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Author Topic: Santhworld - Program Development  (Read 89677 times)
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Bard Judith
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« Reply #45 on: 09 June 2008, 23:57:07 »

Ooooops, forgot about the ratio. You want taller, not longer, and I'm just not used to designing in that format.   Never mind, I'll do some cropping and adding background so you can have the right proportions.  Just out of curiosity, what's the measurement of the display field in pixels, please?
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"Give me a land of boughs in leaf /  a land of trees that stand; / where trees are fallen there is grief; /  I love no leafless land."   --A.E. Housman
 
Artimidor Federkiel
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« Reply #46 on: 10 June 2008, 01:52:29 »

*hehe* The two new ones look great as well :) - More beasty than slimy, though, but that shouldn't be that much of a problem. Same with the size - we'll quench it in somehow. Thanks again, Judy :D  thumbup

Usually I use pictures that are 250x319 pixels in size - so if you draw something it should at least be that ratio. Could be of course larger, because I'll shrink the picture then.
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Ta`lia of the Seven Jewels
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« Reply #47 on: 10 June 2008, 04:53:09 »

The first one made me sick, Judy!  Brrr


This looks all quite promising and I ventured into Nepris already, but I'm still in fear, that this one will vanish like the last one where I put so much time in it for nothing. And not a very creative fun time, just adding piece for piece and forest-element after the next.

Can these old description be reused? Or the Mimi-Quest realised?

These gaining of items and clothes and becoming stronger with using them, that sounds a lot like WoW ;) I'm still ... doubting the outcome..  sorry..
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« Reply #48 on: 10 June 2008, 05:54:12 »

Things can be reused, sure, but I have to hold a creative hand over it personally and cut down long descriptions and make quests accomplishable - because the whole thing needs to be playable. We lacked that severely last time, and a lot still has to be done in this respect.

The last program was in the hand of someone else, now we know what we're doing and how we can accomplish that. Grinch has taken over practically the whole programming part (except for the editor), which allows me to coordinate creativity better. And Grinch's battle system, while still in its raw bones, will be another absolute highlight once it will be officially available.

People who see the potential are welcome to participate :)
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Miraran Tehuriden
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« Reply #49 on: 10 June 2008, 06:30:07 »

Yes, yes, i'm working on it! But each time i'm starting to feel like im slowly getting to a congruent piece, you give me more options to play with, and i start redesigning stuff! How can a guy resist such fabulous new toys?
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« Reply #50 on: 10 June 2008, 19:17:37 »

Heh, the Slime Monsters look really great !  :D thumbup

I guess we will see them in action sooner or later.
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« Reply #51 on: 19 July 2008, 17:42:53 »

Just a note: I'm adjusting a bunch of things in various rooms at the moment, as due to the changes we need for the battle system, we're also updating the interpretation of the commands in the parser a bit. Grinch has already mentioned that somewhere, so now's the time to make the necessary adjustments.

Bascically this means that a lot more words can be understood (you can then EAT, CONSUME, MUNCH, DEVOUR etc. a piece of cake) and eventually we'll have the possibility to equip stuff or to activate things. As we've already warned this is all a major undertaking until you can equip stuff, confront slime monsters, cast spells on them, collect experience and treasure points etc., so this is another step that needs to be completed towards it.

In the meantime Grinch is steadily working on the Battle System and its integration in the game. There has been quite a bit of progress by now, but bear with us until we get to a point where you can send those vicious slime bastard back to mommy! :)
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Bard Judith
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« Reply #52 on: 19 July 2008, 22:42:50 »

Art: in a previous post regarding needs for Santhworld you say:

"An items list would be great to have though basically, so that we can define the items and put them somewhere in the game to find. This would basically mean we'd need a varierty of weapons (knives, axes, swords, etc.) and armour pieces (helmets, breastplates, belts, shoes, rings for protection etc.) Stuff like this.

If you want to define such an item you need to provide two things, Judy. I give the example with something we already have as an item:

- A short description (will be displayed when the items are listed in the room or your inventory, e.g. A red apple, A chunk of cheese)

- A longer description, 1-2 sentences (this will display upon examining the thing e.g. The piece of federkaese you have here is quite an interesting cheese. It has a bluish-green mold that is allowed to infiltrate the cheese, giving it an itensely unique flavour appreciated by most sophisticates.)

Having a bunch of items  defined that way would already be a great help."


I haven't forgotten about that, but you do remember that I put a great deal of work into our Master Goods List, found HERE:  http://www.santharia.com/dev/index.php/topic,11271.0.html and that it is formatted in exactly that way?

Stuff like this is already available:

"Knife, steel,  multipurpose   2 spans to a half-fore steel blade      This steel work blade is a handy size for a belt knife, useful for whittling, cleaning hooves, cutting apples, or what-have-you around the farm"

"Candle, tallow   4, each a handsbreadth in length   Cheap   These tallow candles burn quickly and smell faintly of pig meat – but they’re cheap and easy to find
Candle, candlebush wax   1, a hand-n-half in length   Most expensive   This elegant herb candle has a natural pinkish colour and gentle fragrance"

"Eggs, Taenish, ready-to-eat   Two, boiled / pickled / salted      Two brown-shelled eggs are cushioned in a little twist of braided straw, fully cooked and ready to eat."

"Milch, cow’s   1 firkin (about 6 cups)      This wooden firkin holds a good amount of fresh cow’s milch, the cream floating thickly on top".

Foodstuffs, by the way, are separate, in http://www.santharia.com/dev/index.php/topic,11276.0.html - but there's plenty to choose from, depending on your game needs.  If there's something you don't see that you do need, specifically, just post the name and I'll write you the description AND add it to the master list.
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« Reply #53 on: 19 July 2008, 23:04:02 »

This will be very helpful indeed, Judy! :)

What we still could use more from is all kinds of weapons and armour parts, and some varieties of it, because they will be essential in implementing the battle system.

Weapons could be rather simple ones like clubs, knifes, etc. - the player would start of small, so he/she won't be wearing a two-hander when the game starts, but rather, say, a simple knife. Then he might find another kind of knife (with a special name) that can do more damage and substitute the primary weapon. A club could be a normal one, a big one, a spiked one etc. - get the idea? ;)

Same with different kinds of armour for the various body parts - like boots, gloves, helmets, breast armour, leg armour, armour for the arms etc.

We could also use some kinds of (smaller) artifacts for a start, like rings, amulets etc., stuff that changes your attributes a bit, e.g. give you more luck etc.
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Bard Judith
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« Reply #54 on: 19 July 2008, 23:17:45 »

I checked the 'Areas of Interest' AKA 'sign-up list' for the Master Goods Team Project (yes, Talia, we DO have too many open projects right now to start New Santhala, but it's a shame, isn't it?  Sigh....) and I see that Arceon & Drasil had volunteered to do Weapons & Armour.  I know Arceon hasn't been spotted for a while - how about Drasil?  MIA?

I should be happy to do it myself if necessary, but it's not one of my strengths, and I'm sure there are far more qualified people who'd LOVE to put together a simple weapons list.  Let's see if they are out there and can be tempted.... :)
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« Reply #55 on: 20 July 2008, 02:35:12 »

I'm busy with many Orc things ATM, including a rough draft of "Weapons & Armour of the Northern Sarvonian Orc tribes", otherwise I'd love to help.
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« Reply #56 on: 20 July 2008, 13:33:43 »

Drasil hasn't been on for even longer than Arceon.  Sadly, my focus tribes are relatively peacful, so I can't help much with the weapons.  but I guess I could think of a fewpotions and what not.  Once I get greeenflash done, I'll know how to do alchemy entries better, so I'll be able to do some more. grin  I was thinking about doing Gnomish Fire, if you wanted to include that Arti.

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« Reply #57 on: 20 July 2008, 14:41:15 »

It's not as difficult as one might think , BTW. All that we need for example for weapons is a name and a 1-2 line long description, and that's it. There won't be any shops etc. in the first versions, so we also don't need any prices for now. Also how much more damage a weapon can make will need to be defined as soon as we have a bunch of such weapons.

I will upload screenshots today to show you how far the editor has progressed in the meantime - this will give you an idea what's going on in order to implement the battle system.
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« Reply #58 on: 20 July 2008, 16:45:51 »

We need armour as well, not just weapons, so that the damage done by beasts is not as severe... can we die?  Or what happens if we do not defend ourselves? Or what purpose do weapons have?


*thinks only in WoW terms..*
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« Reply #59 on: 20 July 2008, 17:20:19 »

Yes, it's pretty common that you die if your health reaches zero in a role playing game... Thus wearing armour is strongly advised. :) And to have some health potions with you is recommended as well.

It will be possible to run away however in case you see that the enemies are too strong for you. Also you will have some companions along the way (e.g. the apprentice you free from his laboratory), which you won't be able to control directly however, but they'll fight along your way. Companions most likely won't die, but become only unconscious when their health reaches zero, so that you can still "revive" them after a fight.

Here some new screenshots from the editor BTW as promised:

(click on images to enlarge)

























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