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A plan slowly takes shape
And when I say slowly, I mean slowly!
Sunday, May 3rd, 2015 - 2:49pm
So, I think I have finally stumbled onto a realistic way to get this site back up and running to something resembling what I want it to be. That would be the programming language/tool Unity. Unity looks like something I can learn in a relatively short time and use to create a web based game for the Awesome Theory that will live up to my high expectations.

It is crazy to think that it has been nearly 8 years sine the Awesome Theory launched. It is still something special to me and I doubt I will ever let it go, even if it never comes back and becomes anything again. It is just too awesome.

If you read this, I hope you look forward to the eventual return of the Awesome Theory as much as I do!
I have a Dream
...and a vision, or maybe a plan, or something.
Monday, May 30th, 2011 - 4:09pm
Yes, I still want to do something with this site. It has been around 2 1/2 years since a new feature was added (the new equipment system), and around 2 years since the site went into the toilet, traffic-wise.

I've wrote this out before in other places, but this is as much for my benefit as anyone who might be reading this. The plan moving forward is as follows: keep everything that currently exists and shove it off to a legacy sandbox side of the site, like a zoo or museum. It will still mostly function, but will not get any development at all. Relaunch the site with pretty much new everything. The RPG-style game will be the main focus of the site, but other things will be included like the voting and all of that.

The web RPG game I am envisioning will be like a cross between an old school console RPG and a strategy RPG with both PvE and PvP content. You will create parties of characters, with a maximum of 4 characters per party. However, you will be able to create multiple parties and have unlimited characters. There will be a plot with progression and eventual resolution. The systems will all be fairly complex, but hopefully not too difficult to understand.

Existing users who have put a lot of time into the Awesome Theory and beefed up their characters will get a significant bonus to start out in this new game, plus anyone who plays during the beta will find advancement easier anyway.

I have tons and tons of ideas, but here is a basic list of some of the things I have to do:
1. Come up with a visual redesign, does not have to be super significant, but what we have is not going to work for the new version.
2. Finish my own custom forum and login/registration system - this is almost done.
3. Develop the login/registration pages along with character creation pages
4. Develop an AJAX based combat system (this might be a challenge)
5. Develop a new database, migrating user info over

I have learned a ton about php development since I started on AT and I know I'll do a better job the second time around. I hope to start for real pretty soon, but keep an eye out for updates!
OK, so I fibbed in the last update!
Sunday, June 14th, 2009 - 6:02pm
So when I posted a while back that work started on that day, well, looks like I lied. Not on purpose, though. The situation in Texas was something I could just not get through to do any useful work. It is really too bad, as I had the time to do work there, but circumstances are sometimes beyond our control.

I really don't know when I will get to the serious work here, but hopefully it won't be too long. If you are not one of the site's old guard and want to know when the beta is up and running, go ahead and sign up and post something in the forum to that effect. Thanks!
Work on Awesome Theory 2.0 Begins Today!
Tuesday, March 3rd, 2009 - 3:45pm
Today marks the start of a long road. I hope it will not be too long before changes will be noticeable, however. If you are interested, I plan on allowing participation and feedback of users in the new design. I am going to post my notes on my ideas for what I want to do, and have a place where you can reply and let me know what you think and possibly give me ideas I can use to make the new design even better.

In the meantime, the current aspect of the site will still function as normal - you'll still be able to fight monsters and do the arena and such. That will probably never go away, but it will eventually be relegated to a legacy side of the site.

My biggest issues are that I am only one person (I seriously need programming help), and that my current Internet here in Texas is VERY slow (~100Kbps). This will hinder me, but not stop me. I have been here in Texas for three weeks and I am ready to start doing something more productive. I look forward to it, and I hope you do, too.
Change: It is a-coming
Thursday, January 15th, 2009 - 4:56pm
The Awesome Theory is currently in the midst of a significant restructuring project. Just today I have made some changes you might notice. Chiefly, I have started the process of killing off the current incarnation of the rank system. A new rank system will eventually take its place, but it will be based on your progress in the game part of the site and not care about Axioms or forum posts or the like.

So then, I suppose you want to know what this restructuring will consist of? Lucky you, as I am happy to at least partially spill the beans.

The most significant change will be with how the site is logically arranged. Currently, the social aspects of the site and the game aspects of the site are completely interwoven, leading to situations where you might be answering a question of the day, see a monster and be led off on a trail of fighting and killings things, perhaps never to come back to that original question. I call this the "Ooh, Shiny!" effect. Frankly, I don't think this makes much sense.

The new design will separate those functions. The site will have a social area, which will include questions of the day, battle voting, axioms, the forum, and the like. The game area will contain everything pertaining to fighting and killing monsters and other users and such. These two areas will maintain the same overall style of the site, but will likely have differing designs.

Further, the entire nature of the game aspect of the site is going to change, and change radically. Instead of mindless monster killing to get more powerful, a clear purpose and goal will be installed. Also, instead of having your own personal avatar fighting monsters, you will create a party of up to 4 people to take on monsters. Obviously, this change is major and will precipitate many more changes.

Equipment will be simplified to make managing it for 4 characters easier. The class system will be overhauled to allow for 15+ ultimate class destinations instead of just 3. The battle system will remain turn-based, but will add a quasi real time element as well as more strategic components. The stat and attribute system will be reworked and the damage formula totally redone. There will be elemental attacks and defenses and different resource types. Class and Attribute points will go away, replaced by master points that will perform the function of both.

All that, really, is just the start, just the tip of the iceberg if you will. Many of those aspects I have thoroughly planned out and only need to implement them. Others are more like nebulous ideas in my head. All will happen in some shape or form. Here is a glimpse of the future:

You'll start by viewing an initial plot depiction, and then be allowed to create up to 4 characters
Little House on the Mullet



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