Here's some info on a browser game I'm currently working on. I originally started on it back in 2012 but I took a long break from it because I felt like I didn't know enough programming. It's in php/mysqli. The working title is Otherworld. The premise is a world simulation that starts from the stone age. There are over 100 natural resources that are placed on different areas of the map, which consists of multiple islands and continents. It was originally text-based but now it has evolved partially into tile-based. The map is free roaming and has two levels, local and global. Because storing hundreds of thousands of local maps might take too much memory, I'm counting on the likeliness that the players won't bother to explore each local map because it costs 100 action points per location and every 5 by 5 block shares the same resources. So instead of creating 12.5 million local maps (okay, actually there would be less than half of that because there are no local maps in water), I'm only creating them based on elements of the global map when someone explores a location. I have graphics of each terrain type, a chart of soil types, an altitude map, a water map and an organic matter map. Based on these, it generates a random local map upon request. Having a local map allows clearing away trees to make room for fields and buildings. A local map is 1x1km, divided into 100x100 squares, so one square is 10x10 meters. However in the database, the location of an object can be measured with the accuracy of 1 meter. It's possible for several objects to exist in one square. Currently there is a tile map that has icons for trees, bushes, low plants, swamp and open water, as well as buildings and people. A tree symbol can represent more than one tree and so on. It's mainly a marker that you can't put a field or a building here unless you fell the tree(s) first. Currently movement inside the local map doesn't cost anything but it's slow because you can only move three squares at a time. If I displayed more than 7 by 7 squares, I would need a side-scrolling bar because the tiles are 100x100 pixels to ensure they have enough room for the symbols inside. The main focus of the game is on farming and cross-breeding plants found on different regions to create more efficient crops. Most fruit and vegetables found in the wild will be like their ancestors on earth, and will be rather unpleasant to eat, so people will have motivation to improve them through cross-breeding. The game is based on action points (AP) and if you have accumulated a lot of action points, you can complete a whole month worth of actions in just a few clicks. One month in game is one day in real life. It should be possible to set up routines so you can do repetitive actions automatically. The game will also have NPCs, so locations can have more population than just PCs. NPCs can be hired to do menial tasks that PCs don't want to do. There will be no global money system, and players will need to create their own currencies ingame. If enough PCs accept something as a solid currency, NPCs will also start recognizing it. But if a currency crashes, NPCs will stop respecting it and will start demanding something of more solid value, such as food. At minimum, NPC laborers will expect to be fed and clothed. It will also be possible to enslave them, but they may escape or rebel if the slavers aren't firm enough. The game will assume that everybody besides the first people are somebody's children. Most people will appear as adults and will have NPC parents, who give them some starting equipment based on the tech level of the current location. It's also possible for PCs to mate with each other (or with NPCs) and create children that can be taken over by real players. At first I thought it would be good if new players had to start out as a child, but that would lead into a lot of children becoming mindless zombies as newbies are more likely to quit, so now I've started thinking that playing a child should be a privilege that needs to be earned. So only established roleplayers would be allowed to play children. There should be a forum where people can present their own ideas of culturally different societies. If the ideas are different enough from existing societies in the game, the group will be allowed to start their own town on an otherwise uninhabited region. It's encouraged to have societies that have different morals and opinions about things such as slavery, to create diversity. The combat system will allow people to choose how they react if they log in within 18 hours (real time) of when the attack happened. If they take longer than that, the attack will be automatically resolved. To avoid fights dragging on for days, the rest of the fight will be calculated at that moment according to the preferences of the participants. If one of them has set to flee or surrender if they reach a certain damage level, they will do just that, but if they have chosen to fight until death then unless one person caves in once their pain threshold is exceeded, eventually one of the participants will die. It will be possible to set up training fights that don't aim to kill, and it will also be possible to aim to knock out or disable the opponent without killing them. I chose 18 hours because if someone checks the game before going to sleep, then spends about 8 hours sleeping, 1 hour going to work, 8 hours at work and 1 hour coming back from work, they might still have time to make their choice once they get home. This will remove the forcing need to check the game in the morning or during lunch break. Yet it will be necessary to check the game daily to ensure your character has enough food. The game will have different zones based on temperature. Currently it's possible to travel between them unlimited, but I'm planning it so that the people from the tropical zone won't be able to enter the cooler zones, at least not until they develop clothing. The temperate and cool zones will be limited to players who have been around a while, so they will enable an environment where they can avoid newbies if they so wish. The cooler environments will be more challenging and characters will need to wear clothes to avoid hypothermia. They will also need to build shelters and farm for food instead of foraging, because the wild resources will be mainly berries, nuts and mushrooms, and won't be enough to keep a person alive indefinitely. Comments?