Roadmap

General out-of-character discussion among players of Cantr II.

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Jos Elkink
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Roadmap

Postby Jos Elkink » Fri Nov 19, 2004 11:20 pm

Below you can read a letter I wrote yesterday to the GAC. I publish it just for your information, but it comes with three warnings:

1) This is current planning, not a promise - plans might change. It has also not really been discussed yet by the GAC or the ProgD - this is really my personal perspective at the moment.
2) There is no timepath specified - I have no idea how long it will take to implement those ideas.
3) Rude as it may sound, and although I am interested in any suggestions, this is not a request for permission from the players at large ;). I am interested in the general mood concerning this idea, though, as always.

Jos Elkink wrote:Hi guys,

This note is mainly meant for programmers, and it is the kind of issue
that I normally don't really ask the GAC permission for *smiles*, but
I thought it would be nice if you are all a bit aware of what I'm
planning with Cantr at the moment, programming-wise. I could have
called it 'Cantr 2.0' instead of 'roadmap', actually, as that is the
main subject. But then, the reason I write it, is to explain that I'm
more or less dropping the idea of a Cantr 2.0. Well, let me explain.

The original idea of Cantr 2.0 was to create a new standalone client
application that communicates with a new standalone server. This would
mean that people download a client program to log in to Cantr, which
would be written in either C++ or Java. This client program would be
more graphical, initially 2D and for Cantr 3.0 3D, and the style of
the game would thus quite dramatically change. The main idea was that
some things I wanted to have in Cantr would require such an interface
and thus a rewrite of the program, the main thing being free walking
around (instead of having to take existing roads).

There is several serious problems with this idea:
1) It is a hugely daunting task to completely rewrite the whole game.
I have made many attempts to start and several to get others involved,
and nothing worked. It is simply too big.
2) This is further exacerbated by the fact that Cantr 1.0 still needs
continuous maintenance and a lot of programming. Thus, it takes
basically all attention.
3) People don't seem to want a client that is not webbased. Many
people access the game from school or something and would not be able
to play if it were not webbased.
4) People don't seem to be too happy about graphics and like Cantr
partly because it is an old-fashioned text-based game. (Which was
actually never my intention, but just necessity, so it's kind of odd
that this is restricting me now.)

Now, where I am gradually changing my mind is that the main reason for
2.0, namely that what I want is not possible in 1.0, might not hold as
much as I used to think. And it is exactly this that I intend to work
towards: implementing the ideas I had for 2.0 in the current
interface. This avoids problem 3, it makes developing it part of
problem 2, it makes it less daunting (solving problem 1), and I think
it will be possible to leave most if not all of it text-based (problem
4). (In fact, I would try to make the graphics more or less optional,
but still possible.)

The approach I take in this is to write it in such a way that later on
it would be possible to write a standalone client in addition to the
web interface, so we can have both. But that is definitely long long
term and not the main target right now.

How is this done? What I am working on at the moment is rewriting the
Cantr server. The server is now written as a standalone process that
keeps running permanently on the server and that handles all
server-side scheduled tasks. Currently it updates our clock, sets our
timeleft value, and decreases tiredness on a daily basis - the rest is
still done by the old server scripts. But I am far progressed with
implementing the sailing functionality in the new server and after
that will continue with animals. At a next stage, we can implement
other kinds of functionality in the server and have the web scripts
for the web client communicate with this server to gather its data.
This would allow us to keep some often used information in working
memory as opposed to reading them from the harddisk everytime when it
is needed (which is slow).

The most important difference between 2.0 and 1.0 was going to be how
walking works and how locations are interpreted. Currently, we have a
set of locations, with set roads between them, which you can follow to
reach other locations. This was implemented because I saw no other way
of implementing a large world in a reasonably sized database.
Nowadays, I see better ways. What I would really like to see is that
characters (and animals, vehicles, etc.) could walk freely on the map,
without being restricted to the roads. This would also mean they can
build anywhere, drop goods anywhere, dig for resources anywhere, etc.
The advantages would be: more 'natural' development of settlements;
more exploratory approach to finding resources; more interesting types
of borders between states (instead of just one location=one state).
Disadvantages might be that the world will be rather big relative to
the population size and that the character of the game changes rather
dramatically (but, I think, for the better).

Current locations would simply become stones planted somewhere stating
the name of the area. Characters can remove such stones, or place new
ones anywhere (of course this should take time and should be very
visible to others, so people can stop that person). Thus, people can
create their own location names, their own locations, etc. The
locations (these stones) will still have a major function in that we
can make it that a traveller will automatically stop (or choose to do
so) whenever (s)he is near a location stone. So a player can say
'travel in direction 300 until you are near a location stone'. Walking
directions one could set by either entering a direction in degrees
(necessary for the text-based approach) or by using a map, where you
click on a cell and the direction you are going is the direction of
that cell relative to the cell you're on (the more graphical and nicer
approach). The old roads should also still work that you can just
follow them until the next location. So this free walking does not
necessarily replace the old one, but will be in addition to it. A
problem to be worked out, however, is how it then works for roads
created by the player, over different routes than those currently
existing, but that is not of immediate concern.

I would like to already implement the animals as walking around
freely. The animals would just be visible on a location whenever they
are near. This would be a nice way perhaps for us to experiment with
this free walking idea without altering much of the interface. It
would also mean, however, that a large percentage of the animals would
be basically invisible / out of reach, which would perhaps reduce the
animal population too much for those areas where people are dependent
on meat for their food. But I don't think this is the case in many
areas. But I think the animals would be the right place to start for a
gradual transfer to free walking.

The next step would be the placement of raw materials. This would have
to be in place before characters can walk freely, and this new system
of placement would work perfectly fine within the current system.
Currently, raw materials are assigned to locations. Obviously, with
free walking, this won't work. Instead we can define areas on the map
where certain resources can be found. This is, in fact, probably less
work for the New Lands department than the current system, especially
for resources that can be found in large areas. For this new resources
system, we should figure out a few things before implementing it and
make a few changes at once:
1) Some resources should be of a fixed size. One area containing that
resource could have a fixed amount of that resource available and thus
this resource can be emptied. An example would be gold or oil.
2) Some resources should be planted or possible to be moved. E.g.
potatoes could be brought to other areas and planted. For this kind of
resource, we should have some wild versions occuring at random places,
and have large areas that have the potential for this resource. But it
would require preparing the land and putting the seeds to actually get
the resource. (This will also mean that land is required for farming
etc., thus land scarcity will be implemented and is a crucial element
of this whole scheme.)
3) We need to find ways to find the resources in the first place. E.g.
how does now know whether oil is available? Or should it simply be
visible when walking on the location?

Well, perhaps there are more issues. It is technically possible to
implement this all, and I think we should do it all at once because we
have to rewrite the resources system anyway. Or at least, have a clear
idea of what kind of changes we'll implement so that we write the new
code in a way that it is all possible - it doesn't all have to be
activated at the same time.

The above also relates to animals, which should eat resources on
locations where they are and where the depletion of those resources
should affect the movements or lives of those animals. That, again,
can be a later addition.

After animals can freely walk and resources can be found at random
locations, pretty much everything is in place to start working on
freely walking, which will be the biggest change to program (because
it requires many parts of the game code to be slightly altered). One
probably minor problem when changing to a free walking system is that
buildings, which are now simply attached to a location, will have to
get a precisely defined location and orientation (where's the door?).
Some will also need decisions on what is ground floor and what is up.
This will be a bit of a difficult thing to do. It would be nice to
simply have an algorithm, but would there be an algorithm that gives
reasonable positions? And to what extent can we decide as opposed to
ask players involved? But we don't have 'building ownership' as such
in the game, so who to ask? And wouldn't it be way too much work to
ask everybody about all those buildings. Anyway, so worst case is that
we have to do it manually, which first requires writing an interface
to do so, and then a load of work to place them, or we need some kind
of algorithm, which is kind of difficult. Well, perhaps they should
just be randomly distributed along the main square and the exit roads
:) ... There's different options for such an algorithm, I think.

Buildings will gradually be changed to having walls and ceiling and
floors etc. so that people can design their own models. How to do that
kind of stuff text-based instead of graphically, I don't know yet. So
far, I think, all I mentioned is possible with text only.

Now, this note is called a roadmap, but it really is the main roadmap
for as far as walking freely goes. There are of course several other
main threads in our programming, which are also very important.
Personally I will focus on the above, however, for as far as possible.
Other main projects are:
1) Babies. We still need to have everything implemented that determine
the difference between babies and grownups- e.g. the effect of being
young on how you participate in projects etc. David has done a lot of
this work, but it is unclear how far from finishing we are. I am still
waiting for someone to pick up this project again :) ... It will be
hugely welcomed by many players, I think, if we finish this.
2) Translations. Although events are now translated, there are still
some main elements left, especially names of objecttypes and animals.
This is kind of tricky to implement, though, but has fairly high
priority. I presume this will be me cooperating with Judith to
implement it.
3) Item deterioriation. Although not high on my personal priority
list, it is high on that of many players, so it should be implemented
sometime soon. Jur is making serious progress on this and as I
understand, has run successful tests in the testing environment
already. Thus, this should be implemented soon.
4) Weather. We want weather ever since Cantr was created - I always
thought I'd implement it in one of the first weeks - and we still
don't have it. It starts to get ridiculous ;) ... It should be very
easy to implement and should add a lot to the game experience.
5) Furniture. A more minor thread, but characters should be able to
sit down or lay down and this should affect energy mainly.

Then there are more minor issues, of course. E.g. the projects table
should get an additional field stating what skill helps for that
project and this field should be set by the code wherever a project is
started or in the objecttypes table for manufacturing that type of
objects. The functionality of eating raws should be changed so that
different rawtypes can heal different states (e.g. sugar helps for
energy rather than health). And, well, I'm sure we can find a whole
list of other additional ideas (Anthony seemed to have some good ones
on the forum).

Enough for now - the basic idea of this email is clear ;) ...

Jos

P.S. Should this email be published on the forum? I actually think it should ...
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nitefyre
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Postby nitefyre » Fri Nov 19, 2004 11:58 pm

I've read through it *finally getting through all those ideas*

I've got nothing negative to say about it, it seems very promising. And the changes to keeping it webbased, is certainly great for me. :) I'm very optimistic about my continued cantr playing, at this point. Many of these ideas, like distributions of resources to certain areas, is very appealing, but the free walking seems like it might give benefit to those runaway thieves (so details to be ironed out i guess). So yeah, a very positive non counting vote here :P

Jon

ps Oh and thanks for revealing to us some of this stuff, it is genuinely interesting and great discussion for the forums ;) (just watch me kill the topic)
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Sparkle
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Re: Roadmap

Postby Sparkle » Sat Nov 20, 2004 12:52 am

Jos Elkink wrote:3) Rude as it may sound, and although I am interested in any suggestions, this is not a request for permission from the players at large ;). I am interested in the general mood concerning this idea, though, as always.


Of course. That's why I for one want to thank you for doing so.

Jos Elkink wrote:The original idea of Cantr 2.0 was to create a new standalone client
application that communicates with a new standalone server. This would
mean that people download a client program to log in to Cantr, which
would be written in either C++ or Java.


This sounds a little discouraging depending on your computer, Jave script can be very slow and sometimes on my computer, crashes it. I hate downloading things. Although, I would make the sacrafices just to play Cantr. :)


Jos Elkink wrote:This client program would be
more graphical, initially 2D and for Cantr 3.0 3D, and the style of
the game would thus quite dramatically change. The main idea was that
some things I wanted to have in Cantr would require such an interface
and thus a rewrite of the program, the main thing being free walking
around (instead of having to take existing roads).


I love the way that Cantr is now but have always thought about this and would really like to see it. I have said this several times already, but I felt the need to repeat it and get it on record that I am totally for this.

Jos Elkink wrote:There is several serious problems with this idea:
1) It is a hugely daunting task to completely rewrite the whole game.
I have made many attempts to start and several to get others involved,
and nothing worked. It is simply too big.
2) This is further exacerbated by the fact that Cantr 1.0 still needs
continuous maintenance and a lot of programming. Thus, it takes
basically all attention.
3) People don't seem to want a client that is not webbased. Many
people access the game from school or something and would not be able
to play if it were not webbased.
4) People don't seem to be too happy about graphics and like Cantr
partly because it is an old-fashioned text-based game. (Which was
actually never my intention, but just necessity, so it's kind of odd
that this is restricting me now.)


1. I would love to help if I could.
2. This is the reason I can't help. It is to much. Playing Cantr alone takes all my time.
3. You lost me there. I don't see how you can make it not webbased unless you take my idea and make it for a game console like X-box so I could play it non stop. :D *put her hands together forming a prayer type begging plea*
4. I love that Cantr is text based but would like to see graphics and like you said below it can still be text based even if you add the graphics. I believe being able to click on a place and have your charrie go there is very cool indeed. I think it would be nice to do like the title says and make a road map available to view showing the surrounding areas and gives you options to go toward that place or spot. Like if I click on a lake I should be able to walk to it to......I don't know....take a bath or something.


Jos Elkink wrote:Now, where I am gradually changing my mind is that the main reason for
2.0, namely that what I want is not possible in 1.0, might not hold as
much as I used to think. And it is exactly this that I intend to work
towards: implementing the ideas I had for 2.0 in the current
interface. This avoids problem 3, it makes developing it part of
problem 2, it makes it less daunting (solving problem 1), and I think
it will be possible to leave most if not all of it text-based (problem
4). (In fact, I would try to make the graphics more or less optional,
but still possible.)


That sounds the best. I can't stay still from the excitement. I would love to help just to see this happen quicker.

Jos Elkink wrote:The approach I take in this is to write it in such a way that later on it would be possible to write a standalone client in addition to the web interface, so we can have both. But that is definitely long long
term and not the main target right now.


:(

Jos Elkink wrote:Buildings will gradually be changed to having walls and ceiling and floors etc. so that people can design their own models. How to do that kind of stuff text-based instead of graphically, I don't know yet. So far, I think, all I mentioned is possible with text only.


This reminds me of the main thing I like about The Sims. If we were to have a graphic way to make our own homes, it would reflect our characters personality and say a little about them, their creativity, their affection, etc...

Now inconclusion, I love the idea of being able to walk freely and explore. This is exactly how one of my charries feel right now just riding around land hoping to find a town. It would have been nice to get off the boat any where and explore the land and call it our own. :)

Just my comments, not like anyone listens to me anyway. :P :)

Sparklez

P.S. Will this get us more minutes? :shock: :D J/K
a day without cantr, is a day spent in bed convulsing and suffering from withdrawl
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Postby The Industriallist » Sat Nov 20, 2004 1:03 am

I'm highly worried about the consequences of making a real geography. But then, I'm usually highly worried. If it works out right, it'll certainly be an incredibly good thing.

Though I'm almost (not quite) convinced that the people asking for a reset would be right after that change...I think it dwarfs every prior change combined.

This sounds a little discouraging depending on your computer, Jave script can be very slow and sometimes on my computer, crashes it. I hate downloading things.

Well, Java Script has nothing whatsoever to do with Java. I don't know if Java gives your computer trouble, but I can't think why it would...let alone crash it (supposed to be impossible). On the other hand, I don't know your computer.

I would be neutral to positive about a client...not that it sounds like that matters anytime soon.

Would this mean ships could land in a lot more places?
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Nick
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Postby Nick » Sat Nov 20, 2004 1:22 am

Longest post I ever read. And I enjoyed every word. :D
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Postby Missy » Sat Nov 20, 2004 1:45 am

Wow. I almost thought I was reading one of my own posts for a moment. *Takes a minute to absorb all that info.*

I'm very scared about the idea of being able to walk anywhere and everywhere. It could be good, could be bad, right now Im just scared of it. :lol: (My biggest concern being that people won't want to stay in old towns anymore, and that current societies will be *poof.* When it's already very hard sometimes to get people to settle in a town and maintain a job....Well, not sure if this concern applies here..)

Of course Im glad babies is on the list. Wonder who we can bribe to pick it up...*Casts an eye toward Thomas and Judith.* lol


Everything looks good to me. Im concerned the most about the priority of furniture since we're already able to get tired. But aside of that, nice outline. :)
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Postby Psycho Pixie » Sat Nov 20, 2004 2:15 am

ohh... cantr for Xbow... I would buy it!

***just cuz I quit cantr doesnt mean I dont visit you guys. comeon**

but seriously, the ideas you have for the game Jos... great! when its all perfect, let me know and I will try my best to come back.

Pixie
Here I am. BITE ME. or not, in fact, never mind, dont want some wacko taking me up on the offer. Only non wacko's may apply for bite allowance.. no garentee that you will be granted said allowance, but you can try.
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Postby Agar » Sat Nov 20, 2004 2:50 am

My computer at my home was infected with a Java VIRUS, and has crashed and is limping barely working. Folders don't open, control panel missing, etc. It's an isolated case, but NOTHING is perfectly secure.

I like MOST of these ideas. Finite resources scares the crap out of me, but it will mainly mean I will never get or be able to use them. I have a way of ending up last in line...

Too many people without kids want cantr kids, so that is inevitable. I think most of my characters will regard them as demons unless there are good in game explinations. :P

On the house thingy, maybe on the location screen we could see they houses. Might need a bigger picture, depending on how accesories are shown.

No client. If you want more graphics, having them localized by downloading a zip would be a great way to reduce lag.
Reality was never my strong point.
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Postby Pirog » Sat Nov 20, 2004 6:03 am

It's early morning, I'm drunk again...and again I'm met with a huge and wonderful surprise! Everything mentioned could be taken directly from my list to Cantr Santa! :D

I see a pattern here...I will stay up all night getting drunk and log in on the morning, that seems to speed up the game development by almost insanse meassures :lol:
Eat the invisible food, Industrialist...it's delicious!
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Anthony Roberts
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Postby Anthony Roberts » Sat Nov 20, 2004 1:36 pm

Jos wants our mood on the situation, and you now have mine.

:o

Happy, or so.

I am, however, also frightened of the free-walking map. Has anyone ever played Forlorn Hope: Online? I used to Staff there as their Documentor, and let me tell you all a bit about their map system. They have several worlds, all on a 100 x 100 map, and with... hmm... 6+ worlds, that's a LOT of spaces. I can guarantee that FH:O has more players and characters (Each player is allowed 8 characters, and you can buy more afterwards), and it a sense it's similiar to Cantr. Your characters are always on the map, they don't dissapear when you log out. Your characters walk around the map, in FH:O, however, it's instant (There's no time limit, so, you move around instantly, which is unrealistic, but works).

Now, with all those spaces, and all those characters... how often DO you run into another character? Rarely. Very VERY rarely. You only run into characters when you pop into a city, but those cities are hard coded and don't move. Unlike Cantr, you'll be able to expand your cities, move them, etc. And with that, it will be near impossible to grab at a good population base, unless we get more players, or somehow acquire more characters past our limit (Which would just be dumb, lol).

The point being, I'm not liking the Free-walking idea just yet, but I can understand its necessity. I'm hoping that each of these blocks, or areas, are rather large, to decrease the amount of spaces on the grid? Because the smaller those squares get, the more spaces there are, and the more lost people will be.

Of course, I'm sure the Free-walking idea is for the best, because as it is, older islands are reaching over population (Yes, reaching. Over population would be considdered around 100 people at a location. That'd be noisy.) and as soon as the free-walking comes out, it'll be like pushing your hand down on a tower of whip cream. It just smooches and spreads out. No longer is the most whip cream in the middle, but now it's alllll over in equal (Somewhat) proportions. If it's implemented correctly, and it works out, then I'll love the new system. But I'm scared of it.
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Postby formerly known as hf » Sat Nov 20, 2004 1:58 pm

*thumbs up*

All the way
Whoever you vote for.

The government wins.
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Postby Pulpcatcher » Sat Nov 20, 2004 4:21 pm

I really appreciate all the work being done to ever improve the playing experience of Cantr. Thanks for sharing your plans Jos, the changes all sound worthwhile. :)
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Postby Antichrist_Online » Sat Nov 20, 2004 4:56 pm

Happy, very happy. This is the cantr it should be. No reset though. There is too much in the game to lose it all together, maybe all the exsiting towns could be sorted before implimenting them. Asking the players involved to place their buildings on a small town map to show their locations.
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Anthony Roberts
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Postby Anthony Roberts » Sat Nov 20, 2004 5:05 pm

Jos Elkink wrote:...
And to what extent can we decide as opposed to
ask players involved? But we don't have 'building ownership' as such
in the game, so who to ask? And wouldn't it be way too much work to
ask everybody about all those buildings.
...


As Jos states here, there's nothing that keeps track of who owns the building, since anyone could. One character could construct it, the other owns it. It could have been taken over. The owner may have abandoned it. Etc. Sure, it's possible that the building does have an owner. What if it has three owners? The point is, it would be a hassle to find out, so buildings will probably be randomly placed and diagramed (Which I personally don't like, but what can you do?). Honestly, I think those that own a building, and can prove it (Perhaps by owning the only key to the front door, if there is a lock, or if no one rebuttles that it's theirs) then those owners should be permitted to design the layout of their building, and the remainder of the unclaimed ones, or ones owned by multiple people, could be randomly laid out.
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Postby Chrissy » Sat Nov 20, 2004 5:42 pm

Everything you guys are saying is way above my head, I don't understand a word of it. I wouldn't like a visual cantr. I think it would cheapen the gaming experience. I prefer to use my imagination and this seems like the new version would leave little to the imagination. Cantr is so special because it's like reading the most amazing book. I love reading, and I love hi-tech games, but this just seems like it would fall somewhere in between. Is there talk of the game being reset? A fresh start? If so I'd deffinatly like to know in advance so my chars can say goodbye and all that good stuff. I'm a good sport, I'm definatly up for trying new things, but the new things don't sound very appealing. When I was looking for a comptuer game, I ran across one that sounds like Jos is mentioning, and I by passed it, and found Cantr. Cantr is like a brilliant book, a beautifully written script, when done right. That's why it appeals to me. I'm leary to the changes but of course would give it atleast one chance.

Chrissy

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