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Author Topic: Santhworld - The Mysteries of Nepris Project  (Read 144938 times)
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Alysse the Likely
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« Reply #30 on: 11 November 2008, 10:11:32 »

Here are some "I don't understand" possibilities for Jeremy (bearing in mind that I don't really know what he talks like so based them on his somewhat cocky self-centered writing style)  Some are a little more polite than others so you can use whichever ones you feel are appropriate for him.


Jeremy blinks in confusion. "Um..er..I, ah, didn't quite catch that, what did you say?"

Jeremy seems puzzled by your comment, but doesn't say anything.


" What are you talking about?" says Jeremy, giving you an odd look.


"Never heard of it, " Jeremy responds, in a tone of voice that implies it is therefore not worth knowing about.

"Talk to the imp,  maybe it will care," says Jeremy rudely.  "I have more important things to worry about."




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Alysse the Likely
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« Reply #31 on: 12 November 2008, 04:14:39 »

Many thanks for those as well, Alysse - will be added in of course as well! Final preparations to get the whole thing up already before the weekend are underway, so stay tuned for some exciting adventures :)
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« Reply #32 on: 30 November 2008, 23:37:09 »

Nepris discussions were led actually in the wrong thread, but anyway. I'm getting back to it here. If you have Nepris specific stuff, please discuss here:

Just a few things I wanted to mention:

- The pointed out typos are now removed
- Combat pictures (monsters, skills, spells) now fade slower, these were still too fast (normal pictures: 3x the original rate, combat stuff now 2x)
- Judy's farmhouse was no integrated. I went for using 4 varieties of it: standard view, zoom in once you examine the farmhouse, then the door only if you enter, plus a room below if you examine vegetables you get to see the vegetable beds. :)

Many thanks for all those wonderful additions, Judy, that let this scene come alive!

Answers to Tharoc's question will be coming.
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« Reply #33 on: 01 December 2008, 04:10:08 »

Ok, I move the question from Tharoc here into the Nepris thread as well, because this has to deal with the Nepris module. First, let's quote Tharoc's post:

Quote
I have a few basic ideas for some shops/inns/stalls which could be used for a street in the game.
When I get time I'll write a brief overview of them and you can let me know if there are any you would like me to expand on.
I'm also creating a new plant which produces a nut with a cool effect, and may prove useful in the game. If the nut is powdered and blown into someone's face, they will forget stuff. It's called The Forget-Me-Nut, or No-Know-Nut. The effects will vary depending on (a) the size of the person affected, and (b) the amount of powder used.
I think it's a good way of sidestepping the issue we have with too many poisons.
Obviously it's going to be quite rare.

I'm enjoying the game, btw (typos and all!), but I'm struggling to find decent playing-time at the moment. RL is a bitch!

EDIT: I forgot to mention, as you would expect, my shops etc have a distinct 'humour' about them.

Ok, some basic things on contributing:

First of all it is essential that you play the current Nepris chapter through. Then you know what the engine can already and how we do things. E.g. the descriptions were cut down considerably, if we make rooms we need to find ways how to make good interaction with the player, place battles properly, put in small riddles that are not too difficult, make sure that the player can use his/her repertoire of skills/spells etc. properly and that there are no technical issues that prevent a player from mastering a situation. So if you know the game mechanics you get an idea how to operate in them. Keep this in mind and when designing things don't go completely beyond it, as we can only do what our engine supports (yet). And that is quite a lot actually already.

This also means that we need to support something with the engine first before we can use it operatively.

For example we don't have shops in Nepris yet, where you can sell and buy things, and until we have them it could still last a while. So quests that aren't directly linked to the fact that you need to trade should be preferred for now. I don't know of course what exactly you have in mind, but just keep in mind that we need to operate within our confines.

An tavern for example will surely exist in Nepris, the Saltwillow Tavern, here we'll find Judy's dwarf Dhren Rockface, a picture from Faugar's lovely barmaid, Gean dance song can be played there (along with the round of applause) etc. and I guess you could get in some Tharoc humour easily. And put a guy in there that hands you a certain quest, and so on. The tavern's inside isn't described at all yet, so that place longs for some creativity. Also remember that rooms shouldn't be cramped full, we better should more rooms so that the player has it better under control and knows where to find what.

Also the use of items like Forget-Me-Nut (funny name... lol) of course needs to be controlled. You cannot implement it in the game so that it can be used on anyone for no apparent reason, otherwise you'd have to change all dialogues at all persons. So from the programming/scripting point of view you need to know the rough outlines of a quest first, the steps the player needs to take, and where there are limits for the player, that the required items can be acquired properly and that there are enough hints for the player to know what needs to be done. We can first approve that and then go into details where we add which rooms etc.
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« Reply #34 on: 01 December 2008, 23:30:30 »

Ok, no problems there. I wasn't suggesting that I design a whole section of the game, I was merely offering to supply basic locations/descriptions/mini-puzzles/items/characters for you to build on in whatever way you saw fit.

I see the problems with using the Forget-Me-Nut powder. However, I will be putting it on-site soon, and it is there for your use if you can work with it.

I'll have a go at designing the Cross-Eyed Cyclops Inn this week, with a couple of characters and some suggestions for quests which may arise from them.
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« Reply #35 on: 02 December 2008, 03:12:52 »

Yep, yep - feel free to put it together the way you think it might be useful enough to integrate those ideas in a larger context, Thaorc. There are of course always adjustments needed anyway for the one reason or the other if something gets implemented, but it's good to have something layed out that I can try to put in where it fits :)
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« Reply #36 on: 02 December 2008, 03:31:09 »

Thaorc?  rofl

Tharoc Tha Orc... rolling ...oh that's funny  evil
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« Reply #37 on: 02 December 2008, 03:33:58 »

Laugh it up, hairball!
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Ta`lia of the Seven Jewels
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« Reply #38 on: 02 December 2008, 06:01:27 »

Art, why don't you make the old games forum visible again for members, then all can see what for descriptions of the different parts are already done, thought out etc, even if these descriptions have to be shortened? So far not many people actually know, what IS already done and COULD be reused.
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« Reply #39 on: 02 December 2008, 06:16:49 »

Wouldn't it confuse people having lots of concepts and stuff from a similar Nepris being posted all over the place? While we've actually learned by now how to do it better and work on things step by step? Or: Module part by module part? I do my best anyway to salvage from that what I can - for example the area that lies behind the bridge restriction is a good deal based on that.

Well, I can make that Forum visible anyway - watch the bottom of the main Forum for some game stuff to appear, which is several years old however.
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« Reply #40 on: 02 December 2008, 11:53:20 »

I for one have indeed been reusing a lot of that 'old stuff' but rewriting it for application in the game.    When we actually do have food and drinks available to us in game, hopefully my efforts will not be wasted!

I wish I were more adept with weaponry, because I'm sure Art would prefer descriptions of things to bash slimers with, but - not my forte....

Perhaps I'll just stick to illustrations!
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Ta`lia of the Seven Jewels
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« Reply #41 on: 02 December 2008, 18:36:33 »

It was just an idea and is entirely up to you.  I thought it might be helpful for people like Tharoc who want to help to know, what is already here - if it can be reused or not. Don't get me wrong - I do not wish or want it to be visible again. You should not do it just because I asked for it if you think it isn't a good idea.
« Last Edit: 02 December 2008, 18:38:37 by Talia Sturmwind » Logged

"For me there is only the traveling on paths that have heart, on any path  that may have heart. There I travel, and the only worthwhile challenge is to traverse its full length. And there I travel looking,  breathlessly. ~Don Juan"
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Alysse the Likely
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« Reply #42 on: 02 December 2008, 22:17:50 »

I agree with Talia that it would be helpful to have that available, though perhaps not necessarily accessible to everyone through Nepris.  (Perhaps under some sort of title such as "Developer's Information", so that it can be added to and adjusted without accidental duplication of effort or parts being neglected, etc?)


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Alysse the Likely
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« Reply #43 on: 03 December 2008, 00:40:20 »

I wouldn't mind having a go at some weaponry invention/description, at some point.
I just need a rough idea of what is needed first.
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« Reply #44 on: 03 December 2008, 03:49:18 »

Play the game, see how it is done currently, think of similar weapons among the player's level one could find next somewhere. Or regular items that might be useful for this and that. Or even items that are of relevance for quests. Descriptions should be short and straight to the point however.
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"Between the mind that plans and the hands that build there must be a mediator, and this must be the heart." -- Maria (Metropolis)
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Hi, dear Arti and other developers!

This year I am in China and cannot use any Google services including YouTube. For this reason I stopped uploading new Nepris videos. I can also not read any comments there.

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