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Tools

See  Fabrication


Tools (objects/things used by Players to use in actions) should give clues/hints/indicators :

When you have a good tool it should work, but efficiency/effectiveness might not always be evident (Player  may not use it enough or have used a lesser one previously to see/realize a difference).   It should be  possible to have visual and auditory clues (including variations of animations showing how clumsy/precise  the tool is when used) to act as an indicator of not just quality, but also of repair state (time to get  it fixed).  Flubbing an action should be made obvious (wrong tool or not enough skill...)

Such cues would indicate something not being used for its proper usage, or its getting stressed/closer to  breaking.   A variety of failure animations and outcomes is then logical.   Sounds of strains on  tools/materials, that sickening snap of breaking metal or a shriek of a jagged end of a broken too plunged  into flesh...

There then would be activities to repair/tune-up the Players tools (can have some NPC do it, even  routinely)  which would be preparation of Adventures (a useful thing to have NPC Team lackeys to do this  for you, or ask for resources to get it done -- and priorities for which things to do it for - the usual  limited resource management).   You can also just 'wing-it' and hope that your tools don't fall apart in  your hands (same goes for Weapons, BTW.)

Tools to fix tools...

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A DIFFERENT KIND OF TOOL - USED TO CREATE AND EXPAND THE GAME :

Reuse of Existing Asset Tools (Saves money for other things)  :

There Are Existing Game Data Tools - 3D Modelers, Sound/Texture Editors, Animators, Programming IDEs, Code Control Systems, etc ... :

Some game data is quite simple, and existing commercial tools' well-developed usability can be utilized (AND with many people already experienced in using them). Translators for the game data can then convert data into the required MMORPG formats (in the game industry, data formats vary a great deal, and vary significantly in the features/flavors/systems they support).

Open Source resources are available for many useful operations, and can be adapted/modified to process data sets developed for the MMORPG purposes. Specific MMORPG customizations can be made. Some of these are even Web Based (like Sketchup) with multitudes of existing users.

Plugins (user scripted add-ons) can be created for the more complex MMORPG data formats to combine/integrate data from different available Third Party Tools. (Data Format Converters)

Various Web tools and frameworks can be used to integrate transferring and tracking data required for Player Collaboration.

The remaining Tools, which directly interface to the Game Engine, would be created allowing the seeing and testing/test-running of the MMORPG game Assets on the game itself (which is most needed for effectively/efficiently creating the Assets).

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  • Various Graphical Visualization Widgets - commonly used by 'Report' generation tools (use Open Source when possible). Useful to make various Collaboration project data understandable. ((Can also be used for in game Chalkboard displays - script driven (changeable) 2D Assets).
  • Texture Editors - 2D picture importers and data modification (basic Asset data which most players can figure out and use).
  • Text Composers/Editors (fonts, etc) In-Game document generation (and grunge-degeneration) for the MMORPGs AutoGenerators.
  • In-game reporting to gather evidences for bug hunting and problem reporting (demonstrating the problem is usually much better than attempting to textually describe it, and having In-built tools to record the situation details is far easier for Players to make their report useful). Web-based bug tracking tools exist to be part of the whole Bug Reporting mechanism.
  • Forum and Wiki mechanisms (already out there) facilitating communications crucial to the Creation Collaboration between Players.

And the list goes on and on ...

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