But you can create Mario's levels!
I'll never stopped being amazed by what I find in Golemizer... lol
Click to zoom
Friday, February 6, 2009
Maybe you can't make a piano...
Monday, December 15, 2008
Some more Golemizer creation from a player
Nice stuff: http://somesum.wordpress.com/
Read More......Saturday, December 13, 2008
This tells me I did something right
I wanted to create a world where players could surprise me well, I never get tired of looking at some settings created by players: http://www.polydump.net/golemizer/gallery/
Read More......Monday, November 3, 2008
Press Release - Quests created by players in free web MMORPG Golemizer
Blainville, Canada - November 3, 2008 -- Dave Toulouse, an independent game developer, announced quests created by players in the free web MMORPG Golemizer (http://www.golemizer.com). A free 2D steampunk MMORPG, Golemizer requires no download or plug-in to play and features a rich sandbox environment.
Providing more creative opportunities to players, the latest update of Golemizer introduced quests created by players. By getting their hands on the new quest NPC available to everyone, players are now able to build their own immersive content. With four types of quests available (talk, give item, defeat opponent, answering a question) and more to come, this new addition grants everyone the power to actively participate in the evolution of the game.
Once a quest is approved by an administrator, it is available to every other players to enjoy and becomes permanently a part of Golemizer. Rich storylines can be achieved as Golemizer also allows all players to create their own dungeons, monsters, houses and cities.
With more than 7000 free accounts created since its release in September, Golemizer is rapidly growing and offers a home for players looking for a more involving experience. Entirely free and browser-based, Golemizer is available at http://www.golemizer.com.
About Dave Toulouse
Dave Toulouse is an independent game developer with eight years of professional web development experience working to provide rich multiplayer experience on the web. Progress of current and future projects can be followed at http://www.over00.com.
Contact:
Dave Toulouse
over00@golemizer.com
Media kit:
http://www.golemizer.com/media_kit.zip
Screenshots of content created by players:
http://www.golemizer.com/screenshots/screenshot1.png
http://www.golemizer.com/screenshots/screenshot2.png
http://www.golemizer.com/screenshots/screenshot3.png
http://www.golemizer.com/screenshots/screenshot4.png
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Tuesday, October 28, 2008
Players' quests update now online
I posted some guidelines on how to use this system here: http://66.45.246.76/forums/viewtopic.php?f=14&t=679
Two small quests have already been approved and I can't wait to see what players will be creating.
Of course, these new tools will be very useful to me to build more content, specially targeted at new players to start with.
A press release should follow once more content has been added.
Sunday, October 19, 2008
More sand in the box!
Ok, so Vendetta online were faster than me: http://www.vendetta-online.com/x/pcc. Their system has more features also (like the ability to spawn NPCs). But hey, is it still good if I say that players will be able to create some quests in Golemizer?
Tonight I gave access to GMs to the test server so they can take a look at the "Quest NPCs" I added. These NPCs are quest givers that can be customized to provide 4 types of quests:
- Give item
- Defeat opponent(s)
- Talk (just talking to the NPC)
- Give answer (players will have to type the expected answer)
These are the first 4 types which should be enough to get started and play with the system a bit. Not very complex but it's a start. Players can set the text, prerequisites and rewards of each quests. They can also chain multiple quests on the same NPC.
The point of this system is first to put a bit more sand in the box but also to allow GMs and me to create new content much more rapidly.
Of course, some might remember that I didn't want to put "kill 10 rats" type of quests in Golemizer. Well, ever since the launch of the game, I keep getting requests to add these... Anyway, while it's possible to build "kill 10 rats" quests, the point is to give a tool to put more lore into the world. Currently, the world is a bit faceless. Players like the concept but are having a hard time to "get into the mood". Something's missing. Not really the "kill 10 rats" itself but that old guy that talks funny in that city that wants you to kill 10 rats.
My favorite type of quest is the "Give answer". You can't chose an answer, you have to figure it out. This can be an answer you can find on Google or this might be something that you would have to find in the game.
For example, "I think Dr Mad is up to something. Go in his lab and tell me the name of his evil plan.". The player first must find the lab and then look for "the name" he's been asked. He discover a golem with a special name, go back to the quest giver and type the name of the golem. Simple but again, just knowing the Dr Mad (that could be a player!) is up to something is adding flavor to the world.
A dedicated player could build a full storyline involving his character by using these Quest NPCs. Ok, I'm obviously very excited about this but I know that about only 1% of players will actually use this system (there's this pyramid somewhere that I should look for showing that very little players are of the builder type). At the very least, it's more tools for GMs and me!
More to come later.
Tuesday, September 2, 2008
Another step to give more power to players
When I was young, I would play for hours and hours (and some more) with Construx. I never really bothered to build the models shown on the boxes. I guess that since they were showing it on the box, it was obvious that I could build it so there wasn't any point doing so. My fun was to create, experiment, try new things.
The project I was the most proud of was a simple driving game. Using the Power Pack, I fixed a long sheet of paper wrapped around wheels so it would rotate and fixed some kind of driving wheel on top of it with a small toy car. The point was to follow the road drawn on the sheet of paper while avoiding the wholes cut in it.
Now, I guess I'm trying to provide some of the same fun with Golemizer. The latest update gives players the opportunity to dig their own dungeon while gathering resources by using mining golems.
Mining golems are used in the underground in (currently) private basements players can create using another item (called Level Stairs). By ordering their golems to /dig [direction], they will create another zone in that direction. If they're interested to also gather resources, they can instead use the /mine [direction] command which will dig a new zone at a slower rate but might also get some resources as iron, copper, uranium, ...
While it's still not much to create content, it's another step so players can one day build real dungeons filled with monsters, traps, treasures, ...
Now I know that someone will probably come and show me that pyramid telling that only about 1% of players are of the builder type. Not everyone will enjoy this new system and that's why actual mining is there. I'm also planning to add some type of random events when a new zone is created. Things like artifact discovered, some weird underground monsters that have been awakened and maybe some fossils (why not let players create dinosaurs!).
Anyway, Golemizer is about trying something different. Will this make Golemizer a popular game? Who knows, but at least I'm having fun with it.
You can read the update notes here.
note: Some MMOs might have similar systems, I'm not aware of every games out there. But I would appreciate to know about them to improve this idea.