I have read the Wanderer's Guide Book, and it isn't as simple as you think. Well, for one thing, link attacks aren't explained yet, which is a pain. And the problem of graphics isn't making them for me to use, is that Turing is a bitch when it comes to doing graphics. For me to do the jump between each player everyplunge would probably take as much code as the engine itself (okay, a bit of exageration, but you get the point). The effect of each blade art would be even harder to do, since I can't do semi-transparent stuff in Turing (who would write a language which i can't do transparancies to graphics? Jeez...). So, yeah, I was going to use Turing to test out the actual system, and then rewrite it in Java when I get good enough in it for the final product.
Needless to say, the text version would be out within a week of me figuring out how linked attacks and blade arts specifically function (that involves me digging in RM2K and try to make sense of the code there) and the graphical version would be released...I'd say right after I play episode 6 if Lun works fast enough, since I want to see if I missed anything that introduced to the Plunge system, especially *gasp* new blade arts.
Of course, I could expand it even more later on when using Java by having it run as an applet (or PHP coding, but that mean no animation) and have it run off a database of users. Then there could be things like ranks of each player, and everybody could start having actual stats that they work for. But this will be way after episode 6...and I have a lot to learn before then. First thing first, I must master Java soon.
And yes, it will be open source, though the Java version I might use for my ISP, depending on what Lun says and what the criteria for the ISP is.
