright, a lot of) ideas. i know its radically different than what you intend this mod to be but i think this would be a better version of any kind of cityRPG.


I don't like having to wait through jail time, it ruins gameplay




I don't like having to wait through jail time, it ruins gameplay
It's jail. It's supposed to be like that.
« Last Edit: June 04, 2013, 12:40:39 AM by Plexious »

I don't like having to wait through jail time, it ruins gameplay
If you don't like jail but you still want to commit crimes, then don't get caught!

although players could probably modify the code and cheat, you, the master server owner, would be able to "ban" cheaters from the master server list, forcing them to start anew.
This is the main problem, there's no surefire way of preventing cheating unless we make the mod closed-source.

i think the biggest aspect here is the inter-server economy connections

in fact i think the whole thing should be that: purely inter-server economy and communications. i feel the real problem with CityRPG servers is that it tries to contain the whole thing into one server, prompting players to have to invest time on something they may suddenly see disappear the next week.


We do plan on this, very well, but I have currently a server that will host this mod before we get the mod to that point. Until then everything will be done on one. Personally, i don't like the idea of inter-server communication the way you stress it here, but rather a fully dedicated server, which I can provide. Either way, however we make it, there will be relation to other servers economy, and if the server is labeled with a corrupted economy, it will nto be communicated with.


after reading this i'm getting a new idea; if you want me to remove it just ask, since its only partially related to this mod.

instead of having cities contained on servers, how about a mod that you open up in your own server, in which you build your business/shop and home.
when the server starts and the player's home and business is registered to the main server, the player can choose a business, such as a grocery store or a plumbing business, each which has its own base salary and additional salary. base salary would be given every time someone logs on, once per day, while additional salary is the money they earn through running their business.

then the player gets set-sized lots (width, length, and height) on their server, which are set and cannot be changed. Then they begin building their homes on their server.
economies would be managed by selling their service/products to other players/businesses in need, through the main server. each home would require by default a set amount of food/water/electricity usage, based on how large the home lot is and how often the player opens up the mod. same goes for businesses, except that the stuff they need will be based on their sales.

raw materials and money would be sold/stored through the main server, as part of base businesses which cannot be developed by players (ex: farm, bank, mining facility, oil well, etc)

business transactions like buying food would be processed through the main server. if one needs food, they send their money over the main server to the business, and then receive the product if it is in stock. If it is not, then they buy from a main-server-based business which never runs out, but is only open when no player-run businesses don't have the product they need. The player owning the business must "log on" or open the mod in order to receive their payment and make purchases from the raw material suppliers to restock their shelves, as well as adjust prices. prices would be kept within limits, but very open ones to allow for pricing competition (say, for a raw steak, the limit would be $0.01 to $300).
in order to make such competition less linear and predictable, players can choose to sell price-per-item, or price-per-# of items and then price-per-item after the number is exceeded. For example, someone could sell steak for $16 apiece, or sell $26 for two and then $19 for every one after that.

if players don't buy the utilities they need after a set amount of time after receiving the (IRL) weekly bill, access to their home is cut off and they need to pay for it if they want to reaccess it.

although players could probably modify the code and cheat, you, the master server owner, would be able to "ban" cheaters from the master server list, forcing them to start anew.





just some (alright, a lot of) ideas. i know its radically different than what you intend this mod to be but i think this would be a better version of any kind of cityRPG.

You make a whole lot of good points here, but some of this just isn't rational based on our current plans. That's not to say that we don't plan no appending, but we want to get done with what we have on our plate first, thanks for contributing, Conan.



Uhh...are those for the requested models? Or...what?

I don't like having to wait through jail time, it ruins gameplay

This will hopefully put some of the 'rp' back into CityRPG. Jail wont be nearly as boring as it has in past City based gamemodes.

It's jail. It's supposed to be like that.

I think he means, waiting, doing absolutely nothing, whether labor is involved. It's boring as hell and shouldn't be nearly as boring as it is.

This is the main problem, there's no surefire way of preventing cheating unless we make the mod closed-source.

Somewhere there is a list of things to be introduced, I need to find that. A corruption-expulsion systems arises somewhere. If the city is corrupting their economy, whether offline editing, or granting money a lot though eval or something the city will be labeled corrupt. It will then be suspended from the global economy until a City3 administrator reviews an appeal from the city, or if the city doesn't appeal, an admin can check the city out if he (she but unlikely lol) feels like it.

Uhh...are those for the requested models? Or...what?
I suppose it looks a bit like the taser in OP.

I suppose it looks a bit like the taser in OP.

Well yes. It's pretty nicely fit for what were looking for, but is it a model for this project or did you just post the picture?