Santharian Development

Organization and General Discussions => Active Projects => Topic started by: Artimidor Federkiel on 25 May 2007, 19:12:56



Title: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 25 May 2007, 19:12:56
Santhworld: The Lorehold Project

This project is a Santhworld project. If you're unfamiliar with the Santhworld concepts, make sure to first read the first question dealing with the program itself. Then move on to this project itself.

  • What exactly is Santhworld? (#post_Santhworld)
  • What is the Lorehold Project about? (#post_Project)
  • Are there Maps of the current Development Progress? (#post_Maps)
  • What can I do? (#post_Work)
  • How do I make Rooms? (#post_Rooms)
  • How do I make Characters/Dialogues? (#post_Chars)
  • Is there some advanced Development Stuff I could try? (#post_Advanced)
  • What is not possible to realize with Santhworld? (#post_Impossible)


Title: What exactly is Santhworld?
Post by: Artimidor Federkiel on 25 May 2007, 19:13:58
What exactly is Santhworld?
Santhworld is a textbased adventure-like environment that allows a single player to walk around in a predefined area by entering commands (NORTH, SOUTH, EXAMINE BOOKSHELF, TALK TO BARD etc.) It is actually designed as a dynamic Flash 8 movie, that allows room and character additions rather easily and without altering the main program, but by just providing more data for the program which then can be processed. Santhworld can be played directly at the browser, you don't need to download it. You also don't need to have anything special installed to run it, except the Flash plugin, which is already standard at new browsers. So in general there's no need to worry about that. Otherwise - once you access Santhworld - and don't have a Flash plugin installed, you will be transferred to a page, where you can download it.

How to operate the program is explained in detail in the program itself, so it is recommended to check it out and read the instructions there to get a look and feel for what is possible with Santhworld. You can access the program here (http://www.santharia.com/santhworld/santhworld.htm).

Santhworld of course also has its limitations. At the moment for example it is not possible to manipulate objects permanently, take things, display a different room description based on a condition etc. More on that in the answers to What is not possible to realize with Santhworld? (#post_Impossible).

Santhworld however is constantly expanded with new commands and features, so if something doesn't work as of yet, it might be integrated later.
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Title: What is this Lorehold Project about?
Post by: Artimidor Federkiel on 25 May 2007, 19:16:06
What is this Lorehold Project about?
The Lorehold Project is a "module" that can be played by Santharian site visitors directly on the site through the interactive Flash movie/program Santhworld (http://www.santharia.com/santhworld/santhworld.htm). More on Santhworld in the answer to the first question.

You can access the module in Santhworld by typing in the command
GO TO LOREHOLD

Goal of the Lorehold module is to let the player walk through the university/library of the Manthrian town of Lorehaven, the Lorehold. In the Lorehold the player should not only be able to discover interesting objects, learn about Santharian history in books, but also should have a chance to meet several developers of the Santharian Compendium, in order to answer questions or send the player around on little missions.

In the Main Hall of the module and its alcoves a bunch of interesting people to talk to should await (part of the staff of the Compendium and some visitors), ensuring an entertaining experience for the player. The Main Hall should be completely walkable, more expansion of rooms in various directions can be made whenever we need them.
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Title: Are there Maps of the current Development Progress?
Post by: Artimidor Federkiel on 25 May 2007, 19:17:21
Are there Maps of the current Development Progress?
Yes, there are maps of what we've developed so far.

Legend.
Beige ... Room already done
Red ... Room is still in progress
Green ... Rooms that currently send you back to another room (either intentionally, or because we definitely plan a proper room there later)

Main Lorehold Map

(http://stuff.santharia.com/santhworld/lorehold_main9b.gif)

Characters:
Alysse the Likely (Kuglim Researcher)
Artimidor Federkiel (Sage and Royal Archivist)
Charlos (Philosophy Student)
Dalá'Valannía (Writer and Librarian)
Dame Sausade (Cook)
F'ash (Kuglim Bard)
Geoffrey Baijonan (Young Mage)
Hallvard Joskjan (Graven of Fief Mashdai)
Hubert (Lorehold Chef)
Quillbert Spellguided (Water Mage)
Yenneth of Strata (Bard)
Yvoncha (Orcish Student)

Magic Bookshelf

(http://stuff.santharia.com/santhworld/lorehold_main5a.gif)

Characters:
A Ximax Rat

Lorehold Cellar

(http://stuff.santharia.com/santhworld/lorehold_main5b.gif)

Characters:
Gamoren Brewer (Alchemist)

Lorehold Winecellar

(http://stuff.santharia.com/santhworld/lorehold_main6e.gif)

Characters:
Nolan Drinkbrewer (Inventor)
Terrek Jurswanskan (Tavern Owner)

Lorehold Alchemist Courtyard (accessible from cellar)

(http://stuff.santharia.com/santhworld/lorehold_main5c.gif)

Lorehold Southwest Tower (Construction)

(http://stuff.santharia.com/santhworld/lorehold_main5d.gif)

Characters:
Mithwurt Bachim (Construction Overseer)

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Title: What can I do?
Post by: Artimidor Federkiel on 25 May 2007, 19:18:46
What can I do?
Helping hands are always needed. You can provide the descriptions for own rooms, put in characters and give them dialogues or even expand the map whenever it seems reasonable. The Lorehold project is one of the very first Santhworld projects, so we try to keep it simple and open for new developers.

If you want to help, make sure to check out what has already been done. Enter Santhworld (http://www.santharia.com/santhworld/santhworld.htm) and type GO TO LOREHOLD to access the module. Walk through the rooms that have already been integrated and search for a room that hasn't been done yet. You can also look at the maps on this page to get an idea where you can go, which rooms are already done and which aren't.

If you want to work on a room or have ideas where to integrate what, just reply in this thread stating which room you want to do and what ideas you have. Try to familiarize yourself on how to describe rooms and what is important when you do dialogues, and then - once you got the ok - go for it!

Write your texts in any word processor (see details below), then just post finished room descriptions and dialogues in this thread. Your project leader will then integrate your rooms and dialogues, and soon you'll be able to play through "your" rooms and to talk to "your" characters as part of the whole module.
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Title: How do I make Rooms?
Post by: Artimidor Federkiel on 25 May 2007, 19:20:20
How do I make Rooms?
It always helps to actually walk around in Santhworld (http://www.santharia.com/santhworld/santhworld.htm) first to see how rooms are supposed to look like when they are finished. Based on that you'll learn how to do rooms rather easily.

Here's what a properly defined room should contain:

Room Name
- Provide a unique name for your room whenever possible. This will be displayed on top of the room description once you enter a room.
- Some generic rooms might have the same names, like "Lorehold, West Corridor", but whenever possible try to avoid this to help the player to orientate.
- Examples:
Quote
* Lorehold Entrance
* Mage's Laboratory
*Prosperous Farmhouse, Kitchen

Room Description, LOOK
- Describe briefly what the player sees in the room.
- If there exists a picture you want to use, please specify!
- This text will be displayed if you enter a room and if you type LOOK.
- Try to keep it short, so that the player doesn't have to read through lots of lines in order to get to the important parts.
- Make sure that the room descriptions are independent from the fact when a player enters a room. It could be that the player enters the room for the very first time or that he/she hasn't visited the room before already. However, the same description is displayed, so try not to assume that you know when the player enters that specific room!
- Suggest new objects/keywords in the description, and then expand on that. So whenever you have more to describe in a room, let the player examine things by offering a new keyword instead of describing it with all the details immediately. - Example:

Lorehold Main Hall, Center
Quote
You are standing at the heart of the Lorehold Library, surrounded by four Cyhalloian snow white columns. Right in front of you is a huge square oak table, approximately three peds in length and with a two peds breadth, decorated with three golden candleholders. It is covered by all kinds of things.

Nearby is the sage Artimidor, who seems to be busy with working with the material spread on the table, right now checking out a map.

It is not necessary to describe what you can see on the table or on the map in detail in the room description. The boldly marked keywords tell the player what he/she can investigate in next. If it is an object this can be examined, if it is a person the player can try to talk to it. Just put the descriptions for these keywords into the text fitting to commands like EXAMINE TABLE, EXAMINE MAP etc. - this way the player will learn everything about the room, but only if he/she investigates more.

Object Description, EXAMINE [OBJECT]
- Suggest new keywords for objects or persons to examine already in the main description of the room.
- Write the text that you get once you examine that object.
- You can of course suggest further keywords the player can investigate in in such an object description.
- Example:
Quote
EXAMINE MAP
You look at the map overing most parts of the heavy oak table. You recognize the outlines of the Santharian province of Manthria with all major towns and villages carefully added in manually by a talented artist.

Here and there a tiny needle pins down small notes near certain locations.

EXAMINE NOTES
It seems Artimidor has marked various locations with these notes, its researchers and some tasks to keep track on progress. Some tiny letters are scribbled on these small scraps, which you could try to read.

Action Description, [COMMAND] [OBJECT]
- Special commands should have their own texts as well. Such commands are for example: READ, CLIMB, DESCEND, SEARCH, CALL, SIT ON, KNOCK ON etc.
- Example:
Quote
READ NOTES
You look at some of the notes. They read:
Keep Mistrash - Grunok, entry due early Singing Bird
Shady Grove - Arceon, confirm reports on bandits
Shrine of Baveras - Talia, check further details
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Title: How do I make Characters/Dialogues?
Post by: Artimidor Federkiel on 25 May 2007, 19:22:08
How do I make Characters/Dialogues?
Here as well we recommend to play some dialogues in here (http://www.santharia.com/santhworld/santhworld.htm) first to understand how the system works. Dialogues work pretty much the same way as rooms do - you talk to a character and get new keywords offered (in rooms you get objects to examine). These keywords you can ask the character and get more keywords, until you have talked about everything with that person.

When you do a character, make sure to cover the following texts:

Character Name/Job
- Provide an exact name of the character.
- Provide the person's job, or at least a rough idea of what the person is.
- Examples:
Quote
* Name: ARTIMIDOR FEDERKIEL, Job: New-Santhalan Sage
* Name: ALYSSE THE LIKELY, Job: Kuglim Tribeswoman
* Name: GEOFFREY BAIJONAN, Job: Young Mage

Character Description, LOOK [CHARACTER]
- Describe what the player sees when looking at the person.
- If there exists a picture you want to use, please specify!
- Example:
Quote
You see a man of well-educated looks in his early sixties, with brown eyes and still partly dark hair, wearing the scholarly ruff as is common for notable scholars in the kingdom.

Also quite characteristic of that particular sage are a slight sceptical frown on his forehead and the three-day beard, as obviously sages prefer to dig in dusty books instead of making a regular acquaintance with a straight razor.

TALK TO [CHARACTER]
- This is the text the player will see if he/she addresses the character.
- Try not to use a greeting in this text, as there is an own GREET keyword.
- Example:
Quote
You approach the sage, noticing that he is constantly mumbling something to himself into his beard, then rolls his eyes to contemplate a thought further. Finally he writes a few more lines down.

As he sees you, he makes a final note on his scroll then bows and bids you to step closer.

- Once you address a character by TALK TO [CHARACTER], four keywords are automatically added to the topics list: GREET, NAME, JOB and BYE. These are the keywords which need to be covered at all persons to make a consistent dialogue.

GREET
- The player greets the character
- Keep in mind that the character the player is talking to doesn't know whether he's talking to a he or a she. Keep the dialogue neutral therefore!
- Example:
Quote
Artimidor nods back to you. "Welcome to you as well, my dear visitor, to the humble University of Lorehaven! I hope you enjoy your stay in this temple of infinite wisdom, right at hand in the middle of Lorehaven, this very traditional Manthrian port." He smiles. "What can I do for you, friend of wisdom?"

NAME
- The player asks the character about his/her name
- Example:
Quote
"Why, Artimidor of course, Artimidor Federkiel. Sage and Royal Archivist of his Highness the Santhran Tiandor, may the Twelve bless his reign. At your service!"

BYE
- The player finishes talking to the person
- Example:
Quote
"Farewell for now," Artimidor says, "I'm sure you'll be back again to quench your thirst of knowledge. Until then." With that he returns with his eyes to the map on the table, then starts scribbling again on his scroll.
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Title: Is there some advanced Development Stuff I could try?
Post by: Artimidor Federkiel on 25 May 2007, 19:23:05
Is there some advanced Development Stuff I could try?
Sure there are some things. Special features are constantly expanded, allowing you to do a bit more than just regular stuff in rooms or dialogues. Here are some of these features:

Combobox Usage
You can make dialogues more interesting by letting the person the player talks to ask questions as well, which the player has to answer by specifiying "Yes" or "No" or any other customized answer possibility. In that case comboboxes are used, where the player can select an option. Comboboxes can have several answer possibilities, so you're not limited to two options.

If you want to use a combobox, make sure to write different continuations of the dialogue for each answer. This is also a good way to make a dialogue branch, by suggesting new keywords in a branch, that the player wouldn't get when choosing the other option.

Example:
Quote
The boy continues: "I'm playing about that priate. Lyllek or something, don't know his right name. He hid his treasure at the grotto out there."

Pinn points to the sea to the northeast. You cannot make out anything in particular though that looks liks a grotto.

"You don't see it from 'ere," the boy continues. "Too far off. - Haven't you heard about that pirate?"

YES
You nod and Pinn smiles back at you. "Cool story, eh?"

NO
You shake your head.

"Everyone in town knows that tale," Pinn says, not believing that you don't know it. "Go to one of the storytellers here in the village and they'll tell you! It's a big story, I tell you!"

Comboboxes are also used e.g. when a bookshelf is examined and there are 4 books to look at. One then might ask the player which of the books he/she would like to read.

Picture Switching
During a dialogue or object descriptions you can switch between different pictures. Just specify when you want to change the displayed picture.

E.g. when someone shows you a waterfall by saying "Look up there!" In case we have a picture of that waterfall we can now display it (Flash can do some fancy stuff as well, like scrolling BTW when displaying pictures). Once the dialogue continues, we'll switch back to the dialogue partner.

Picture switching is also effective if you talk to a character and another character standing close by has to add something to the discussion. In that case we can display a picture of that person while throwing in a comment, and then go back to the main dialogue.
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Title: What is not possible to realize with Santhworld?
Post by: Artimidor Federkiel on 25 May 2007, 19:24:07
What is not possible to realize with Santhworld?
Santhworld is a program that develops as we go along and add more stuff. Right now it enables players to walk around, to talk to characters and thus to learn more about Santharia as a whole.

Not yet possible:
- Manipulating objects permanently
- Taking things
- Display a different room description based on a condition
- New keywords popping up in dialogues based on prior actions

Planned Features:
- The possibility to move around by clicking at arrows at the map
- Randomize function that displays different text
- Greeting texts according to the player's actual time
- Conditions
- Basic Inventory
- More commands

Santhworld might also have problems here and there, don't hesitate to report them. Problems are collected and fixed as soon as possible, providing time allows it. If you have further ideas, let us know as well here on the Forum.
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Title: Re: Santhworld - The Lorehold Project
Post by: Alysse the Likely on 25 May 2007, 23:10:55
Okay, will work on this.

I don't have time to tackle it all right now, but a name could be the Library's Music Room, as Alysse is picking out musical material here.  I doubt they'd have more than one.

Alysse


Title: Re: Santhworld - The Lorehold Project
Post by: Bard Judith on 26 May 2007, 00:47:03
That is really helpful, Artimidor!  With such in-depth detail I can now decide even more specifically what I'd like to happen in the rooms I'm writing.  Knowing what's possible and what's not makes it much clearer to picture and then write down a series of events, too...


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 26 May 2007, 14:55:51
The project is now also faster accessible from the left side menu under Masterplans/Projects.


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 28 May 2007, 03:25:39
I've finished the Mage's room (easternmost room) now, room and dialogue of mage Geoffrey - and uploaded it. Map above is also updated. The two other small rooms in the hall I've done (east and west from the center) don't need much mentioning, but they also display proper texts now.

With Geoffrey starts part 1 one of some sort of quest  as you will see, the second part is not written yet, so telling Geoffrey that discovered word that he demands doesn't prompt you with an answer from him yet. But he'll send you on another mission then...

For testing purposes the primer graphics were also already integrated. You can find the primer in the upper nortwest (close to Alysse's cat rooms, northern room). The room isn't made there yet (will be a children themed room). But you see the keyword PRIMER and you can already type EXAMINE PRIMER there and then READ PRIMER and go through the pages to look at the graphics. Guess the pics turned out pretty nice put into a book. :) Don't worry about the "Undefined" text there, but this room will be completed next. And it will also feature lullabies to discover and Alysse's heroic Scrap bedtime story... ;)


Title: Re: Santhworld - The Lorehold Project
Post by: Alysse the Likely on 28 May 2007, 04:00:20
Here's the updated version of Alysse's room, there's more interactivity now and a few new possibilities to ask about.


You enter a room that has rows of high bookshelves, filled with heavy tomes and scrolls.  A dusty smell is in the air.  You see no-one, but can hear paper rustling a few shelves away, suggesting that somebody is there.  Perhaps you should explore more thoroughly…

EXAMINE ROOM, (or LOOK ROOM, or whatever)

Shelves of blue corded scrolls surround you on almost all sides.  They appear to be largely music, but you have no idea how they are organized, so you don’t really want to move anything.  The room has a rather gloomy feel, though a skylight overhead gives a bit of light.

RUSTLING

You can still hear a rustling sound and step around a corner to encounter a tall, dark young human woman.  She is looking through a scroll, and has a small pile of them beside her on the floor. A glass-enclosed lantern sits on a nearby shelf.

LOOK ALYSSE (EXAMINE if you prefer)

The young woman is lightly tanned,  lean but not unpleasantly so, and quite tall for a human, perhaps two or three palmspans below two peds.  She has long dark hair and eyes of a striking amber brown colour, almost gold in the lamp light.  Though not classically pretty, she has an interesting face.

TALK TO ALYSSE

The young woman turns from her scroll to look at you, long hair swinging around her shoulders.  She gives you a quizzical, almost challenging look.

GREET

“Hello,” you say.  “I’m just exploring this area.”  A swift smile darts across her face. “Be welcome here then,” she says.  “ I thought, when hear you I did, that another librarian you were, to try chase me from these treasures.” She looks scornful.  “Always fussing they are, for certain.”   She tosses her head and stamps one foot lightly, making you think of an impatient racehorse, anxious to be off and running.  Her accent is intriguing, with a slight roll to the r’s and a sibilance to the s’s.

NAME

You introduce yourself.

“Alysse”, the young woman says.  “Alysse the Likely.” 

LIKELY

"The Likely?" you ask.  "That's an odd surname."

Alysse laughs.  “They say of me, back in New Santhala,  that almost anything I am likely to do.”

ANYTHING

"Anything?" you query, raising your eyebrows.
"Almost anything," Alysse corrects you swiftly. "There are some things I will not do."  There is a slight edge to her voice, in spite of the smile, and you decide it would be unprofitable to continue that particular discussion.

NEW SANTHALA

“You’re not from around here, then.” you suggest.  Alysse shakes her head.  “No, too warm it is here for me, a Northern barbarian I am.”  There is a mischievous smile on her face.  She continues, in an overly solemn voice, “You know, from beyond the Tandalas?  Those wild Kuglimz horse maguses.”  You suspect that she is teasing you a little.

MAGUS

“So why is there a ‘wild Kuglimz horse magus’ in Lorehaven?” you inquire, amused in spite of yourself.
" Well, work I have here now to do, helping researchers, studying, writing and such things, but here I do not live."

JOB
 
"What exactly do you do here?" you ask.
“Oh, a researcher for the Compendium I am,” she says easily.  “Right now a friend I am helping with his work, he does not move so quickly, and I, well, swiftly can I move if I chose to.  The sage Artimidor, you may have met, he asked us to come and we did agree.  A lovely place, Lorehaven is, even though hot. And the university here, so much learning!  The amanters, the jewel crafters, the smiths…so interesting it all is!”  Her eyes are bright with enthusiasm as she scoops up her scrolls to continue working.

BYE

You recognize that she is trying to finish her work and politely take your leave of her.

“Fare well,” she says.  “May the All’Mother bless your path.”  She flashes you another quick smile and returns to her task.



Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 28 May 2007, 05:04:15
Okeydokey, Alysse - I'll get to integrating it tomorrow :)


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 28 May 2007, 19:49:14
A nice job you did, Alysse, and on the site the room already I uploaded! Master Yoda is also pleased with your language... :lol:

But seriously: Very nice interactivity now, very enjoyable - the east side of the Lorehold really has some life in it already - love it! :D


Title: Re: Santhworld - The Lorehold Project
Post by: Alysse the Likely on 29 May 2007, 22:56:49
Thank you!  It's so nice to be appreciated... :)

Shall I start thinking about another room?  I know I shouldn't be greedy here, but there ARE quite a few available.  Perhaps the central rooms (along the corridor where Artimidor is located) should all be large study halls, similar to the one he's in.  This would be a good place to locate more people--possibly Faugar sketching by a window, maybe a half-orc worker (there's a larger population of them in Lorehaven) carrying some heavy boxes of books for somebody, a couple of Avenorrian merchants studying a map to determine trade routes (we could post the Nybelmar map there even!) That sort of thing.  We really should have an artist in there, maybe he/she could be the person to explain the Lorehold coat of arms?   


Just some thoughts,

Alysse


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 30 May 2007, 03:46:45
I'd be happy if you do another one, Alysse! We can't have enough - should we really have too many people developing rooms (no worries at the moment :grin:), the Lorehold can be expanded endlessly to harbour lots of more ideas. ;)

Concerning the central rooms: The thing with the central rooms perhaps is that we should give the player some walking space as well. If you look at the Nepris region for example, this is built like a journey. Room - room - sign - room - room - Pinn character - etc. Most text adventures are built that way that you have to go through a few rooms in order to discover something, which you can examine and use etc. Or the single rooms don't contain that much. So what we should try to avoid a bit is to put in something major in every room, it doesn't hurt that there are relatively uninteresting connection rooms or rooms that contain little to examine - actually it helps the game to keep the flow.

So if we'd go for more large study halls in the center we risk to fill the center and the border rooms together too much. Due to the design of the hall this is partly our own fault as you cannot explore it in a more adventurous way as you can Nepris for example. But that's why I made that ladder e.g. I would recommend to make a little passageway (not much description when you go down) to a cellar room. There a gnome could make experiments (we have two gnome pics) - plus Nolan, the Svaq inventor. Don't know where Arceon is, he wanted to do Nolan.

But the rest of the things you mentioned is great - there are many pictures we can use as well. Maybe Dalá can give autgraphs somewhere... :lol: The pic would fit nicely to the Lorehold. And where's Gean? We have a nice illustrated bard, so he should be around! Faugar of course as well. Putting a second person into the central room studying the Manthrian map would also be possible... The Avennorian merchant from the tribe entry also has no name yet and could be around. Don't worry about picture backgrounds, that's easy to adjust. Well, we have lots of options and various pics to integrate.

Feel free to pick something you think could do, Alysse, and I'd be happy to integrate it! :D

P.S. More people helping out are still needed!

Small updates regarding the Santhworld program:

- Preliminary work (export from editor) regarding maps has been completed. The Flash part (how the map is actually interpreted by the program) still needs to be done. This is a bit more complicated, but overall shouldn't be tremendously difficult methinks. Will last a while till I can get to that.

- Quellion made some progress with the interface design, but other important commission stuff got in the way, so it will last a bit until we can add more graphics to the interface.

- Improved the parser a bit, so that it now ignores redundant data (like "the", "at", "for", more such words to be added to the parser code). This was not in the first versions and might sound a bit useless, but actually makes the program much more accessible. The program basically interprets only two words like "EXAMINE STATUE", now it can also interpret "EXAMINE THE STATUE" or "GO TO THE NORTH", "GO TO THE LOREHOLD". Even more important is that certain two word commands the user might type unintentionally like "LOOK AT STATUE" can be intepreted correctly. "LOOK AT THE PORTAL" is possible now, "CALL FOR MAID" equivalents "CALL MAID" and makes sense to the program. Or you can now use "TALK WITH ALYSSE" instead "TALK TO ALYSSE", and "TALK ALYSSE" is also understood. And so on. This still needs a bit more fine tuning, but in general it is very helpful.


Title: Re: Santhworld - The Lorehold Project
Post by: Gean Firefeet on 30 May 2007, 05:31:27
You don't know how hard it is to just sit and watch... and not being able to plunge into it... oh dear holidays where art thou? :sigh:

But what I read of it everytime is  :number1:


Title: Re: Santhworld - The Lorehold Project
Post by: Alysse the Likely on 30 May 2007, 07:05:07
Here's a room for the gnome picture.  Any suggestions?

Southwestern Hallway  (I don't think there's anything here yet--it's Room 23 that I have in mind for this, though you can always change that.

You are in a wide hallway. The walls are inlaid with mosaics of attractive buildings, on a large scale. As you admire them, you notice that something seems odd about one of the doors depicted.  Perhaps you should look more closely…

EXAMINE DOOR

You move closer and discover that this is an actual door, cleverly integrated into the artwork.  You turn the handle to discover that it is unlocked.  A small stairway descends here.  You can see light coming from below but hear nothing.

DOWN

You descend the stairway.   The door in front of you is partly open.

Cellar  (or Alchemistry Room, depending on how many cellar rooms we end up having, I guess)

NORTH

You are in a long, low room, barely two peds high. From a couple of small windows closer to the ceiling you can see a small courtyard within the Library.
One corner of the room is particularly well lit, with glass sconces.  The rest of the room is rather dark.  There is a door on the darker side of the room.  A table on the far side of the room contains a complex arrangement of alembics, phials, retorts and other alchemical equipment, connected by narrow tubing of some sort.  A sweetish heavy scent is in the air here.

LOOK DOOR

The door is locked.  However, you see an archway near it that you hadn't noticed earlier, to the east.

LOOK ARCHWAY

Through the archway you can see a narrow corridor, which turns a corner after a few steps.

(If you go EAST) You are in a narrow corridor. To the east,  it slopes upwards and you can see an exit outside into the courtyard.  To the west is the Alchemy room.

(Here, typing EAST or UP should get you into the garden)

COURTYARD  (or ALCHEMIST GARDEN)

You are in a small enclosed courtyard.  There is a garden here, growing various herbs and flowers in lush profusion.  A stone bench is located along one wall, ivy curling up behind it and twining coyly around the legs.  There is an entrance to the building west of here, sloping down into the cellar (Perhaps other rooms might connect to this as well, later.)

SIT BENCH

You sit on the bench.  It's nice to have a chance to rest your legs.  The air is warm and a light breeze brings the many sweet flower scents to you.  It's very pleasant here.

(You just retrace your steps then, the reverse commands should bring you back to the Alchemy room.  Either WEST or DOWN should work here.)

LOOK TABLE

The tangle of equipment on the table is emitting faint hissing and bubbling sounds. Beneath the table is something resembling a tiny stove, with the stove pipe going up through the table to end beneath a large glass flask about half full of gently bubbling dark liquid.  It seems to be a distillation of some sort.


LOOK CORNER

You move towards the corner.  A gnome is seated at a small circular desk, inspecting a variety of glass alembics, which contain several different potions or elixirs of some sort.  He seems to be making some sort of tests, holding the containers up against the light and examining them closely.  As you watch he takes a hearty swig from one, smacks his lips, and smiles.

LOOK GAMOREN

The gnome is typical of his race, bald but with a short dark beard and dark eyes.  Liberal wrinkles surround his eyes and lightly furrow his forehead.

TALK TO GAMOREN
The gnome sets down his flask hastily and glances up, saying,  “Did you bring those…Oh! You’re not my apprentice…”  His voices trails off as he stares at you, looking rather befuddled.

GREET

“Hello,” you say. " Uh, I’m just exploring the Library.”  You introduce yourself.

NAME

“I’m Gamoren Brewer. Is there anything I can help you with?  Because I’m rather busy, you see.”

JOB

You say, “I was wondering what you do here.”
“Oh, I make various preparations.  This, for instance, ” he indicates an alembic, “is a fever brew, made from Tareptail leaves. Aside from medicines, I also produce flavouring mixtures for the Lorehold cooks, special beverages,” he winks at you, “and so on. Plenty to do here, all the time!”  He smiles at you, apparently believing this to be a subtle hint.

ASK DOOR (I'm not sure how to phrase this, maybe it should just be DOOR?)

"What about that door over there, where does it go?"  you inquire.
Gamoren looks cross.  "That is my pharmacopoeia.  I don't allow people in there," he adds quickly, in case you should ask.

BYE

You decide to let him be and bid him farewell.
“Goodbye,” he says with evident relief and bends industriously over his alembics, examining them ostentatiously.  As you move away, he surreptitiously takes another drink from his flask.

UP

You ascend the staircase, taking care to shut the door as you leave.


Gotta go now , see you later!


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 31 May 2007, 06:13:16
@Gean: Well, I hope that we can plan your character in, we could use him! :)

@Alysse: This looks cool as well, Alysse, and makes things a bit more interesting exploration-wise, don't you think? Could use some more keywords here and there and perhaps some stuff in the room to examine. And a room name. But the rest is fine :) So maybe if you have a minute or two to spare you might still add a bit, and then it's ready to go, along with the gnome picture. :thumbup:

In the meantime I made some further works regarding the automap, and I guess it's safe to say that with a bit of additional time put into it, the map should be integrated by the weekend in a basic form. It won't win a beauty contest as the rooms will be represented in standard squares (3x3, visited room in the center, connections to rooms from all these 9 shown rooms) and the connections will be done with simple lines, but it will be functional. Artistic touches can wait. You'll get a much better idea then where you're going and the directions won't occupy topic space. Most likely old and new topics will be shown in one topics list only, the old ones being moved to the bottom, seperated with a line. Something like that. At any rate, I guess we can look forward to seeing the mini-map integrated :)




Title: Re: Santhworld - The Lorehold Project
Post by: Alysse the Likely on 31 May 2007, 11:05:11
That sounds great, Art--we could use some sort of map so as not to get lost :D

And I've added a couple of things to the room.  Some alchemical apparatus, a bit more dialogue--see what you think.

Alysse


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 01 June 2007, 03:29:04
Thanks for the update, Alysse! :D Maybe I'll add something here or there as well upon integrating, or make the cellar a bit larger, so that there is a bit to investigate - even if there are only locked doors. They could always be opened later :) - Will integrate our gnome during the weekend, oncé the map thingy is completed.

Actually the basic automap functionality is now already 100% done (basic walking, all directions, all rooms), I can walk around in the Lorehold and in Nepris, and now it's really quite difficult to get lost... :grin: What such a little helper can do!

Still to be adjusted is the design - at least a bit, could use help of an artist, though this is not really so important. Up and down indicators are still not included as of yet. Maybe exists could also be marked (where you enter another level/part of a module). But all this is really minor compared to the fact that there is a map now - especially the fact that the directions are now gone from the topics list is a great, making things much more arranged. You just have to look at the map to know where you can go from there. - Much, much later a clickable compass might follow - but right now this is not really a necessity.

Official map version will be uploaded in the next days, so stay tuned.


Title: Re: Santhworld - The Lorehold Project
Post by: Alysse the Likely on 01 June 2007, 08:25:40
I"ve added some more things to this--you can actually explore a bit more now.  Perhaps we have a garden scene somewhere, that might fit?

Alysse


Title: Re: Santhworld - The Lorehold Project
Post by: Miraran Tehuriden on 02 June 2007, 21:56:35
Additions in yellow

Room #17 Entrance to the courtyard.

You stand before a closed set of doors, bearing the word "Courtyard" on each door. From the small slit between the doors and the floor you can just make out the faint shimmer of daylight. Is the time fixed on a certain point in the Lorehold? if not we can just remove this line.. The walls and floor of this part of the Lorehold are bare, with no paintings or tapestries as many other halls have, but for a large rugged mat before the gates, probably used to wipe the dirt from your shoes before entering the actual building.

look doors
These doors are looking quite sturdy. The old, dark wood has been reïnforced with steel bands, and a large lock can be used to seal this entrance. Oddly enough, the key is still in the lock. Maybe they are not supposed to keep curious visitors out of the courtyard, but keep something in instead?

Open(enter?) doors
You try the key, and find that the doors are not even locked! A slight pull is enough to cause one to swing open, and you step outside. Move PC to Courtyard


The Lorehold Courtyard
The sound of water splashing in the fountain in front of you creates a serene mood as you look upon this beautiful garden. Various flowers and decorative bushes line the surrounding walls, and four doors can be seen, one in each direction.

Look Fountain
This fountain, made from pure white marble, is truely a work of art! A large basin, shaped like an opened rose over two peds wide holds a pool of crystal clear water. In the center, two life-sized statues of white marble represent the founders of the Lorehold, Eduaros Klinsoran and Shalian of Ximax in their epic battle with the Sea Dragon, who rises above them, carved from a dark grey stone, and with a great stream of water flowing from it's opened maw.

Look Garden
It seems this beautifull place is closely tended. There are no broken twigs or brown leaves anywhere, and flowers from all over Sarvonia fill the air with a sweet perfume. The hum of the malises visiting the flowers ceaselesly surrounds you.

exam Perfume
All kinds of different smells mingle into one haze of sweetnes, strong enough to make you a bit light in the head if you approach some of the flower beds. One kind of rose in particular seems to have a strong perfume.

look rose
This is, as the small label next to the bush explains, the magical R'unorian Rose LINK!, which changes color according to the emotions of those near it. Several Malises cicle the bush, and whenever one lands on a rose, it slightly changes color!

Look Malise
You look closely at one of the Malise as it lands on a rose. It's quite small, and appears to be covered in a soft fur. As you carefully reach out to touch it, the frightened creature turns, and delivers a painfull sting! You jump back, and as the Malise flies after you, you run to the far side of the Courtyard to escape!Move player south.

This malise event will open up aditional dialogues once you can enter the stables too, but that's not going to be available in the verry near future.



Look Doors
Four sets of doors lead from the Courtyard to other parts of the Lorehold in the North, East, West and South. Above each door an inscription can be found, clarifying what lies beyond.

Look West
The western door has a large flower painted on it's center. Above it the words "Lorehold Greenhouses" are chiseled into the stone arch. However, a large wooden beam keeps them tightly shut. Obviously they do not want you to enter.

Look East
This door is heavilly fortified, you doubt even a battering ram could break through the steel plates placed on it's exterior. In the arch above the doors the words "Lorehold Stables" can be found. A large chain holds both halves together tightly, and there does not seem to be a way to remove it.

Look North
The northern door is actually opened. You didn't need the helpfull "Back Exit" from the stone arch to see this way leads out of the actual Lorehold area.

Look South
This is the same door you used to enter the courtyard from the Lorehold halls. It has slowly swung shut again, but you can still use it to get back to the Lorehold.


Room description fo the south part of the courtyard
Courtyard path
Lined with all sorts of pots and containers, this path leads northward to the center of the Courtyard, and back to the Lorehold Halls on it's south end. A faint clatter of water can be heard in the distance from bewind the veil of twigs hanging from a large Weeping Willow that shields the actual courtard from your view.

Look pots
Dozens of flowerpots are lined up along the path, most filled with saplings, although some support fully grown flowers and small bushes. A tiny set of tools is stacked up neatly inside one of the larger ones. Perhaps there are Brownies somewhere in this garden?.

Look willow
This is a very old tree, it's shape carefully adjusted to fill the entire passage to the north with it's dangling twigs. It is in good shape, as are all plants you can see, and the path seems to lead right through the veil of twigs.

search willow
You closely examine the willow, and before long you discover a small wooden plateau secured tightly amongst the upper branches. As you observe it for a while, a small, brown-skinned figure appears on the edge, waves at you, and runs off along a branch, dissapearing within mere moments. This must be where the Lorehold Brownies live!This is a hidden feature, that will have a clue attached to it once the Greenhouses are opened.


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 02 June 2007, 22:25:25
Ok, the automap is now uploaded. As usual you can check it out here (http://www.santharia.com/santhworld/santhworld.htm).

The map is displayed in the bottom left and will change if you move through the rooms. Just enter a module to view it, e.g. by typing GO TO LOREHOLD or GO TO NEPRIS. Especially if you check out the Nepris area you'll see the advantages of the map, as this area is pretty much spread out (the Lorehold is a building and thus symmetrical). Just move around by typing in direction commands.

Important note: Topics are handled differently now and old and new ones are shown in a single textbox, seperated by a line. The old topics are at the bottom once you ask them. Direction commands have been eliminated completely from the topics list. The automap now dictates what directions are possible, so you have to use the map now for navigation. :)

Note as well that directions like up and down are displayed in the map. The central diamond changes to an up or down or an up/down icon if you enter such a room. The diamond design and the arrows perhaps should still be changed from the design to vector based graphics, because the resizing of the movie might make these icons look ugly at times. Resize the movie a bit to make them look better for now (the smaller the better)...

@Mira: Yeah, courtyard sounds great :) Looking forward to additions!

@Alysse: I've started integrating your rooms and added a bit here and there - perhaps we make two rooms out of the gnomish lab? Now that the map is finished I can get back to integrating more.

Anyway: What is a bit strange to me is that the player descends into the cellar and meets the gnome and just below the Lorehold there's a garden according to your room design...  :shocked: That seems quite impossible unless your Alchemist Garden is some sort of underground thing. But it isn't described that way. Know what I mean?


Title: Re: Santhworld - The Lorehold Project
Post by: Miraran Tehuriden on 02 June 2007, 22:28:16
No map yet, although the direction commands are gone..


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 02 June 2007, 22:30:09
Refresh your browser cache... Or press Ctrl + F5 when viewing the page (IE) to get the Santhworld movie anew from the server. And make sure to enter a module. The text on the bottom left should read "Area Automap".


Title: Re: Santhworld - The Lorehold Project
Post by: Miraran Tehuriden on 02 June 2007, 22:31:37
not working.. i tried "refresh" a dozen times as well...

edit-> awww.. "poke Artimidor" doesn't work :P


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 02 June 2007, 22:34:02
It's uploaded, and works from here. You could delete the santhworld.swf file from your temporary internet files... - Anyone else who doesn't see the map?

Or use the URL http://www.santharia.com/santhworld/santhworld.swf and refresh that.


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 02 June 2007, 22:42:21
For all those that have problems, here's another URL, that will work 100%:

http://www.santharia.com/santhworld/santhworld2.swf

But this URL exists only temporary so that you see it. It will not work long term. Let me know if it works and if you can find the way to the Nepris Laboratory properly via the map.


Title: Re: Santhworld - The Lorehold Project
Post by: Miraran Tehuriden on 02 June 2007, 22:53:43
the second link works perfectly..but even after having that version loaded, the first link seems not to function properly.. oh well..


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 02 June 2007, 22:56:30
Well, the second link is technically a new file. The other links to the file with the same name that was just substituted. Maybe there are proxy settings preventing the download of a slightly modified file.


Title: Re: Santhworld - The Lorehold Project
Post by: Alysse the Likely on 03 June 2007, 01:05:10
Oops.

The corridor in my mind had stairs going up but I didn't write them! Aaaaarrgh, I can't believe I did such a dim-witted thing.   :rolleyes:

Sorry, I will change that.  It just seemed to make sense to me that the Alchemist would have an accessible herb garden available so I put it in--but for whatever reason, didn't add the stairs in my mind's eye.

(still shaking head at self)  This is what happens when I don't get enough sleep.

Okay, back to work...


EDIT:   I decided to do a ramp instead of stairs, so added a slope upwards into the garden.  Now you should be able to get into it (once you enter the corridor) by typing EAST or UP, and back into the corridor and Alchemy Room by typing WEST or DOWN.

I tried the map--works just fine for me.  This is great, Art!  Much easier to keep track of where you are headed now, at least for visual types like me. :)  Thanks!


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 03 June 2007, 21:45:57
The way I understand it, Alysse, the garden is out in the open, on ground level. That's fine, providing we make it accessible to the west, because you need to remember that we are coming from one level above. If you put it east, then the garden is - despite the stairs - at the same level as the Lorehold, and as such (if one square equals a room), exactly in the Lorehold Main Hall. Know what I mean? - You have to envision putting the levels on top of each other and keep it consistent.

So if that's ok with you I just change east to west and that takes care of it :)


Title: Re: Santhworld - The Lorehold Project
Post by: Alysse the Likely on 03 June 2007, 22:32:07
Okay.  I sort of envisioned it as being a little space in between, but I guess the room scheme doesn't work that way. I don't really understand the technical side of things.

I apologize for making more work for you.  (looks guilty)

Alysse


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 03 June 2007, 23:24:23
Yeah, as you can see on the minimap "rooms" (or let's say: walkable locations) require the same amount space. So if you want e.g. to create a longer corridor you'd need to split it up, in say, three rooms, and these could have exactly the same description ("You're in a corridor leading east and west."). - Know what I mean? ;)

Here there's no trouble at all as we just let the slope go up after following a little corridor to the west, so don't worry - I'll handle things if there's a problem somewhere. :D


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 04 June 2007, 02:47:14
Ok, our gnome is in as well. :) Note that I had to do some room adjustments so that things fit, here and there a description was also changed, and the gnome sits now in an own room. It's better to split things up in several rooms so that you don't have staircase, dialogue partner, door etc. all in one room - give the player the opportunity to explore a bit. So I applied that here. You can try to go north now as well at the closed door and receive a funny message :) - Hope you like! Thanks to Alysse for the rooms!

Two more things:

Santhworld is now an own Santharian subdomain, so you can access it through

santhworld.santharia.com (http://santhworld.santharia.com)

Links to the normal file - so if you still have problems with that, Mira, you should use your other URL.

Also: As the Lorehold grows, don't forget that we can already at this stage implement simple quests. These quests can work at the moment only that you learn a new specific keyword somewhere that you can ask someone. But from there a lot more dialogue can result with the person. Here's an example how I realize a quest with 3 steps:

- Geoffrey tells you in the normal dialogue that you need to find the Primer if you want that he tells you more about magic. To prove that you have found it, he wants the last word from the book.
- The player will find the primer in the children's book section, and will find the word "Zyloth".
- Now the player goes back to Geoffrey and uses the keyword "Zyloth". Now Geoffrey will talk more. He'll be not very happy that you actually found that primer and are going to persue him more. After 2-3 more keywords he will tell you that before he can explain you some magic he needs to know where his assistant is as he needs some important information from him. Or more precisely: What book he's reading, as he needs to ensure that they don't do the work twice.
- The player will be able to examine the rat's book and will get one single keyword from that.
- The player walks back and tells the keyword to Geoffrey. Geoffrey is even more irritated that you'll keep him from his work and will ask you a last question: He doesn't believe you that you found his assistent, so to prove it he requires the assistant's name.
- The player will have to find out the rat's name and tell this to Geoffrey.

Note that some more hints will of course be dropped in the Lorehold somewhere to point the player in the right direction. But if you're extremely clever however you already can guess the rat's name... ;)

Anyway, this is to illustrate how simple errands without altering environment can work and make walking around in the Lorehold a challenge for the player. For example the gnome might require you to look up something, ask a person something etc. Just some pointers what is possible in order to keep the player occupied :)


Title: Re: Santhworld - The Lorehold Project
Post by: Miraran Tehuriden on 04 June 2007, 02:56:44
This link works fine for me Art!


Title: Re: Santhworld - The Lorehold Project
Post by: Alysse the Likely on 04 June 2007, 21:44:55
So is that rat's name Rumpelstiltskin? (giggles)

This sounds like fun!

Alysse.


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 04 June 2007, 21:55:43
No, it isn't... :P Actually you can shake hands with Mr. Wedl, a colleague of mine, who suggested just that as well... :grin: It's difficult at the moment, though, without further hints.

Actually I've written quite a bit of dialogue on the Primer thing with Geoffrey and you can discuss a few funny things with the rat now, so that the first part of the quest is pretty much done now. I've enjoyed that part, it's quite entertaining - will be uploaded this evening, hope you'll like as well!  :cool:


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 05 June 2007, 03:17:23
Ok, I've made some updates now as promised this morning.

Tell Geoffrey now the primer keyword he wanted to know, and the rest develops from there. Which means: There's more to talk to Geoffrey and the rat now (in the rat standard dialogue first) and of course once you mention a keyword that is not immediately listed. You can also examine and read the book the rat is reading.

Geoffrey now has only a placeholder answer as of yet if you tell him the keyword that completes this second quest, but you can already complete it that way.

At any rate, I hope you enjoy - I had a lot of fun when writing it up...  :grin:


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 07 June 2007, 01:33:29
Ok, 2 more things to report:

- I've now converted the problematic small map graphics to vector based pictures, so that they look fine as well when you resize the movie.
- The Geoffrey missions were further expanded, so that it should be possible now to be able to guess the rat's name and complete mission #2. The reward (the teaching of the Xeuágram) is not in yet, but you should have some more fun trying to find out the rats name. If you've played through the first mission already, just ask Geoffrey about that keyword you found out and things continue from there.

In order to progress with this second mission I've integrated two items you can find in the otherwise not yet written Dining Hall (just northwest of Geoffrey) and one in the center north (2 rooms above Artimidor), which will be the Lorehold Administration room. I plan to put Dalá in this room, and the Warning Note you find there should be one of her works. I tried to write it a bit Dalá-esk, hope you get a few laughs out of it.

There are a few keywords now to which Geoffrey can respond, I guess there are three all in all. These are simply things that are related to Geoffrey and about which you can try to ask him (not very difficult to find out). One of those actually gives a very clear clue as for the rat's name if you ask Geoffrey about it. Well, you'll find out hopefully.

Added in were also the commands PET and STROKE, so you can try PET RAT for example, so there's some text as well.

If you think that the program should react to something and it isn't in yet, let me know. For example I think the rat should have to say something about the word GEOFFREY, so this I'll add for sure.

Hope you have fun and good luck with discovering the rat's identity! :)

P.S. Should this part still be considered too difficult, we can add in more clues. But some very basic clues are in already now.


Title: Re: Santhworld - The Lorehold Project
Post by: Miraran Tehuriden on 07 June 2007, 03:48:16
The Courtyard has a first version! Much is to be added later on, but this version should be usable already... I'm particularilly fond of the fountain :P


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 07 June 2007, 04:01:58
Very nice - I will see to integrate what you have made soon. Here and there of course I need to adjust things a bit to make it work the way Santhworld functions. E.g. LOOK DOORS will probably give you a combobox, and from there you can choose which door you want to look at, as LOOK SOUTH for example won't work. But this is just technical stuff.

Don't know precisely now which room we've said is #17 (don't see that anymore) - guess it was the middle one, which I now sketched as Lorehold Administration. Well, we can move the entrance to the courtyard to the current primer room and move the primer room further south e.g., shouldn't be a problem :)


Title: Re: Santhworld - The Lorehold Project
Post by: Miraran Tehuriden on 07 June 2007, 04:18:25
It doesnt realy matter of course, you can switch the directions any way you like..


Title: Re: Santhworld - The Lorehold Project
Post by: Bard Judith on 07 June 2007, 12:37:07
Art - if you answered this already, I apologize: between the fine balancing act required to keep pain levels down and alertness up, and the fact that we are now right in the middle of exams, I'm not too coherent...

But can we 'reward' the player with external links?  For example, at the completion of one of the mini-quests we could have something like this:   'You step out onto a balcony which overlooks the beautiful fields surrounding Lorehold, with a view of the farmlands on the horizon and a dimly-seen forest off to the right.   You have earned a well-deserved rest, you think, as you settle onto one of the balcony seats to enjoy the view...  (Click here to download a Santharian desktop background!)"

Let me know if this is possible and I'll look round the site to see if there might be some pictures we could use for such a 'reward'!



Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 07 June 2007, 22:55:44
@Mira: There are a few things to mention regarding the rooms:

- The Lorehold Main Hall is only the front part of the Lorehold, so the building has wings and a back side etc. If we follow Alysse's suggestion, it looks that way:

(click on image to enlarge)

(http://stuff.santharia.com/arbaon/engineer_small.jpg) (http://stuff.santharia.com/arbaon/engineer.jpg)

This is meant to just illustrate that a courtyard area (on this picture we'd have even two seperate areas) would be a much larger area to walk through. It wouldn't already end with a northern door where you could exit the Lorehold. This could easily solved for now by just making a gate there that leads further in, but we don't know where to.

I also always recommend to let the player walk around a bit. That's why I've added for now one room between the southern door and the courtyard. It's always good to let the player walk around a bit in filler rooms, so that once he/she arrives in a room with more action that this is a bit of a reward for walking around :) There are now only three doors in the courtyard therefore.

- The statue surely is nicely described - I'm just not sure if we should put an Artimidor statue in there. At least he's still quite alive (just a few peds further south), and that might be a bit of an Artimidor overkill, know what I mean? Maybe it could be another scholar, related to the Lorehold?

- I've integrated the rooms so far - of course it's all locked at the moment, so additions to that would require adjustments of existing rooms.

@Alysse: Ok then, let's use the Engineer picture for the Lorehold. The southwestern tower could have a spiraling stair up. I'll see to get a larger version, then we can also put it into the Lorehold entry.

@Judy: I've checked and links are definitely possible. It's also possible e.g. to use another colour in the text, say, green to represent special messages in the text - like links to detailed entries if you're reading a book somewhere. Or perhaps to add to a player's score, e.g. "[You gain +500 experience.]". The latter would still require the possibility to save, deal with variables etc. Links and colours also first need to be supported by the editor.

The problem with the desktop backgrounds is that they wouldn't be related directly to the game. A player could also earn a musical piece for downloading. We could offer Word files for stories perhaps?

We should also not forget how important it is to push interaction at these kind of games: With the Geoffrey quests I try to keep things in-game. This intentionally so, in order to give the characters life. Geoffrey and his rat aren't just extras standing around - you get to know these characters - you have to walk around, return to them, build a relationship. The reward of teaching you the xeuágram is a natural deduction from that concept, so I'd prefer in-game rewards over external links for the sake of interactivity, or at least a combination of sorts.


Title: Re: Santhworld - The Lorehold Project
Post by: Alysse the Likely on 08 June 2007, 00:15:09
Why not a statue of the founders, Eduaros Klinsoran and Shalian of Ximax?  That would make sense.  They're the human mage couple that founded the library back in around 750 B.S. when they willed their books to the library after their deaths (see the Lorehaven entry for more info)  That would be a nice project for somebody to do.  I envision the two of them together, perhaps Eduaros seated in a chair reading and Shalian standing behind him, leaning over his shoulder to peer into the book as well. (They were noted bookworms!)  But that's just my idea and if somebody wants to do this, they don't HAVE to use this stance.

They also got rid of the Sea Dragon that was destroying the port, so they are experienced mages (i.e. probably not that young)  I would guess that the statue would portray them as maybe being in their forties or fifties?  Mature older adults anyway, not beautiful young teens.  Aside from that, I've no caveats on the statue or statues (they could each have their own if the artist prefers, for that matter.)

But Artimidor's statue wouldn't likely be in Lorehaven--remember, he's just visiting there.  If he has a statue, it'd probably be in New Santhala, where he lives.

That's my two sans, anyway,


Alysse


Title: Re: Santhworld - The Lorehold Project
Post by: Miraran Tehuriden on 08 June 2007, 01:42:49
The statue was not meanth seriously.. and we can deviate from the actual Lorehold in Santhworld, can't we? I reckon Alysse will not be there much, as she rarely even visits New Santhala..

And yes, i was aware of the courtyart seeming to be quite small, and would fix that eventuially.. but i thought you wanted each area to be one square on the map, and have the size on the ionside of these vary.. (L-space :) )


Title: Re: Santhworld - The Lorehold Project
Post by: Alysse the Likely on 08 June 2007, 02:44:51
Alysse lives in New Santhala, Mira, she's usually there.


I was serious--why not a statue of the founders? If you don't care for my suggested pose, maybe you could incorporate them in an ornamental fountain style, having them defeating the great Water Dragon or something like that.  That'd be pretty neat!


Alysse


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 08 June 2007, 02:48:58
Founder statue would be nice, yep :)

Of course such a game doesn't need to reflect the actual Lorehold a 100%. That's why it's a game - if we take it too seriously it wouldn't be any good and creativity would drown in the attempt to reach perfect accuracy.

The rooms need to be split into actual walking space. The Great Hall in the Lorehold is one room in reality and dozens in Santhworld. So distances need to be converted into rooms, even if these rooms don't contain any stuff.


Title: Re: Santhworld - The Lorehold Project
Post by: Miraran Tehuriden on 08 June 2007, 07:29:54
Updated the rooms yet again, adding a nasty surprise to the garden, changing the fountain, and writing a room with a secret for the courtyard path!


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 08 June 2007, 19:23:56
Okeydokey, looks like nice additions as far as I can see, will be up soon, Mira! :D

Maybe we'll expand the path even further by one room to give the player some more walking distance and we don't have objects in every room (like the Willow). Plus if we have more space, this is always good in order to have room if we have some more ideas in adjacent rooms, you know.


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 09 June 2007, 03:24:54
Seems you had fun doing these rooms, Mira :) And so had I when integrating them - they are already up now, with one filler room between the door and the willow... - BTW: The developer code is GOTO LOREHOLDFOUNTAIN to teleport magically to the fountain room if you don't want to go through the whole Lorehold...

Concerning the Brownies idea: This is great...  :grin: You know, we have two pictures of unnamed Brownies in their races entry (http://www.santharia.com/races/brownies.htm) (the ones in the grass, the other is Greybark), which we could use for some funny dialogues. Don't know your plans as of yet, but these two would make nice graphical additions for sure!

Lovely job, Mira - the gardens now really develop :)

P.S. Hey, people, don't forget to try to follow through with Geoffrey's quests, so that I know if the little riddles are solveable, or where the problems lie. I need some input there.


Title: Re: Santhworld - The Lorehold Project
Post by: Miraran Tehuriden on 09 June 2007, 03:55:52
The general "Brownie storyline" would be along the lines of -enter the greenhouses, talk to the Master Gardener, he mentions there are brownies in the gardens, and he needs one to solve problem X for him.
-you go find the brownie's living quarters, and 'activate' a brownie, who walks into the spare garden path room
-you go there again, figure out that after Search Willow, Search Brownie might work, find the brownie, and have a nice dialogue, in wich he tells you the solution.
-you take the solution keyword to the Gardener, he awards you with something pretty from the gardens, end of quest.

The malise-sting 'quest' will take place through a talk to someone from the Stables, who will probably send you to some sage or healer to tell you how you can soothe the malise sting. In reward for telling this healing secret to the Stable person, he will teach you how to Soothe Malise. Use the Sooth Malise command instead of Exam Malise, and you get to touch the malise without being stung, with a drop of sweet honey as a final reward..

edit-> i just tried both rooms (they work nicely by the way) But could you swap the Willow room with the first garden path room? That way, the malise sting can send you two rooms southward (far corner of the garden, after all) and it would make the location of the brownie more logical once i write those dialogues.


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 09 June 2007, 04:07:57
Willow room moving: Ok, will do so soon, a bit of the description will have to change for that due the fountain that is already heard in the willow room. But I'll get to that.

The little quests you've sketched also sound like very good ideas - would love to see them realized indeed! :thumbup:

BTW: If you describe greenhouse and some plants etc. - have a look what kind of pictures we might be able to use. I'm sure there's something here and there the player could examine...


Title: Re: Santhworld - The Lorehold Project
Post by: Alysse the Likely on 10 June 2007, 10:14:58
Hi, Art!

There's no rush on this, but we should probably get an updated version of the map at some point so that we can see what rooms still need something.  Maybe sometime this week after the update?  I don't mean to hassle you or anything, but the development is proceeding relatively rapidly and it's not always easy to keep up.

I'll be happy to write up a couple of small descriptive "filler rooms" if you want them, like hallways and such.  More "secret passageways" like the door in the mosaics might be kind of fun.   Or I can work on the roof entry, unless someone else wanted it. I'll check the Manthrian map to find out which wall might have mountains  visible in the distance behind it--we need to get the geography right too. :)

I am hoping to try the quest with Geoffrey but need a larger chunk of uninterrupted time than I am currently able to attain right now. (!)  We are also having trouble with our Internet connection being unreliable, so that doesn't help either.

Well, I'll post this before it goes down again (I hope!)


Alysse.



Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 10 June 2007, 15:16:04
Ok, Alysse... I've just updated the maps, take a look...

Two additions in the legend part:
Green ... Rooms that currently send you back to another room (either intentionally, or because we definitely plan a proper room there later)
Note: Rooms with an "X" marker represent up/down possibilities

You see three red rooms in the main area. These are rooms where I have already placed some items to go with the Geoffrey quests (primer, Dalá & warning and an announcement).

Any additions would be helpful, be it filler, secret passages or roof :) Our main goal in general should be that the main hall is completely walkable, so that - once we have the finished interface design - we can already put it officially on the site. Then we can still add in more, be it in existing rooms (more dialogue, things to examine, quests, internal/external rewards) or add new rooms.


Title: Re: Santhworld - The Lorehold Project
Post by: Alysse the Likely on 11 June 2007, 02:43:02
Wow, the Lorehold is really getting big!

Ok, I will try to get the roof written up soon.  Could the mountains in the background be those small hills to the south (unnamed on the Manthrian map)?  They're really too small and unimpressive to be the Griffin's Marl, which is the only mountain range relatively close by.

And Judy--which Thergerim clan would these be?  Do you have any suggestions?

Alysse


Title: Re: Santhworld - The Lorehold Project
Post by: Bard Judith on 11 June 2007, 11:36:39
So sorry:  I promised to post this ages ago and didn't as it was at the office.

Hope I'm not too late, Artimidor!    Here's a proposal for the  division of Kitchen and Dining Room, based on Mira's inspiring first work...  the Scullery has already been implemented, right?

---------------------------


DINING HALL

As you pause just inside the door, your first impression of this large space is the variety of people who fill it.    Long tables and sturdy benches are pushed end-to-end to form rows which run nearly the length of the room, and most of the benches are full of diners, who are chatting merrily amongst each other.  You would like to OBSERVE more closely, so you walk into the room between two of the tables…


OBSERVE:  A constant stream of people seems to be entering and leaving the hall by three of the four doorways.   The mouth-watering smell of roasting fowl, scented with herbs, drifts towards you as you take a deep breath.   The clangs and tingles of colliding tableware can be heard even over the chatter. 

All through the area long tables can be found, most seats now filled with the diners, who are chatting merrily amongst each other.  PEOPLE keep rising, leaving, moving back into empty spots on the benches, carrying trays of steaming food or returning emptied trays to long shelves along the (north) wall.   A pass-through, or aperture cut into that same wall, obviously looks into the kitchen.  Indeed, even as you watch, the dirty trays vanish through the opening so quickly you cannot see the busy hands which must be whisking them away.


LOOK PEOPLE:  This is possibly the most diverse crowd you have ever seen! Although many are humans of the various tribes of Santharia, there is a fair number of Elves, a few Dwarves, and at a specially-constructed table near you a trio of Brownies are having their dinner!

Most of them are probably scholars and researchers of the university, but there are also a couple of mages, their cloaks embossed with the seal of Ximax.  One, though his back is turned to you, is clearly of the orcen race, his broad shoulders making his human friend look slight next to him, and his shaggy hair tumbling down over his red tunic.  A golden-haired Bard seems to be entertaining her friends at one end of the same table, drawing both admiring and irritated glances from fellow diners.

KITCHEN

This room is filled with a haze, whether smoke from the giant hearths or steam from the many kettles and pots seething at them, you cannot determine.  It is also fragrant with the smells of food being cooked: boiling porridges, roasting meats, grilling vegetables, frying weep-root and simmering sauces… your mouth waters as you stand and sniff.

It is also full of people bustling hither and thither, carrying stacks of used dishes, nearly-empty pots, steaming cauldrons, and the like.  A potboy is taking the dirty trays from the pass-through into the DINING ROOM and vanishing into what must be a SCULLERY on the (east) wall.  Sub-cooks hover over their respective hearths and stoves, frantically stirring or tasting their dishes.   Various servants seem to be attempting to put together trays of food for their absent masters who are obviously too busy to come to the dining room, while vexed serving maids are waiting for replenishment of their breadbaskets and waterjars.

The most noticeable person in the room however is of much smaller statue. At the center of the hustle, a HOBBIT stands on a broad table, shouting directions at the kitchen staff.  His tenor voice cuts cleanly through the noise, with little wasted effort.  As you watch, you see that the lines of movement in the kitchen swirl around him and vary as he dictates; despite the atmosphere of seeming chaos, this small man is in complete control…




Title: Re: Santhworld - The Lorehold Project
Post by: Bard Judith on 11 June 2007, 11:39:36
Oh, and I promised  Dame Sausade in the Pantry, right?  Give me ten minutes and I'll get that done too.... I'm between exams right now and have two hours for R & R... :)


EDIT:   Ok, so I don't have two hours.   My boss (Director of the English department) came in and we had to discuss the new office furniture and subsequent layout of the office.  And now I have to go get some lunch quickly!   

Pantry will come later!  xxoo, Judy


Title: Re: Santhworld - The Lorehold Project
Post by: Alysse the Likely on 12 June 2007, 03:29:45
Just a quick comment--your orc mage wouldn't have shaggy hair, the male Volkek Oshra orcs are bald.  Beards, yes, head hair no.

But to make you feel better, I wouldn't have known that either if I hadn't looked them up a couple weeks ago for my female orc mage student elsewhere in the Lorehold.  :hug:

Alysse


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 12 June 2007, 03:41:17
Ok, I have now merged Judy's room descriptions with Miraran's kitchen concepts. Some things of course had to be changed a bit, as they were written before I've set up the guide and didn't go with the "room descriptions need to be independent when the player looks at them".

Anyway, Dining Hall and Kitchen are now complete, and I've placed Dame Sausade's character in the Pantry. Having her definitely in the Pantry now, I've adjusted the dialogue of Hubert, our hobbit a bit, as so far he didn't think her to be in the Lorehold. Now he knows, and well, look for yourself :)

Mira's willow room was also moved as was asked.

@Judy: The Pantry room would be great to have, with Dame Sausade in it. Suggest to integrate the cheeses pic here as well and let the player taste or something...

@Alysse: The mountains on that map can only be the ones at the south of Lorehaven (see Manthrian map), they are not named however. As for the dwarves: I assume the Mitharim for now at the entry, simply because these are the only Manthrian dwarves we have.


Title: Re: Santhworld - The Lorehold Project
Post by: Alysse the Likely on 12 June 2007, 05:19:42
Thanks, Art, will write it up that way!

Alysse


Title: Re: Santhworld - The Lorehold Project
Post by: Bard Judith on 12 June 2007, 07:43:08
Quick note:  Yenneth needs to be moved out of the kitchen and back into the dining room...


Title: Re: Santhworld - The Lorehold Project
Post by: Alysse the Likely on 12 June 2007, 07:49:34
A quick first draft for the roof...

(From the SouthWestern Tower)

There is a long spiralling staircase going upwards here.  It seems to terminate in a trapdoor high above you.

UP

You reach the trapdoor and push it open.  You can see blue sky above and faintly hear voices.

UP

The Roof

You are standing on the south-western side of the roof of Lorehold, facing west.  A trapdoor leads down here. There is a distant small mountain range to the south and you can see for strals in all directions.  The only building taller appears to be Lorehaven’s Eye, the great watchtower by the harbour,  though a few other buildings come close. 

In front of you a long wall stretches.  There are a number of people working on this wall.  After your eyes adjust to the sunlight, you realize they are dwarves, together with a few half-orc types carrying heavy loads of bricks, large metal beams, and tools.
An overseer stands a few feet away, his back to you, intently studying a scroll, which appears to be a construction plan.

LOOK OVERSEER

The overseer is a typical dwarf, short and heavily bearded, with long hair caught back in a tail.  His back is to you.

TALK TO OVERSEER

The dwarf turns in some surprise, staring at you with a perplexed expression under beetling brows.

GREET

You introduce yourself and explain that you are exploring the library.

“Oh, hutpu, not another one!” the dwarf growls crossly.  “How am I supposed to do anything with all these pakerimeron about?”  He takes a deep breath.  “I beg your pardon, but I have been tried to the limit today by those gerrezteron wandering through here, getting in the way of my workers and generally hindering progress.  You look intelligent, for a…”

“A gerezteron?” you suggest with a smile, since it is obviously a derogatory word.

The dwarf has the grace to flush.  “Well, I was going to say kegertheren, that is, um, human, in your tongue.  And, uh, it would be gerrezt, but you would oblige me by not repeating that word.  As I was saying, you seem reasonably bright, I trust you will not disturb the work we are doing.“

NAME

“I am called MithWurt Bachim”, the dwarf says proudly.  “A good name for one such as I.”

GOOD NAME

“Um, why is that?” you ask, curiously.

“It means something like a crafter of ore, one who builds with stone or metal”, the dwarf explains. “And that is what I do.”

JOB

“What are you working on now?” you wonder aloud.

 “I am supervising the construction here,”  MithWurt informs you.  “Normally the Thergerim prefer not to work aboveground, but, well, we Mitharim are on good terms with the Avennorrians—some of us teach at the smithery here—and it pays well, this work.  We are building some new rooms along here”. Turning, he bellows at someone. “Danalus!  DANALUS!  Bring those beams to HiinRuhnt’s group, he needs them!” A hulking half-orc hefts a gigantic metal beam across his shoulders and moves in the indicated direction.

MITHARIM

“What does Mitharim mean?” you ask.  “Stone workers, or something like that?”

MithWurt flashes you a rare broad smile. “Close.  Mitharim translates literally as ‘metal folk.”  We do a lot of stone and metal work.”

BYE

You decide to let him get back to work.  “Thank you for taking the time to speak to me, Master MithWurt,” you say.  “I appreciate your patience with me.”
“Oh, it’s nothing,” the flustered dwarf  responds hastily. “I apologize for my previous ungraciousness to you.  Farewell.”
He turns back to his scroll and starts calling out more orders to the busy workers. 

(If you try to go WEST)  If you go that way, you will get MithWurt seriously annoyed with you.  Perhaps it might be safer to go another way?

DOWN

You climb through the trapdoor.

DOWN

You descend the staircase and return to the southwest tower room on the main floor.


How does it look?


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 13 June 2007, 04:45:20
- Ok... The main map has been updated again, you see a few small changes there. See below.

- I've also integrated your rooms already, Alysse, so go ahead and explore...  :grin: If you want to add more, you can still do that of course. Hope the Thergerim is fine with Judy, because it is all very well done and adds a nice touch up there! Alysse, you're really becoming a pro in Santhworld developing - you haven't forgotten about a thing...  :thumbup: :clap:

- Side note: We have a Lorehaven picture that shows town and the tower, which is probably what you see if you are on the roof and look to the east (east because you can see the tower already from a room as you perhaps know). So we might put a keyword up there and a bit of a descriptive text :)

- Yenneth was moved into the Dining Hall now.

- I've added in the corridor filler rooms in the NW, so that the study rooms are now surrounded with walkable, though unspectacular rooms.

- I plan to add a famous celebrity in the central room with Artimidor: Graven Rohbert do Sauvrij of Fief Mashdai (maybe we'll adjust that name a bit now to an Avennorian title), a famous patron and appreciated philanthropist as he is mentioned in the Ranks and titles entry - we've got a portrait by Judy!

- I've moved Dalá's rooms one square southward. The idea behind this is that the Lorehold building (the way it is depicted) probably has a main hall and then has an east and a west wing, that come together further back. The west wing corridor we've sketched already, there you find the study rooms. The way we've made the kitchen now doesn't allow to expand an east corridor. So I plan to make an east corridor possible by moving further north from the Dalá point and then moving east. Building will look a bit irregular, but for adventurers that's the most interesting option anyway. Hope that's fine with you.

- I also will change the handling of displayed room pictures a bit. Whenever a character dominates a room, I will show that character as the room picture. See e.g. the Dalá room. Also already in the Sausade room. It's the same as with the rat room. No need to show the standard Lorehold room there. I also plan to split the Geoffrey room and let him sit in a smaller room south of the current room. Reason: To be able to have two room graphics for two different room - one for the main magic room, and the other one for Geoffrey's room. The more room graphics, the more diverse and interesting the whole thing looks upon walking through it :)


Title: Re: Santhworld - The Lorehold Project
Post by: Bard Judith on 13 June 2007, 11:25:43
Aaaaaaaand..... here's the promised Pantry!

Because you can only access it through the Dining Hall, but you may or may not have explored the Kitchen yet, I have integrated various references which can provide either hints or cross-references to those other rooms, such as 'Hubert' and 'taenish'.  Enjoy!

----------------------------------------------



PANTRY

A windowless stone-walled room is made even smaller by the slate shelves which line every wall and crowd closely up to the doorway.  Your first impression is of FOOD everywhere…

LOOK FOOD

Foodstuffs of all description fill this small room.   The slate shelves are full of bowls draped with cooling cloths, sealed boxes, and covered baskets.  On the floor larger baskets hold tubers, weeproots, drying garlick, carroots with their feathery tops beginning to wilt, and other vegetables.  Those huge wax-covered rondels must be cheese wheels.  Beside them stand glass jars, also sealed with wax; their murky contents seem to be assorted preserved fruits, pickles, conserves, and… are those eyren floating in spiced vinegar?  You dearly love a pickled egg from time to time…

A short, plump figure with a sort of bonnet covering her puff of white hair is seated near a recess where a number of comestibles are hung to dry.   The strings of dessicated berries, herbs and spices frame her homely face quite effectively.

DAME SAUSADE

This elderly woman wears a simple dress with faint stains on its bodice, sleeves, and front.   Two bright eyes peer out of a wrinkled, smiling face, and the silvery hair is escaping from its old-fashioned cap.   She seems to be preparing something, with a bowl and knife in her lap…

GREET

She returns your tentative nod with a generous grin and an inclination of her head.  “I’m Dame Sausade ... ‘Dame Sausade’s Cookboke’, you know,” she offers, glancing at your face and clothing as if to take inventory.  “And you must be a traveling scholar, mustn’t you?.   You look hungry.  Are you hungry, child?”    Her motherly tones and expression takes any offense out of the title, and certainly she could almost be old enough to be anyone’s mother – or grandmother…

HUNGRY    “Er, yes.   We scholars are always hungry, as you have guessed,” you say deprecatingly.   “I’ve been looking around and there is certainly a lot to see at Lorehold.  One does work up an appetite quickly here…”

She smiles at you.  “There’s plenty to eat, too, you know.  You can always sneak into the kitchens and ask Hubert – he’s the masterchef here – for a little dainty if you catch him in the right mood, not too busy, isn’t he always?.”    Her hands are busy with the bowl and knife as she talks.

PREPARING    “What are you preparing, if I can ask?” you say, watching her work.   
“Oh, I’m making some taenish stuffing – fruit forcebread, you know.  Hubert wants to show off because I’m visiting, aren’t I, and the Hold is busy today.  So here I am helping out with my own receipts – funny, isn’t it?”

TAENISH
    “Well, I smelt something rather marvelous out there – rather like taenish roasting, but so savory…”   
You pause for further description and she cuts in, her face beaming.    “That would be my Roast Taenish with Fruit Forcebread.  It’s one of the most popular receipts in my Cookboke, you know.  If you’d like to know how to make it, just ask!   Everyone loves it.   I’m sure you would too, wouldn’t you?   Oh, dear, I’ve got to finish peeling these or we won’t have enough for a fourth batch of the forcebread…..”

OBSERVE

You notice that this grandmotherly woman has a funny, almost childish quirk to her speech.  She seems so certain of herself, and yet there is an endearing fragility to the way she seems to seek confirmation by adding her favorite expressions to every sentence or two.   You resolve to look up her ‘Cookboke’ in the Lorehold library as soon as possible and read through some of its receipts…


RECEIPT   (this can pop up the relevant page in the Cookbook OR I can simply copy the text as if Dame Sausade is telling you how to make the Taenish Forcebread.  Let me know.)

BYE

     “You seem busy, like many of the people around here.  I’d better let you keep on working.   It was nice to meet you!”
     She giggles almost girlishly.   “But of course, you as well, wasn’t it?   I do have a lot to do, you know, so I’d better keep on or Hubert will scold me, the dear man.  He does care about his cooking!   Do try some of the taenish – the third batch should be ready about now, shouldn’t it….”    She goes back to her work, hands flying expertly over the fruit in her lap, as you turn away.



Title: Re: Santhworld - The Lorehold Project
Post by: Bard Judith on 13 June 2007, 11:36:10
And since I have another half-hour before giving a make-up exam, I'm going to dash out a couple of 'filler' descriptions...


PANELLED HALL:

This echoing space is unfurnished but given a rich air nonetheless by the extensive wooden panelling from smooth floor to arching ceiling.    Somehow the artisans who designed the panels have managed to give common pine - revealed by its distinctive grain - the hue and depth of polished adlemir wood.  The fragrance of cinna floats in the air from the small but elaborate chandeliers, with their 'drops' and 'cascades' of rock crystal, and their scented malisewax candles.   Your footsteps echo on the stone-flagged floor and reverberate from the panels.   

On every second panel or so are hung ancient oil paintings, mostly portraits, but here and there a landscape or still life to relieve the eye of all those dusty glowers.   You think that most of them would benefit from a good cleaning and then hastily change your mind: who would really want to see some of those expressions MORE clearly?


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 13 June 2007, 18:23:18
Absolutely great additions, Judy! :number1: Doing nice rooms must run in the family... :lol: Having not much to do at work today I've already prepared the two rooms locally, so that they'll be all up this evening. Some things were not according to the scheme, as it needs to be ensured that the main keywords are covered (JOB and NAME were missing e.g.) and that all keywords you mention are triggered by other dialogue parts, e.g. OBSERVE wasn't referenced elsewhere. But don't worry, I've filled in the gaps and/or split dialogues accordingly. :) Added in a few more lines as well where I thought them to be appropriate, and made the HUNGRY keyword into a Yes/No combobox selection.

Wooo-hooo! The east side is really nicely developed now!! :clap:

2 more things:
- Concerning the receipt for the taenish: I've put that book on the table and Dame Sausade points you to it, though she doesn't want you to look up other recipes. I'll handle that with a picture and appropriate text.

- The cheese is only briefly mentioned - not enough to justify the usage of the cheese picture. Idea therefore: Why not make an own room, let's say to the north of the Pantry, called "Cheese Storage". In this case we'd have a picture for the room itself, not just an aspect of it. And the player could EXAMINE CHEESES, get a few cheeses presented in a combobox, and get some info from the cheeses entry. The player might as well taste a few :)


Title: Re: Santhworld - The Lorehold Project
Post by: Alysse the Likely on 13 June 2007, 22:42:36
Judy, your descriptions are making me hungry!   :D

Thanks. Art! 

After the line (in the description section) "you can see for strals in all directions" can you add, "Behind you, to the east, the main city of Lorehaven stretches out towards the coast."

Then, if the player actually tries to go east, we can add something like, "Um, you can only go that way if you can fly."

Or (for more interaction) "it's a long way down.  Are you sure?" the response "no" brings you back to the original description.  The selection "yes" will get you, "You step off the edge of the wall.  Your descent is abruptly halted by a gigantic half-orc type, who hauls you roughly back and sets you down facing the other way, with the admonition, 'No go that way! You fall!'  Under his breath he mutters something that sounds suspiciously like 'reefwit!' (a popular Avenorrian insult.)".

Then you return to the original description.

What do you think?



Title: Re: Santhworld - The Lorehold Project
Post by: Bard Judith on 14 June 2007, 00:51:40
Ooooops!  I forgot all about the cheese picture - and I even drew it... (blushes)  Ok, will work on the "Cheese Room" next...

And Alysse, I think that last paragraph is completely hilarious!  Can we pleeeeeese do it, Arti, pretty please?


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 14 June 2007, 04:15:37
:lol: That orc idea really is funny... It reminds me of that Monkey Island adventure scene in part 1, I think. Anyone played that and still remembers?

Short summary: Hero Guybrush stands on a cliff and the player investigates a loose stone there, and he falls down the cliff, disappearing from the view of the player. Then a message box appears (an allusion to the old Sierra games): "You have fallen to death. Do you want to load a saved game or start over?" While the player still decides Guybrush comes flying up again (there was a rubber tree as he explains later), and the message box changes to: "Erm... Actually, you can't die in this adventure. So why is this message box here anway? We'd better get rid of it!" (or something similar) - and so it disappears. :lol:

Anyway, it is all in now in the Lorehold... Everything that has been mentioned above:

- Alysse's hilarious tower "suicide attempt" description
- Judy's Pannelled Room is in
- Judy's Dame Sausade (with some Artimidor additions) is in
- A picture for the cookery book was added
- The cheese Room was positioned, pic is there already
- Geoffrey's room has been split in two, descriptions were adjusted
- Alysse's sentence at the tower description she pointed out was added in
- On the tower you can also look at Lorehaven now, so there's a pic as well

Yeah, I guess that's it for now. Updated map will follow at the weekend, will add some more myself - right now the automap helps you to find your way anyway :) - Hope you enjoy :D


Title: Re: Santhworld - The Lorehold Project
Post by: Alysse the Likely on 16 June 2007, 02:27:18
Not to be a spoilsport or anything--but WHY would we have a cheese room in the library?  Maybe a general cool room for storing food in, but I can't see one specifically dedicated to cheese.

We can still use the picture, of course, because there are other things in it than cheese, and just call it the food storage room, or cold cellar, perhaps.  Then maybe if we have any other pictures of food--dried fish, baskets of fruit or vegetables, that sort of thing--we can add them too. 

What do you think?  Sorry for being so nitpicky.


Alysse


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 16 June 2007, 02:59:35
Well, maybe because the Lorehold is the cheese center for the secret society of cheese enthusiasts (SOCE), led by cheese friend Artimidor and the Marcoggian Graven, who's here not "just for a visit" to seek wisdom maybe... We also know that Faugar likes cheese delicacies (I'm sure he is around somewhere), so there's no need to deny it anymore. You've uncovered our conspiracy, Alysse!  :shocked: :P

Er... Actually I've only put the picture there as of yet and titled that room due to the lack of a better name. And because if the picture is used for the room, what is shown on the image should be a prominent part of the room. If we'd have pictures of vegetables, dried fish etc. I would even suggest to make further rooms, because the player then gets lots of different pictures displayed just by walking through them. The pictures we can display that way, the better, I'd say. If we don't have other food pictures, it doesn't need to be titled the "Cheeses Room", but cheeses should play a key part in that room. - Know what I mean?

Other rooms that now have the person pic as the room picture are: the F'ash room and the Gamoren room.

Children books room to come tomorrow!


Title: Re: Santhworld - The Lorehold Project
Post by: Alysse the Likely on 16 June 2007, 05:39:07
 Oh, Art!   :lol: 

Childrens's books?  Cool!  Are we going to have some titles that are readable there?(besides the primer, of course.  It's beautiful, BTW!)  That would be fun.

Alysse


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 16 June 2007, 17:54:25
Yep, Children Books room is already in now, and there's a nice selection you can read in this room, be it Counting Rhymes, Aunt Sannie's Babetales, Lullabies, Bedtime Stories and of course the Primer.

Three more pictures were also used here (aside from the Primer pics) - the Fisher-Rat, a dragon at Dogrim and the Dragon and the Rimmrunner.

We'd also have two of the lullabies in MP3 format, so there'd be a possibility to add external links. I'm still investigating however if I can communicate from Flash with an external JavaScript playing MIDI background music on demand and made some preliminary works there. If that would work I could switch musics at any point in the movie. This method wouldn't allow fade outs and the musical quality is of course then is heavily depending on the quality of your soundcard (unlike MP3s), but slower connections can deal with it then as well. We've used MIDI at other movies as well however, so that would be the primary choice. We can't convert Wren's voice to MIDI however... ;)


Title: Re: Santhworld - The Lorehold Project
Post by: Bard Judith on 16 June 2007, 22:34:25
The rooms look great and are getting more interesting all the time!   The children's room shows a great deal of work and is absolutely right - something that should be at the centre of a library and lorehold SHOULD be a bunch of things to read!

A couple of ideas/critiques:

"Lullabies" should read:   "This tiny book is bound in soft toccon, coloured Santhran violet, with some golden ornamented letters painted on it..."

Also, while I love how you've amplified Dame Sausade's lines to give her more information, could you give me her full dialogue so that I can 'sausadize' it?  She has a very distinctive speech pattern which I'd like carried through on the extra paragraphs you wrote (the content is great but I'd just like to adjust the style) - and I can't copy and paste from the Santhworld interface.

In the "Rhymes"  and "Lullabies"  - great and fun way to use the interface! - can you change the subheadings to say 'collected by Bard Judith' rather than just 'by Bard Judith'?  Or other bards, like Gean...   And perhaps one of them could be 'collected by Yenneth' - whom we've 'met' inworld!   It makes it more realistic for the player, and we don't need to give credit for every thing included within the Santhworld universe (like each picture or quote for example) as it's really a fun joint project.


Pictures:  While you are 'reading' the 'Lullabies',  may I suggest a crop of my Mage with Monkeys?   I can send you a clip that shows just the tree, the twilight sky, and the blue 'fireflies' looking like stars.     It might set the atmosphere and be a bit more interesting than the default picture.   For 'Counting Rhymes', how about Talia's mischievous little girl, with a bookedge frame around her?  Or do we have any other children  - Pinn is obviously used elsewhere - ?    The "Bird Sonnet" can surely be illustrated with one of our pretty birds (Haloen, Psittae, etc.)....

I had a lot of fun 'exploring' the new additions!





Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 16 June 2007, 23:03:59
Ok, let's get to it:

- Fist of all: The development maps were updated (see beginning of thread), reflecting the status quo. Up/down arrows were also added now.

- "Lullabies": text adjustments - done.

- "Lullabies" & "Rhymes": subheadings changed to collected by, either Bard Judith, Yenneth or Gean Firefeet, to have some diversity.l

- Further pictures: Yes, there are a bunch of more possibilities. I'll see what I can still add.

As for the mage with monkeys: Correct me if I'm wrong, but this one still isn't officially on the site, right? What was the hold up? Still needs tweaking? Could we try to get this one up? - Coren? And there's another picture of a mage Coren wanted to have up, the one where we used the hand for that finger weapon... This one also isn't up, but I guess it's only a formality, or? - At any rate: Send me that picture/crop again you have in mind, then I can use it here at least already!

Talia's Mimi pic is also used in the Nepris area (currently no dialogue for that one, though), but it can be used here again. Hmmm... Upon looking through pics I also found that pic you made of Drogo's son. As it won't have such context if I put in Lullabies, it could work. I'm not sure though. Would you consider that as problematic?

A bird I'll find for sure somewhere as well, stay tuned. :)

And here for Sausadization (as long as it does end in a Sausade, not Sausage)... - just mark changes in colour:

LOOK AT SAUSADE
This elderly woman wears a simple dress with faint stains on its bodice, sleeves, and front. Two bright eyes peer out of a wrinkled, smiling face, and the silvery hair is escaping from its old-fashioned cap. She seems to be preparing something, with a bowl and knife in her lap...

TALK TO SAUSADE
The elderly woman wipes her hands in the apron, then turns to you, hand on her hip.

GREET
The woman returns your tentative nod with a generous grin and an inclination of her head. "Nice to see a new face here in the pantry!"

NAME
"I'm Dame Sausade... 'Dame Sausade's Cookboke', you know," she offers, glancing at your face and clothing as if to take inventory.

"And you must be a traveling scholar, mustn't you? You look hungry. Are you hungry, child?" Her motherly tones and expression takes any offense out of the title, and certainly she could almost be old enough to be anyone's mother – or grandmother...

NAME-YES
"Er, yes," you say. "We scholars are always hungry, as you have guessed," you say deprecatingly. "I've been looking around and there is certainly a lot to see at the Lorehold. One does work up an appetite quickly here..."

She smiles at you. "There's plenty to eat, too, you know. You can always sneak into the kitchens and ask Hubert – he's the masterchef here – for a little dainty if you catch him in the right mood, not too busy, isn't he always?" Her hands are busy with the bowl and knife as she talks.

NAME-NO
"Actually I'm quite full," you say.

She smiles at you. "There's plenty to eat, you know, in case you get hungry. You can always sneak into the kitchens and ask Hubert – he's the masterchef here – for a little dainty if you catch him in the right mood, not too busy, isn't he always?" Her hands are busy with the bowl and knife as she talks.

JOB
"Generally speaking: You could call me a collector if you want," Dame Sausade says. "I'm collecting receipts. Everything that finds its way on the plates of the people in Santharia and is enjoyed by many I put into my cookbook, so that others can enjoy it as well. From the hot Strata up to the Pearl of the North, the town of Nyermersys - I have the specialties all ready at hand in my book."

Dame Sausade smiles heartily.

"But if you want to know what I'm doing right now, then I have to say that I'm preparing some food for the scholars, students and visitors, like you." She blinks at you.

COOKBOOK
"We've collated quite a bit of receipts so far. The second edition will contain even many more!" Dame Sausade proudly explains. "And I'm happy that so many wives all over Santharia make good use of that book, providing a decent meal for their husbands and little ones.

If you're looking for something in particular, I'm sure you will find it in here: Appetizers, soups, stews, potages, game, fish, poultry, savories, vegetables, sweets, subtleties and even drinks and baverages, we have it all!"

OBSERVE
You notice that this grandmotherly woman has a funny, almost childish quirk to her speech. She seems so certain of herself, and yet there is an endearing fragility to the way she seems to seek confirmation by adding her favourite expressions to every sentence or two. You resolve to look up her 'Cookboke' in the Lorehold library as soon as possible and read through some of its receipts...

PREPARING
"What precisely are you preparing right now, if I can ask?" you say, watching her work.   

"Oh, I'm making some taenish stuffing – fruit forcebread, you know. Hubert wants to show off because I'm visiting, aren't I, and the Hold is busy today. So here I am helping out with my own receipts – funny, isn't it?"

RECEIPT
"Oh, just have a look here..."

Dame Sausade points to a copy of her cookery book that lies opened at the table in front of her.

"But don't take the book with you, I still need it here! If you're looking for other receipts, you might find another copy nearby."

TAENISH
"Well, I smelt something rather marvelous out there – rather like taenish roasting, but so savory..."
   
You pause for further description and she cuts in, her face beaming. "That would be my Roast Taenish with Fruit Forcebread. It's one of the most popular receipts in my Cookboke, you know. If you'd like to know how to make it, just ask for the receipt! Everyone loves it. I'm sure you would too, wouldn't you? Oh, dear, I've got to finish peeling these or we won't have enough for a fourth batch of the forcebread..."

You smile as Dame Sausade's energetic behaviour is quite entertaining to observe.

BYE
"You seem busy, like many of the people around here. I'd better let you keep on working. It was nice to meet you!"

She giggles almost girlishly. "But of course, you as well, wasn't it? I do have a lot to do, you know, so I'd better keep on or Hubert will scold me, the dear man. He does care about his cooking! Do try some of the taenish – the third batch should be ready about now, shouldn't it..." She goes back to her work, hands flying expertly over the fruit in her lap, as you turn away.


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 16 June 2007, 23:15:00
P.S. There's still a prize of one piece of exquisite virtual cheese available for the first one who manages to find out the name of Geoffrey's apprentice! :)


Title: Re: Santhworld - The Lorehold Project
Post by: Bard Judith on 17 June 2007, 08:11:29
Yup, will send the crops.  I think the only reason the Mage with Monkeys isn't up is because there actually isn't an entry to illustrate it yet - that is, for the mage. Coren still has to write that particular tribe.   You can certainly use it for the Capou-Capou themselves, though!

The baby picture - of course!  I never finished it because of the negative associations that arose at the time, but I can certainly change and adapt it to simply show a peacefully sleeping child.  Since it will not represent any particular baby in Santharia, I think the photoreference source should not be problematic.

Revised dialogue will follow post-haste but right now I have to get dressed and head off for Sunday-morning church - see you all later!

(blows kiss and departs)


Title: Re: Santhworld - The Lorehold Project
Post by: Alysse the Likely on 17 June 2007, 09:05:40
YAY!


Yay, I did it, I figured out the rat's name!

I don't want to say it here and spoil it for anybody else, though--so I shall PM it to Art so he knows I got it. 

@Art, you are soooo sneaky!

Do I get the cheese?

Alysse


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 17 June 2007, 16:28:27
(http://www.santharia.com/web_history/fanfare.gif)

And hereby I solemnly award you one piece of virutal cheese, Alysse! :thumbup: - See? That's why we have that cheese room - it's actually a prize storing treasury! :grin: - Hope you like how these missions were designed.

I'm working on Geoffrey's magical lesson dialogue now, though that stuff is not so as funny as the missions. However, I've got another simple, but funny idea for Gamoren, who will ask the player to look an alchemical ingredient up for him, and of course it won't be as simple as that. I reserve the southwest tower room then for myself, this will contain alchemy things.

@Judy: Concerning the mage with the monkeys: I guess I commented back then that the background could be made a bit more interesting if we add a few cloud schemes. Because right now the sky itself looks too much like a gradient fill of a painting program, and this I'd try to avoid. But this is just a suggestion from my side.

To show the difference in what I mean I've quickly done an example:

Krean Mage (original) (http://stuff.santharia.com/bard_judith/krean_mage.jpg)
Krean Mage (very rough cloud example) (http://stuff.santharia.com/bard_judith/krean_mage2.jpg)

Note that this is just meant to illustrate a direction, the tree itself of course isn't properly handled and the sky could be much darker as well.


Title: Re: Santhworld - The Lorehold Project
Post by: Decipher Ziron on 17 June 2007, 20:55:13
Er...Art...On the edited version there is a space between the Mage's staff and his robe where the sky is still pink...:grin:


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 17 June 2007, 21:18:03
Erm... This is just meant as a very rough sketch, Deci, I thought I had mentioned that above.


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 18 June 2007, 04:42:14
Ok, a few updates:

- Geoffrey's magic lesson dialogue is now available once you've mastered all his challenges, thus completing his character.
- Skeijorn Hallvard Joskjan, the Mashdai Graven, was added in the Artimidor room (pic & dialogue). I've also made a room picture composition showing the Graven and Artimidor, well, at least as far as this is possible. It should serve the purpose however.
- In the Children Books room the Babetales now have the Psitta pic included. The Counting Rhymes display Talia's Mimi pic.

Hope you enjoy :)


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 19 June 2007, 03:18:10
Added a new feature: The basic randomize function.

This allows you to mark a spot in a text, which will be substituted upon runtime with text from a certain text pool you define. This can either mean that an entire text of a keyword is displayed differently, or that a simple sentence of word is displayed differently.

Example (The * or asteriks determines the randomization point):

Artimidor addresses you: "*"

Possibilities:
- Hey!
- Welcome, adventurer!
- Nice to meet you!
- Good day to you, traveller.

Results upon runtime either in:
Artimidor addresses you: "Hey!"
Artimidor addresses you: "Welcome, adventurer!"
Artimidor addresses you: "Nice to meet you!"
or
Artimidor addresses you: "Good day to you, traveller."

You can check this a bit in the Lorehold: GOTO LOREHOLD, then NORTH, then EAST. There's a bench. You can sit there and now you get a combobox presented asking you to sit a while longer or to get up. Whatever you do, these texts are random texts. Now you might start whistling when you sit, or read about a gnome passing by. If you get up, you also get a random text - actually, if you're unlucky you might even trip over your own foot as you get up...  :grin:

Random bye parts were also already added to ARTIMIDOR and GEOFFREY.

Anyway, such things can make dialogues and room descriptions much more dynamic, especially if you know that the player needs to enter a room again for a certain purpose or if the player needs to talk to someone again. The intial addressing text then could vary. The "Bye" text could also vary, because this is a text the player needs to trigger if he/she wants to move on.

Note that this is just the first randomization version. Not possible at the moment for a random option is:

- Display a different picture
- Offer other or more keywords
- You might get the same result again if the random generator decides to give you the same option

But some of these things will still follow later.


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 23 June 2007, 03:18:59
Just a little update on the technical side: I'm working at the moment on the editor backbone of the condition feature, allowing context sensitive displays of texts and related keyword triggering according to a mission or flag status.

Translated from programming jargon this means: With conditions implemented this means: A character will then be able to recognize you if you meet him/her again, a door can stay open or closed, allowing you to pass through or not, and actions/discussions can happen depending on whether you are on a certain mission or not.

Condition handling is quite a complex matter, even the basic realization, so it needs its time. The editor side has now progressed pretty far (only very few things are still to do), the implementation in the Flash movie itself to read the provided data will still take a while however.

Progress so far however has been very satisfying, the result is quite user friendly (at least I can still manage it...  :grin:). - So here are a few screenshots of the editor to get an idea what it can handle (smaller features like the possibility to add links and colours are implemented now as well):

(http://stuff.santharia.com/santhworld/editor1_small.jpg) (http://stuff.santharia.com/santhworld/editor1.jpg)

(http://stuff.santharia.com/santhworld/editor2_small.jpg) (http://stuff.santharia.com/santhworld/editor2.jpg)

(http://stuff.santharia.com/santhworld/editor3_small.jpg) (http://stuff.santharia.com/santhworld/editor3.jpg)

(http://stuff.santharia.com/santhworld/editor4_small.jpg) (http://stuff.santharia.com/santhworld/editor4.jpg)

(http://stuff.santharia.com/santhworld/editor5_small.jpg) (http://stuff.santharia.com/santhworld/editor5.jpg)

(http://stuff.santharia.com/santhworld/editor6_small.jpg) (http://stuff.santharia.com/santhworld/editor6.jpg)

(http://stuff.santharia.com/santhworld/editor7_small.jpg) (http://stuff.santharia.com/santhworld/editor7.jpg)

(http://stuff.santharia.com/santhworld/editor8_small.jpg) (http://stuff.santharia.com/santhworld/editor8.jpg)


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 24 June 2007, 05:00:47
A few smaller, but nevertheless important things in the context of condition support preparation were added now:

- The problem that occured at the combination of "Talk to" and an object that had no proper dialogue is now fixed. Things like "Talk to People" or "Talk to Brownies" etc. are now possible and the message you get can be properly entered in the editor, even if you really can't lead a dialogue with these people.

- Double character names are also possible now, also that one character shows up multiple times in the game. So far the name had to be unique, that's also why the first problem resulted. The keyword "People" was treated as a character, and if there were two times "People" to talk to in two rooms, the program interpreted is as one room and had problems finding back to the original room. Now all fixed.

- Support of new topics at random text integrated. This along with the random feature can add a good deal of unexpected interactivity if used efficiently.

Example: When you enter the Lorehold via GOTO LOREHOLD you get a text displayed that is partly random (10 different possibilities at the second paragraph), so that each time you enter you might get something you haven't seen before. Such random texts might give pointers that guide the player in a certain direction but aren't essential, which basically adds to the fun and the interactivity.

You can test that by typing L (or LOOK) in the Lorehold start room multiple times and read the description text. You will see that the text changes. Eventually you might see all 10 options.

One such option displays a guard, who complains that you shouldn't stand about here. The topic GUARD can now be investigated, and you can try to talk with him as well. This is just a first example of course.

One random option tells you about a girl climbing the gargoyle statue in the next room and being chased away by her mom. This might give the player the idea to climb that statue as well - and receive a funny comment as a little bonus for trying strange ideas.


Title: Re: Santhworld - The Lorehold Project
Post by: Bard Judith on 24 June 2007, 09:10:30
Seriously important options and programming variables!   Isn't it a bit of a busman's holiday for you though, dear Sage?

Ah well, as long as you are enjoying the technical side.... I know I love writing the rooms and options.  If you have other rooms that need choices written in, let me know.  How about more different choices for the kitchen area, for example?  You could see the Brownies as diners one time, but not another - a Ximax cat sitting and eating tidily with his owner once - Yenneth could appear about fifty percent of the time (as she is not currently essential to a quest) and a male bard another fifty percent...

Vacation starting today!


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 24 June 2007, 15:48:20
Busman's holiday: Seems I've learned a new idiom today :cool: Anway, last week there was practically nothing to do at the office for several reasons (new version finished, boss having no concrete plans for the next one, then being away himself), so I had enough time to address most key issues regarding the Editor already at work... :)

On the other hand the Flash part is something completely new to me and quite a challenge, especially as I haven't seen anyone yet, who tried to realize a dynamic enviroment that way. So I learn each day as I go and can improve my Flash skills.

There are also a bunch of features that just want to get out of the conceptual stage and get realized, because I know I have the capabilities to lay that essential groundwork in order to make creativity for others possible.

It's not that I enjoy the technical side that much (a few more features and I'll be completely white-haired :shocked:), but just like in development there are necessities to fulfill that make a huge difference at the finished product.

And taking into account that Santhworld is so universal (it could e.g. be used for the character tribe selection on the RPG board we wanted to realize a while ago in Flash - to name just a possibility that is very different from the Lorehold) I think it is justified to make the groundwork as solid as possible, so that we have options to go in various directions whenever we require it.

Concerning other rooms that need choices written in: Creativity has no boundaries. So if you have concrete ideas, just go ahead and put together some options :) For example a mouse could show up if you're in the cheeses room...

The most effect with random texts of course you get if you deal with rooms where the player has to pass through more often. Ideally the room description itself should be short, so that the player notices that there's another text, so that he/she doesn't rush by on its way to another room.

Effective is also if you talk a again to a person, and the text you get when you are addressed changes, e.g. first that person was studying a book, now he/she is writing something, eats an apple, small things like that. Or the BYE text can vary. This gives the impression that this character is much more alive...

P.S. Enjoy your vacations, Judy, I'm sure you need it :)


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 26 June 2007, 04:06:20
BTW: Another possible use of Santhworld is to make a module containing Santharian trivia (including pictures).

With the variables/conditions support will come the possibility to add score and reset that score to zero if needed (so that another trivia round on another topic can be started). With the random function we could let the program choose from a pool of questions and when done you'd get the score presented. Things like that could be possible with the Santhworld "engine" with little adjustments. The Topics list would serve to choose your area of trivia, e.g. Bestiary, Herbarium, Places, Stories, Team etc.

Once the variable things works, that is... This is still a major issue that requires more thought and work.


Title: Re: Santhworld - The Lorehold Project
Post by: Alysse the Likely on 26 June 2007, 05:06:26
Oh, falls and fells!

I want to do more here...I truly do...but without a reliable internet connection I can't even do my research!

(bites lip, looks sad)

Alysse


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 27 June 2007, 06:14:29
I've expanded Gamoren's dialogue now a bit, so that he hands out the quest, and added a bit to his room. Also the southwestern tower room has been started, but it doesn't contain much more than the room description and some text on the unicorn skull. But this will come soon.

You can - if you are super clever - already deliver the keyword Gamoren seeks to him and get a reply to that. However, the quest will make a little twist there, so that it will be completed in another way once you have gone through it properly. But if you get the reply to an ingredient you name, it is the correct one. ;)

P.S. It seems that the subdomain link (http://santhworld.santharia.com (http://santhworld.santharia.com)) doesn't always work for whatever reason. So make sure to bookmark this URL instead: http://www.santharia.com/santhworld (http://www.santharia.com/santhworld).


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 29 June 2007, 06:28:42
The Alchemy room is now finished, so you can persue the Gamoren quest there. As a result from that you'll be directed back to Gamoren or can try to ask other people. You can do so and get some comments from all people mentioned (when you do the right thing at the right place), you can also ask Artimidor BTW, even though he is not mentioned.

(You can also confront Geoffrey now with the Tharian/English translation of his second name...)

The quest will lead you eventually to Dalá, where the appropriate keyword has been just started so far, but here I'll continue next, this dialogue part still needs to be written (as needs to be Dalá's character in general).


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 05 July 2007, 05:55:26
The quest related dialogue with Dalá has been added in full now, and the Lorehold has been expanded by a bunch of rooms, which you'll find somewhere in the ktchen area (you get a hint from Dalá to head there if you follow the mission). Two new characters were already placed so far in the new area, but you cannot talk to them yet, though you can look at their pics. These dialogues will follow next.


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 06 July 2007, 06:50:08
A few updates here:

3 new pics were added (Memo in the Dining Hall is now also a graphic, also added the Game of Four Houses Cards and R'unorian Brandy in the Winecellar). The R'unorian Brandy pic was slightly adjusted, fixing a problem with the shadow behind the glass that the version on the site has BTW.

Things and people can now be looked at in the drunkards' room, and you can watch them play getting some different texts now when you watch, using the random feature. Several further options will be added here to make this even more entertaining than it is now already.


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 08 July 2007, 03:22:36
Progress report:

- Dialogue Nolan Drinkbrewer completed
- Dialogue Terrek Jurswanskan completed
- Rest of the room with these two in it finished as well

Quest related additions to the Nolan and Gamoren dialogues to follow tomorrow, finalizing Gamoren's quest for the holy ingredient...


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 09 July 2007, 04:46:48
- The Gamoren quest is now fully completed with everything it needs. See if you can make it from beginning to end. (Just ignore for now that Dalá doesn't have any other dialogue except the quest-related one.) Hope it's entertaining enough and can compete with Geoffrey's apprentice :)

Three notes:
a) As long as variables aren't integrated you can talk with characters about everthing quest related several times using the same keywords you already asked before, also if you have completed the quest already. Don't bother about that, this will change at some point.
b) There are two possibilities to end the quest as will be suggested to you. As there are no variables yet in place (see above) you can try the second option as well once you've already completed the quest.
c) With the variables will come a score system, which will display something like the following at the end of a mission (or at parts of it):

[Your score just went up! You gained +100 points.]

This will then serve as a better conclusion, but for now it has been omitted intentionally as the variables are not done (will last surely several months until variables work).

- Maps were also updated, see here (http://www.santharia.com/dev/index.php?topic=11694.msg137050#msg137050), below the maps you can also see the characters mentioned now that are integrated in this section.


Title: Re: Santhworld - The Lorehold Project
Post by: Bard Judith on 09 July 2007, 17:24:37
I LOVE the drinking buddies!  :lol


Title: Re: Santhworld - The Lorehold Project
Post by: Arceon Barrurbeleth on 10 July 2007, 02:40:15
Hi, guys!
Sorry for me missing so suddenly but as the school was about to end I had to bring some of my grades up and I didn't have time to pick my nose out of the books let alone sitting in front of the computer.
Anyway I'm back and I'll try to make up for these couple of months!

P.S.>>
Quote
- Dialogue Nolan Drinkbrewer completed
Can I please get a link to where this dialogue is, I'm pretty curious?


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 10 July 2007, 03:05:18
@Judy: Cheers! :)

@Arceon: As I haven't heard from you for a while, I went ahead with Nolan myself, because he fits in the context of that mission. Whether he is 100% accurate to the entry is another question, but I tried to keep things entertaining.

Well, and not much to link to directly - just get into Santhworld (http://www.santharia.com/santhworld) and play it (GOTO LOREHOLD). The winecellar can be accessed in the north east area, you'll see an arrow down there.

P.S. He's part of a mission, so to see all his lines you need to play the quest gnome Gamoren hands out to you...


Title: Re: Santhworld - The Lorehold Project
Post by: Arceon Barrurbeleth on 10 July 2007, 03:09:09
Sorry to put extra work on your back Arti!


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 10 July 2007, 03:10:56
No problem - but feel free to do another room or character if you have time... :P


Title: Re: Santhworld - The Lorehold Project
Post by: Bard Judith on 14 July 2007, 00:06:50
Art: 

Here's the 'scullery' picture I promised a while back.  Since it doesn't need to be high resolution for the size it will be in the game (about 50 % of actual size)  I hope the detail will be adequate.   I can't see any other use for a sink full of dishes, so I haven't put in any further objects - I may 'recycle' the picture as a background eventually, but for now it can help enhance the gameplay experience.



Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 14 July 2007, 01:25:22
This picture will work perfectly, Judy, no high resolution super-detailed version required for the scullery. Plus I guess I can use the picture in full as well, e.g. when the player looks at the room or calls for the maid, something like that - then I can let the full picture scroll to see the full content. :) - I'll get to integrate it now!

Short note on my side:

Note 1: I'll do a Bestiary room next (after writing the Erpheronian knight entry) with some books on dragons and such - we have good pics here! Including the Katya Dragonseeker novel. We can make the connection with the Dalá character here.

Note 2: Unfortunately it's practically impossible for me to reach Quellion to get the rest of the interface finished - reason is that Quellion's e-mail address is on a spam-abuse list for whatever reason. At least it was so in the last week. Mails to Quellion were blocked until the server is cleared and I have no idea when that will be. And I'm not aware of another e-mail address he is using, so that proves difficult at the moment.


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 14 July 2007, 02:01:14
Okeydokey, picture is in now. The full version is used once you use the keyword LISTEN (will show up if you continue examining). Then you'll now see a short text, and the picture is used to slowly scan the area :)


Title: Re: Santhworld - The Lorehold Project
Post by: Arceon Barrurbeleth on 14 July 2007, 03:03:19
The dialogue for Quillbert Spellguided, a gnome water mage in a room 3 steps north from the central red square and then one step east.


Look:  A short figure stands in front of you and looks deeply into the rows of books in front of him, his grey eyes and elderly face give out a the gnome's wisdom and knowledge of magic. He is wearing a grey shirt with black pants which are strapped with suspenders. His boots are a bit curved at the end and are brightly red, which cannot be said for the rest of his outfit which is covered in dust and filth. It seems that he doesn’t even notice you; he pronounces strange words, probably reading the headlines of the tomes on the bookshelf.
 
Greet: "Hello.", you say. The gnome does not react at all, leaving his small face in a large dusty tome which is probably magic in nature. “Hello!”, you repeat a bit louder. “What’s with the yelling, I may need glasses to read but my ears work fine, thank you very much!”, he cuts you off. “I’m just exploring this magnificent  place…”, you start, “I don’t care what are you doing here just leave me alone to do my business alright!”, again he cuts you off rudely.

Name: “Excuse me, but I would really want to now your name.”, you say politely. “Quillbert Spellguided! Are you happy now? Don’t answer that, just get the hell out of here so I can finally study in peace!!!!!”, he suddenly jells at you and continue to read from the shelf.

Business: “What exactly is your business?”, you ask, again politely. “Listen kid, if you really want to know something more about me or my work, or what I had for lunch yesterday, you should help me out first. So will you help an old gnome out?”
Choice:1- “Yes, of course. What will you have me do?” or 2- “Why should I help you when you were so rude!?”
If  1 then: “Great! Then find me a book on this wreched shelves, I don’t know is it somwthing with my eyes or these books all look the same, the “Nature of spell casting” I think is the name, and then we will talk as much as you like. He smiles at you and begins to search the next row. “Oh yeah and I think it’s somewhere in these three rows!”, he smiles.
If 2 then: “Of with you then! Let me read in peace and quiet.”, he looks at you wickedly and continues to read from the tome.


Bye: “Goodbye.” , you say. The gnome just waves quickly with his little hand, not even looking at you.

No more options available until you finish the quest!
After finishing the quest:

Book:  “Where is it?”
Choice 1: First Row
Choice 2: Second Row
Choice 3: Third Row
If 1 then “No, I don’t see it! What’s with your eyes kid, are they broken like mine?!”, the gnome speaks loudly.
If 2 then “Oh, yes there it is! Thanks kid!
If 3 then  “No, I don’t see it! What’s with your eyes kid, are they broken like mine?!”, the gnome speaks loudly.

Business: “What do you do here?”, you ask. “ I am discovering a potion if you must ask.”, says the elderly gnome and puts his tome away. “A potion of youth!”, the gnome stops awaiting your reaction.

Potion of youth: “You know… I am not as young as I look, but I am a great discoverer  and inventor.”, his words slowly turn into whisper, “A week ago I had an excellent idea, an idea that could change the world!” , he glances around to see if somebody is listening. “The only thing is that it would take me years to complete it, and my time is coming to an end, I can feel it already. I would find the book myself but my eyes can barely see without glasses and I’m not wearing ones.” , he says with a sad look on his face.
Age: “I know I may not look old but I am 254, which is far more than gnomish standard.”

Idea: He looks around and then whispers on your ear: “ I have an idea and plans to make an artificial gnome… with the help of magic and my knowledge, I think I could make it, if it wasn’t of my old age.”

Artificial Gnome: “Yes, just like a doll but alive, able to do anything I say. It is to complicated to explain it to you, and even if I do I’m totally sure that you wouldn’t understand it.”, he boasts proudly.

Explain: “Alright, if you really want me to explain then I will.”, he coughs and draws breath. “The incombobulation process I invented combines with another invention of mine, the raksolational process of disengrating living energy into kalkarons, my name for the smallest parts of flesh, organs and such. The fresh kalkarons are prepared to match the pyrokationator’s openings where they finally evolve into an energy capable of supporting life. Do you understand now?”, Quillbert says expecting an answer. You just look at him weirdly.   



Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 14 July 2007, 04:37:57
Good to see your dialogue, Arceon! :) - A few comments, though:

- Ideal is to always have pictures to go with a dialogue, especially if it is a more extensive one. We'd have some unused resources available, but mostly humans. We have two pictures of gnomes however which we could use. We have two gnomes that we could integrate somehow, see the gnomish race entry (http://www.santharia.com/races/gnomes.htm) (pic 2+3 on this page). I'd need to put them on another background, but it would be possible. Especially this one (http://www.santharia.com/pictures/eshoh/daran_gnome.htm) could perhaps be used here, providing the description can be altered somewhat. It just makes more fun to have characters illustrated. So yeah, this is something we might consider.

- Something you overlooked is that our quests at the moment are pretty limited - until we have the possibility to use variables. And this will last a few more months. This is also explained in the introduction to this project. We cannot take books and bring them to characters yet. That's why the current quests are designed a bit differently.

Options we have: Change the quest a bit so that one solution word triggers the reward. Or we'd have to wait until we have variables implemented.

- We should also - for the reason of game design - think about placing the character in another room further back in the Lorehold, not near the magic bookshelf, because the Main Hall gets too crammed with characters otherwise (Alysse to the north, the rat up, gnome at the shelf). So maybe we'll find another spot for him - there's still room in the west e.g., or the north western corridor could be interesting. At any rate the player should be able to discover new characters also if he/she moves further around in the Lorehold, one shouldn't stumble at every oom into a character.

At any rate: Good to see this Quillbert character! Seems like an interesting fellow :D - and once we have things cleared up, I'll put him in. Please note that upoj integration I might adjust a few things, e.g. to shorten dialogue here and there or expand something somewhere or to split text into more keywords. Hope that's ok with you, often this is mainly a technical thing that is necessary for a certain reason.


Title: Re: Santhworld - The Lorehold Project
Post by: Arceon Barrurbeleth on 14 July 2007, 04:47:55
The last picture looks great! But the mushrooms don't fit into the picture... maybe putting Quillbert into the alchemical garden will explain the mushrooms?


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 14 July 2007, 04:57:16
Well, as I said - I could also cut out the gnome itself, without the mushrooms on the back and put him in front of another background, then he looks as if he'd wear suspenders...


Title: Re: Santhworld - The Lorehold Project
Post by: Arceon Barrurbeleth on 14 July 2007, 05:00:10
Yes that sounds good. :grin: What about the location? The western part (where the garden is) looks quite
empty, is it alright if he sits there on the bench and reads a book?


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 14 July 2007, 05:06:22
The problem is: If we want to use the picture, then I need to find a location where I can place our gnome in front of a background that makes sense. This requires a decent background first I could use. Having him in front of a bookshelf for example should be easier, as here we've got a nice one (alchemy room, SW tower) which you wouldn't notice upon reuse.


Title: Re: Santhworld - The Lorehold Project
Post by: Arceon Barrurbeleth on 15 July 2007, 02:20:16
Ok then, I will put him in the southwestern tower.


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 15 July 2007, 03:03:07
No, no, wait, I will have to play around with that background. I didn't mean to put him in that room - that room is full with lots of stuff to read, and we don't want to overload rooms. I'd rather put him in a new room somewhere - if the same background as in the alchemy room can be adjusted a bit and parts are rearranged you won't recognize that it's this background, know what I mean? - I'm busy at the moment finishing the knight entry for Judy's latest pic, but after the weekend I can get to try my hand on putting a pic together for the gnome, then we'll see how that works out, okeydokey? - Stay tuned!


Title: Re: Santhworld - The Lorehold Project
Post by: Arceon Barrurbeleth on 15 July 2007, 03:28:16
Ok then!


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 17 July 2007, 02:53:47
So here is a version with our gnome in front of a bookshelf, constructed from a background of one of Judy's pics (actually it's Geoffrey's background), but still it looks rather as a picture on its own, so it can be used I'd say.

(http://stuff.santharia.com/santhworld/gnome.jpg)

If we use it that way, we'd need an own room for our gnome, which isn't in the too crowded area. I would suggest to use a room north of Dalá in the currently uncharted area (look at the map here (http://www.santharia.com/dev/index.php?topic=11694.msg137050#msg137050)). Dalá is in the central red room, so I would go three steps north and one east, as this will be another corridor that can expand to the east, connecting with an east wing for further expansions. If we do it that way, we'd need at least a description for that room - what do you say, Arceon?


Title: Re: Santhworld - The Lorehold Project
Post by: Arceon Barrurbeleth on 17 July 2007, 05:07:13
That sounds good, I'll get the room and the changes on the gnome tomorrow!


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 17 July 2007, 05:50:49
I've made the books a bit more colourful, see here:

(http://stuff.santharia.com/santhworld/gnome2.jpg)

And you can walk through to the gnome's room now in the game, so the picture is placed now. Rest will follow once final dialogue/room is ready. :)


Title: Re: Santhworld - The Lorehold Project
Post by: Arceon Barrurbeleth on 18 July 2007, 05:31:04
The room is here and the changes on the gnome are a few replies higher. :grin:


You walk into a room with low ceiling but its high enough for a larger human to stand. The southern wall is actually a large bookshelf with dusty and old books and tomes all over it, although you can find some unusual statutes, all kinds of maps scattered around on the bookshelves. The window on the north wall gives a wide prospective to the alchemist’s garden with all sorts of strange plants planted there. Standing by the eastern wall, two comfortable armchairs look as if they are calling for you to sit in them and relax. A gnome is standing in front of the bookshelf, holding on it as if he’s going to fall and searching for something on the bookshelf.
Bookshelf: You see a lot of books and other stuff in front of you. There are three rows with the plaque " Experiments” and the gnome is searching something in these three rows.

First row: You cannot read any of the titles from these books. The scripting appears to be written in some kind of weird language which is probably elvish but with some major modifications.

Second Row: You can see a big book with “Nature of Spellcasting” title in this row.

Third Row: There are following books in this row: “Magic for Lovers” by Annicia Armcherry, “ Magicians in Love” by Annicia Armcherry, “Come, come Paradise” by Annicia Armcherry, “Where are you Mage?” by Gustan Highborned, “The gnomish cyclewheel” by Quitrack Clamglass, “Incombobulation for beginners” by Quillbert Spellguided, “Starting fire with water magic” by Unknown Author


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 18 July 2007, 05:48:30
Okeydokey, I will try to integrate room & character, Arecon! Thanks for the work! :D I will definitely need to make adjustments tough in order to make things more "digestible" to players, you know, because players don't like to be assaulted with a long room description first when it can be avoided. It's better to give the player first a shorter description and something to examine, so that he/she will explore more.

Additionally for example things like "you walk into the room" also don't work, because if you're in the room and you'd type "LOOK" then you get that description again. And walking wouldn't make sense then. Well, I'll fix those things. It's just a matter of practice with making rooms and characters.

Let's see how it all works... - Stay tuned!


Title: Re: Santhworld - The Lorehold Project
Post by: Arceon Barrurbeleth on 18 July 2007, 05:52:30
Great! I agree with about the description part but I don't know which parts are more important so if you could deal with that, it would be excellent.


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 18 July 2007, 05:59:29
P.S. The plaque needs to be shortened to "Experiments" as well, I fear, Arceon... Haven't you read the memo in the Dining Hall? If you try to accomplish the Geoffrey missions you'll get to know why...


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 19 July 2007, 05:40:09
Ok, I've integrated it all! :) Very nice dialogue indeed, the little quests works also nicely. As you'll see I made some adjustments, but play through it and you'll see how I've prepared it, Arceon. The plaque BTW I've implemented as you suggested, the Geoffrey quest still works that way.

You could still add a thing or two if you want, e.g. some text if you sit down. Or give the gnome some dialogue on other characters if you mention such a name (e.g. on the other gnomes in the Lorehold). But all in all you've done a very good job here, Arceon!  :thumbup:

Updated map as usual can be found here (http://www.santharia.com/dev/index.php?topic=11694.msg137050#msg137050).


Title: Re: Santhworld - The Lorehold Project
Post by: Arceon Barrurbeleth on 19 July 2007, 06:07:38
Great! Your adjustments are fitting in as usual and about adding, there is something quickly written:

Nolan: "Oh that young fella! He's just a fraud, damn him!", the gnome says loudly, visibly frustrated, then he continues with a strange voice with which he tries to imitate Nolan, "I am a big tavern owner... I have a big farm... I sell Svaq all over the place.... I get a lot of income out of it... buhuhuhu!", then he continues trying to calm down himself, "I worked for his dad when I was as young as he is now and after I presented my plans for a new brewing machine, he just shook his head and said:", he again tries to imitate Nolan with a funny voice, "he said 'This is my legacy, I cannot change the brewing way just because some wannabe engineer wants to do so!', after that I quit the job on the farm and went to Ximax to learn the ways of water magic.", Quillbert says with an offended look on his face.

"Maybe when I complete my artificial gnomes I will send one or two of them to destroy his crops! Yes, I just may do that.", says the gnome wickedly


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 20 July 2007, 02:51:21
Ok, the Nolan keyword was also added by now :)

In case you have further inspiration (e.g. Quillbert talking about other persons, or Nolan talking about Quillbert for example, or got something to describe another room) - feel free to post here, Arceon!  :thumbup:


Title: Re: Santhworld - The Lorehold Project
Post by: Gean Firefeet on 27 July 2007, 05:25:29
Hey Art, I've been walking around a bit in the Lorehold and I see the possibilities. Do you have any particular room in mind for Gean? Can I assume you mean room 77 and perhaps both the rooms "22" that are in the vicinity? I'm now going to check what Mira has done in the garden and whether or not I can find Geoffrey .

A small note from my side: in the cellar of the alchemist which you reach from SW corner of the Main Hall, the stairs back up are only mentioned in the room before the actual 'stairway' room. This should be mended!


Title: Re: Santhworld - The Lorehold Project
Post by: Miraran Tehuriden on 27 July 2007, 05:28:05
-side note; the herbarium area is nearing inside-head-completion! it ought to be written down and formatted for the Lorehold in.. oh, a week or so..


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 27 July 2007, 05:40:34
Yep, I meant room 77 as an alcove for a musician, Gean - if you need two rooms, feel free to spread your stuff a bit further... :lol:

I see what you mean with that staircase missing in the description of the room. Will fix that!

Mira has some ideas for the garden area involving Brownies (we've got 2 pics here as well), but the garden is still somewhat limited. The doors at the fountain area don't open up yet... So now Mira only needs to get his ideas down on paper :)


Title: Re: Santhworld - The Lorehold Project
Post by: Miraran Tehuriden on 27 July 2007, 05:46:16
*nods* Soom we will get to see what's behind door # 1. and ill write up something for that emptyt courtyard room as well...


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 30 July 2007, 03:53:50
Just added the "Dragons Bookshelf" room (2 west, 1 north from the central room with Artimidor in it). Here you find a lot on dragons and drakes (3 books) and can additionally read a bit from "Katya Dragonseeker" - and there's also a link to the story on the site included at the end. The whole room features no less than 20 pictures :)

Map has been updated as well!


Title: Re: Santhworld - The Lorehold Project
Post by: Morcaanan on 30 July 2007, 04:18:13
Hrm, Art, am I allowed to add anything to this room, or is it set in stone?


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 30 July 2007, 04:29:57
What do you have in mind, Morc?


Title: Re: Santhworld - The Lorehold Project
Post by: Morcaanan on 30 July 2007, 04:31:48
Possibly future additions to the bookshelf.

And I've always wondered if I should make an in-world developer profile for myself, but that's probably vanity on my part.


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 30 July 2007, 04:37:43
Well, in-world profiles would be very much appreciated, I encourage that, because this is what makes Santhworld alive. Actually that's one of the main purposes why I programmed it: To allow interaction with Santharian alter egos. To be able to walk around in an alternate reality and converse with these people as if they were real.

Additions to the bookshelf: The dragons bookshelf is pretty full with stuff already, so we should always try to avoid putting too much in single rooms. As we have so much material on dragons (descriptions and pics) I've put that in under this topic. But perhaps the "Katya" book will move elsewhere, simply because it gets too much all in one room. If something fits into a currently undeveloped room it is better put elsewhere, otherwise there should be a sort of limit a player can handle in one room.


Title: Re: Santhworld - The Lorehold Project
Post by: Morcaanan on 30 July 2007, 04:41:17
Ah, OK. I am working on this profile for Sparkaxe, and since his claim to fame is "Dragonmyths", I was wondering what I should say about where the thing wound up...the Lorehold seemed the most logical place. *shrug*


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 30 July 2007, 04:47:32
If you want to make your character a dragon researcher and put him in, that would solve both problems we have with too much stuff in a room. We'd give you an own room, which you use for researching, and there the player would find further material on dragons - and have a guy to talk about dragons. :)


Title: Re: Santhworld - The Lorehold Project
Post by: Morcaanan on 30 July 2007, 04:52:55
Done. *shakes hands with Art*

As soon as the Dragon reorganization is properly modified and approved, I'll make that my priority.


Title: Re: Santhworld - The Lorehold Project
Post by: Gean Firefeet on 31 July 2007, 18:16:50
Sorry, no descriptions here yet, but some of it is already in my head:

Could I create:
- the Reading & Catalogue Room, with a grumpy attendant complaining about guests rarely bringing their scrolls to the reading room, but studying them on the spot (perhaps reference to Alysse and her 'barbaric' ways) and one desk covered in tomes and scrolls, also featuring an enchanted harp playing background music.
- an archive kind of room or 'unsorted' room, where Gean is tomedelving and where his actual dialogue will take place.

These would be room 77 and another added room. The room at the west end of the Main Hall would then feature a sign to the Catalogue and Reading Room and perhaps something else. Complains, ideas, approvals, Art?

[edit] I just read in the magic forum that an enchanted harp might be hard, so then it'll be a harp student of the lorehold, playing there.


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 31 July 2007, 19:16:29
Yeah, ideas look fine! Sounds all very nice and the cross-referencing to other characters/rooms surely will be very entertaining! :)

Personally I wouldn't bother too much about trying to quench a harp playing by itself into a Ximaxian magical system. It could be magical, but not explained, but it could also be a gnomish mechanical device that works for some reason (with slight magical support?). - But why explain a fun item like that? Is it necessary? Just let the player wonder, and perhaps if he/she asks someone nearby that person just might rolll his/her eyes mysteriously, not revealing further details. At least that's what I would do in order to make fantasy in a fantasy world possible. We lack that seriously. - If this leads to an outcry, then leave it, but that's my suggestion on how I would deal with it.


Title: Re: Santhworld - The Lorehold Project
Post by: Gean Firefeet on 01 August 2007, 00:19:50
Errr, well this is me trying. Art, could you take a look and see if I'm on the right track? Nothing is to be integrated yet, as I might use what I have now in the other two rooms I intend to do. On top of that, there are some gaps to be filled yet. There are also some additions/corrections to other rooms. Comments appreciated.

[edited to keep this room for now 'undiscovered' out of game-wise]


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 01 August 2007, 01:37:45
Quote
When you try some of the larger rolls in the racks you ...

Rolls are tasty and can be tried as well... :) But I assume that you actually mean scrolls... :lol:

Here you have mixed it up a bit:

Quote
Northeast
When you walk over to the southwest...

and here

Quote
Southwest
When you approach the northeastern end of the hall...

But yes, it seems fine the way it is at the moment, and the cartography room is a good idea. While we don't have a lot of room to show something in the picture area to the right, we might add additional links to show the whole maps, opening the enlarged map page.

I also notice we should put in some more arrows pointing in directions, so that you can find e.g. the administration desk, or alchemy books etc. Will do that here and there.

The sign with "Dragons ahead!" is a lovely idea! When I first read it I thought you wanted to put it in the room before Dalá, there it would fit as well... *haha*


Title: Re: Santhworld - The Lorehold Project
Post by: Gean Firefeet on 01 August 2007, 03:03:16
Hi Art,

I've been toying around with the concept and have left a complete draft at your desk (mailbox). I've edited my previous post to remove the contents to the general public, so that they can discover the room for themselves ingame.

You can safely ignore the last lines of the file I've sent to you, they were for future reference as I came up with them while writing this room.

A question (or two):
Sometimes, you don't want someone to know a keyword, but it must be clear from somewhere else in the Lorehold that you have to say that particular word/sentence to that particular character. How is this easily done (I was thinking about the quill in the Cartography Room)?

I've noticed random appearances of text at the entrance to the Lorehold (thanks for mentioning both the Lament and yours truly, I'm honoured). What's the current statuson using this technology in the game?


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 01 August 2007, 03:48:38
Well, with variables and stuff certain things can be realized easier later, but as for now we are limited on how we trigger things.

For example if you want to have a person to send you to another person, where you should ask that second person about something, then you should make it perfectly clear in the dialogue to mention this specific word, by writing explicitly: "Go, ask XYZ about Keyword."

Or you can trigger that action. For example if you do the gnome quest, he'll ask you to search the bookshelf in a certain room, then the player knows that he/she can use the SEARCH BOOKS command. And from there you might get new keywords (a note will be found, which you can EXAMINE or READ). And so on.

Haven't read your document yet in detail, but I don't know precisely how you'd like to integrate that quill, as I don't see persons referencing it etc. You seem to have solved it with a combobox selection, and that fits nicely here.

Concerning random texts: It is possible to integrate random texts already, which works like this: Within the text of a keyword you can define a random placeholder (in form of an asteriks). I give you an example with the Artimidor BYE text. This is how the BYE text looks:

*

With that he returns with his eyes to the map on the table, then starts scribbling again on his scroll.

Now you can define more or less indefinite replacement texts:

1
"Farewell for now," Artimidor says, "I'm sure you'll be back again to quench your thirst of knowledge. Until then."

2
"See you later, traveller," Artimidor tells you good-bye. "I'm here anytime you need me."

3
Artimidor bows. "Bye for now. Have a nice stay here in the Lorehold!"

4
"Until next time. Don't study too much here in these halls," Artimidor warns jokingly.

Upon program runtime when that keyword/command is triggered, the program selects one of those texts and puts it at the place of the asteriks. You can use that in rooms or in dialogues.

A possible result the players sees is:

Artimidor bows. "Bye for now. Have a nice stay here in the Lorehold!"

With that he returns with his eyes to the map on the table, then starts scribbling again on his scroll.

A good example is when you watch the card players down in the cellar with WATCH PLAYERS.

Note that at the moment it can happen that you get the same random text three times in a row when you watch the players (meaning: if you trigger random text again and again and again at the same place). I will modify that, so that you will get 4 successive random texts, e.g. first you'll see e.g. text 3, then text 2, then 1, then 4, and then it starts over again. This will ensure that you can loop through all the random texts (in varying order) and see them all before it starts again.

Anyway, I'll look into your room definitions and will try to integrate them or point out problems etc. :)


Title: Re: Santhworld - The Lorehold Project
Post by: Gean Firefeet on 01 August 2007, 04:02:26
Concerning the quill:
I thought it might be possible to notify the attendant in the next room (the Catalogue and Reading Room to the West) of the quill, and the player might receive a reward in the form of a clue to an easter egg or something similar :) I'll see if I can come up with something like that. The random text looks like fun as well. I'll see if I can integrate that as well :D

Fun stuff this, though it takes time. But then again, I've written five pages of room description ;) Not bad, for a start.

[edit]Oh, and note that I've changed also some of the text that I had written before, e.g. elaborating a little on the Dragons Ahead sign, now functioning as well as a hint to the room to the west.


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 01 August 2007, 04:08:51
Well, in that case you could explicitly write that in the text you get when you sit down. Like:

Maybe you should bring that to the attention of the Lorehold staff?

This might give the player the idea to ask Dalá about it. And in case she isn't responsible for that she might send you to another person etc.


Title: Re: Santhworld - The Lorehold Project
Post by: Gean Firefeet on 01 August 2007, 04:27:58
I've watched the players play for some time. Especially the drinking song featuring the hedgehog is extremely funny :D

I had an error the first time: when I clicked the "Ok" button several times, I got something like "There's no Watch-Players-1-1-1 for you to watch" and when I tried to leave the same but with 1-1-2 at the end. However, I wasn't able to reproduce the error so far. It blocked the game effectively, because you couldn't enter other commands.


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 01 August 2007, 04:42:25
Can't reproduce it either... Well, maybe I'll find it out sooner or later - doesn't seem to be easy to reproduce. Of course if something like that happens during a combo input the program indeed is somewhat blocked.

BTW: You can use Santhworld without having to click the OK button - you can simply press RETURN. You can also select from a combobox without clicking with the mouse by using cursor up down, followed by RETURN. Makes it much faster to walk around :)

BTW2: The best way to see how missions are realized is always to try to go through the existing ones and see how it was handled there. I could also use some feedback if people managed to solve the missions to see if I should make things clearer here and there.


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 01 August 2007, 06:12:37
Ok, Gean, I've integrated a good portion from your document, so that you can see it already in action a bit. There are no pictures included yet, though, and the keyword RACK doesn't produce anything. The rest should be in. If LIE DOWN ON COUCH doesn't work, then make sure to refresh your browser (CTRL+F5 in IE), as I had to replace the program file to support this new command. Pictures will follow - don't know precisely yet how we'll do it.

In general everything works out fine here, except that there's perhaps quite a lot of stuff in that room.  We shouldn't have too many of those. But all in all it is just fine!

P.S. Whenever we have signs somewhere and there are only two words written on it, it is recommendable to write: "You see a sign labeled 'XYZ'." It isn't really necessary to let the player examine each little sign first before he/she knows what's on it. So I've adjusted that a bit in the room to the east, but if you read the sign you get a tiny little extra for doing that ;) - Some sentences are slightly adjusted as well, for the one or the other reason, hope that's fine with you as well.


Title: Re: Santhworld - The Lorehold Project
Post by: Gean Firefeet on 01 August 2007, 06:31:32
*grins*

I see what you mean by extras. I'd move the last word of the "read sign" in the "western section" to a separate section, to emphasise it ;)

Maybe we should, to keep the pace up, continue immediately to a room description after standing up from the couch? You now get "After a while you get up again and continue to explore the Lorehold" and you have to press "continue...", you could then go to the room description again. Sounds more logical to me.

I hope you can figure out how to work with the constellation pictures and the map pictures, but I'm already thrilled that you've gotten this far with implementing my first design.

Do you think that the room description is too long? I had shortened it already, but it's still larger than "one screen". Any other comments, compliments, critiques?


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 01 August 2007, 06:39:05
Will answer more tomorrow, it's bedtime now for me :)


Title: Re: Santhworld - The Lorehold Project
Post by: Gean Firefeet on 02 August 2007, 06:52:04
I must say, I'm having loads of fun with this Lorehold thingy. A matter of design I'd like to discuss:

I have the following situation. In a corner of the reading room, Gean's desk is a complete mess. The visitor following the music will go there and find a desk in chaos and some cushions in one corner. From under these cushions the music comes.

At the moment I have the following dialogue:
Look under cushions/ remove cushions
When you remove the cushion, the music plays brightly and crisply as if to celebrate the removal of the cover, it leaps up to greet its liberator like a happy Jhomcholan diver puppy and... is covered again as the Attendant grabs the cushions from your hands and muffles the sound of the harp.

[continued]
Geirrett Gramskjun:
When he’s done covering up the instrument, which happens within seconds and looks like an often-repeated routine, he pivots on his feet and looks at you threatingly.

“This hall may look like Shneerin on Fastday, but the si-lence is to be kept here nevertheless. No matter what that Southern... fish-head may think, the silence is to be kept. So leave those cushions there, unless you know the magic word.”

or:

“Are you illiterate?” Geirrett eyes you suspiciously. “No, you wouldn’t be exploring the library if you were. So... you’ve read the sign, the silence is to be kept. Now leave those cushions right there, unless you happen to know the magic word.”

You understand now that the attendant takes his job very seriously.

*ask about the magic word
*let the attendant return to his desk >> return to desk description


Note that there's a random factor involved above, so that Geirrett may respond differently at times. At the end of this dialogue there's a choice to ask the now nearby attendant about the magic word, or let him return to the desk. If you choose the latter, he returns, which means ingame effectively that you can't talk to him directly any more. However, if you choose the first option, the dialogue with the still nearby attendant continues:

You curiously inquire after him mentioning the word. The attendant observes you for a moment and then seems to decide something.

“Tell you what youngster, if you can tell me how this harp stops playing, I have something for you in store. That fool of a Firefeet always takes it with him when he comes tomedelving here.”

At this point, I want the player to give the choice to continue conversation with the attendant, or let him return. I had the following thing in mind:
At the end of each keyword triggering, the player has the choice to "continue the conversation" or "let the attendant return to the desk" (instead of the often "continue...", you'd now have the choice). If you choose the former, the keywords "harp" and "Firefeet" remain active, but if you choose the latter, the keywords are lost to you and the attendant returns to his desk.

Would this be possible design-wise? Happily awaiting your answer...

Gean


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 02 August 2007, 15:12:56
First of all: great and funny ideas! And good to see you enjoying it... :)

Now on the issue: Well, this is definitely no usual situation you try to realize here. With conditions handling (which I hope to realize as far as we need it in September, when I'm on vacation) this would be much easier. You try to trigger a dialogue here and jump to a specific keyword in that dialogue at the same time that allows you further options. At the moment I can allow a jump to another person, but the dialogue would always start as if you'd start talking to him, no specific keyword possible.

Hmm... :idea: I could program a walkaround and treat that specific dialogue part as an own person, that should work.

Note that his guy would at any rate have to sit around and you should be able to talk to him as usual. In the special dialogue part you should mention that you should talk to him again about the harp if you've found the magic keyword. Then the dialogue would continue that way:

"Oh, the harp? Have you got that keyword? Now don't stand around and tell me!"

- Yes, I've got it.
- No I haven't.

Yes: Well, then tell me!

etc.

Note however that at the moment we cannot change rooms permanently. So even once he knows that keyword he couldn't turn it off (condition!!) because if the player reaxamines things he'd get the same descriptions (they aren't non-conditional). So - just at the moment - you could let him turn that harp off, and he'd enjoy the silence a moment for example, and then turns it on again, because suddenly he learns to value that music. Something like that. This is necessary just now, because we cannot alter rooms - with conditions a whole lot more will be possible! - But I hope for now this should suffice to make that mission possible.


Title: Re: Santhworld - The Lorehold Project
Post by: Gean Firefeet on 02 August 2007, 17:56:19
Argh, I forgot to press the 'post' button, here we go again.

I know about the conditions issue, I understand that. We can always later reprogram stuff, sounds like fun. Now onto solutions for the current program:

Could you perhaps treat the Attendant like an object with characteristics (the keywords)? The object is automatically triggered by the cushion dialogue, something like that?

And if we go for the solution you propose, would then this separate person be triggered by the dialogue and have the usual "name, job etc." keywords, but also the new ones triggered by the previous dialogue (harp, Firefeet)?


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 02 August 2007, 22:08:03
Well, yeah, it would be a sort of an "object" if you want to call it that way. Technically I'd treat this person as if it would be an own person, but I wouldn't offer Job etc. keywords when we come directly from the keyword that triggered it. You'd see only HARP, then FIREFEET etc. - whatever you'd like to put there in that dialogue line. Should the player type in a keyword like JOB at this "person/object" we could put in something like "Don't ask questions. Do you want to help me or not?" And if the player talks to the person later he'd get "real" responses to JOB, NAME and such.

BTW: I've integrated the first two constellation images now (Fire and Earth), hope you ike.

BTW2: Judging from the fact that the room is pretty full, we should perhaps consider splitting it. For example the ceiling/constellations could also be in another room methinks (including the table). And the cartography could deal with maps only more or less. This would diminish the room description as well.

I try to reduce room overload whenever possible (don't succeed always there) - but this makes it easier for the player. The constellatons could be split without too much hassle methinks (e.g. it could be put north of Dalá somewhere, where you enter the east tract; or the southwestern room in front of the tower would be possible here as well) - the content is at any rate large enough for a room. What do you think?


Title: Re: Santhworld - The Lorehold Project
Post by: Gean Firefeet on 03 August 2007, 02:28:43
All sounds fine to me.

Maybe I got carried away a little with the describing;) But no, I thought you would like such elaborate descriptions so I didn't stop myself. I hope you won't dislike the next room coming then, but that'll still need a little more patience...


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 04 August 2007, 02:14:14
Ok then - I'll try to split the room then, okeydokey?

BTW: All four constellation graphics are completed now. Will try to split the rooms and make progress with the maps room :)


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 05 August 2007, 16:44:48
Okeydokey, Gean, I've split the rooms now. I turned the room south of the dragon stuff to the map room and the second one with the constellations is now a few steps to the north. I hope that if you walk through the Lorehold you'll see that the splitting makes things much more accessible :)

All two rooms are now fully integrated with all constellation pictures and map pictures, offering links to enlarged versions. As usual I made a few adjustments, e.g. the racks now tell you before you go to them what's in them. Otherwise you'd have to search through all four racks until you find a certain map. I've also changed the "Sarvonia" rack to "Santharia" and avoided a further combo on smaller and bigger racks, because this would be too much to click through in the combo system. The more simple, the better - from the programmer's standpoint and from the player's. :) - If you have texts to adjust (as you said e.g. regarding that Dragon panel) just let me know and I'll update it.

I've also removed some unnecessary "Continues..." at the end of keywords here and there. Note however that I do not trigger a "LOOK" after you've gone through a keyword, because I've treated it that way throughout the whole Lorehold so far. I had it previously in the first version (but merely for technical reasons), but it's simply not necessary in my point of view. The player can type "LOOK" or "L" anytime he/she wants, and usually works with the remaining keywords.

The map has been updated as well, having these two rooms included now!


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 28 August 2007, 05:18:00
Statement on Lorehold/Santhworld progress from my side:

- I have shown Dalá last week how to play with Santhworld an explained how to make a dialogue for her character and describe her room, so we should get the Administration room done within the next days/weeks.
- Missing: Cheese room & Dame Sausade adjustments (Judy)
- Gean's room (Gean)

Completion of these rooms is essential.

The most problematic part:

- There is (still) no possibility to communicate with Quellion. I have no idea why this is the case, but attempts to reach him throughout the last, say, 2-3 months have remained unsuccessful. I know that he had e-mail problems before that, but right now every e-mail I send to him ends up in digital Nirvana. Or at least remains unanswered. I don't see a possibility to reach him - also his website and picture galleries haven't been updated for quite a while. So I don't know what's the matter with him.

If there is no change of the situaition in sight within the next weeks, I will have to finalize the design of the Santhworld interface myself using elements Quellion made so far in order to make a completion of the Lorehold project and thus an upload to the site possible.


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 28 November 2007, 04:03:06
Working on changing the interface design now to get to something that looks more final. I'm no Quellion, but with a bit further work here we should manage to get something presentable together. Worked a bit on the left and right side elements, so at the moment it looks like this (http://www.santharia.com/santhworld/). plan to temporarily finish design by the weekend, add a preloader (at the moment you still have to wait until ca. 550 KB are loaded), and the rest are some more rooms that need to be filled.


Title: Re: Santhworld - The Lorehold Project
Post by: Irid alMenie on 28 November 2007, 04:06:56
ooh! It looks really cool :D


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 01 December 2007, 05:15:49
Here's a preview of what awaits, design should be finalized this weekend:

(click on images to enlarge)

(http://stuff.santharia.com/santhworld/50_small.jpg) (http://stuff.santharia.com/santhworld/50.jpg)

(http://stuff.santharia.com/santhworld/51_small.jpg) (http://stuff.santharia.com/santhworld/51.jpg)

(http://stuff.santharia.com/santhworld/52_small.jpg) (http://stuff.santharia.com/santhworld/52.jpg)

(http://stuff.santharia.com/santhworld/53_small.jpg) (http://stuff.santharia.com/santhworld/53.jpg)


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 02 December 2007, 19:14:28
Ok, I've finished the design for the interface for now and added a preloader as planned. Also made adjustments so that when I update the movie the page that contains the movie should be clever enough not to use the cached version. Anyway, give it a try.

Please note that you should use this URL

http://www.santharia.com/santhworld/santhworld.htm (http://www.santharia.com/santhworld/santhworld.htm)

to access it, as the whole subdomain shortcut poses problems for the caching issues. So just stick with this URL and you should be on the safe side and get the latest version and not an older one.

Various smaller things were changed in this interface version that you won't notice directly, among them e.g. that the keyword area to the left has been enlarged, preventing strange wraps of words on resizing. A great added feature is also that you can now use the Numpad on your keyboard to navigate, of course only if you're not talking to a person. If you press a numpad key the direction command is inserted into the textbox and then a ENTER is simulated. So with the numpad alone you can now go through the whole Lorehold without typing any direction commands yourself.

Numpad commands are as follows:

8 - north
2 - south
6 - east
4 - west

7 - northwest
9 - northeast
3 - southeast
1 - southwest

+ - up
- - down

5 - enter
´ (Del) - leave

This concludes the technical side for now. On the first page of this thread you can see which rooms are still undeveloped. Dalá, Gean, Judy etc. have promised to finish some rooms - I will contact these people and if it is not possible to get them done, I'll do it myself, so that single rooms don't block the whole thing from finally getting on the site.

Hope you enjoy the new look, so let's get this first version finished and officially uploaded! :D

P.S. I'm aware of a few things that could be improved (100% bar at preloader visible once the cached version is used; BACKSPACE problem at first input at browsers like IE6; Nepris is accessible, though is just a work in progress, where you will encounter a few problems etc.) But these things are not essential and will follow later.


Title: Re: Santhworld - The Lorehold Project
Post by: Bard Judith on 02 December 2007, 23:48:03
(kisses Art for the navigation interface)

Do please let me know which rooms I'd promised to complete: I have exams looming me in the face for the next two weeks but if you are patient there will be a lot more free time over the holidays for me to do some serious catching up.



Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 03 December 2007, 02:04:03
Well, you planned to do the cheese room - and make some adjustments at Dame Sausade, so nothing dramatic - but any complete rooms helps :)


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 10 December 2007, 04:59:14
Santhworld additions still possible until, say, Wednesday - then I'll wrap it up and add myself what isn't done yet.

Due to the lack of entries, comments & stuff in general ready for publishing, it is likely that I make an update next week for Santhworld only. Another update might still follow in December, though is not guarenteed. The current three week update period will have to be reconsidered as well given the current development circumstances.


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 12 December 2007, 06:17:29
Received a message from Quellion that he's back in business again after having been off the net for some months due to personal reasons. He's now picking up with unfinished works where he has left and would also have finished the interface, though - as I've informed him quite a while ago - I had to take that in my hands as it wasn't foreseeable when we hear from him again.

Anyway, Quellion's alive and well, so that's good to hear. Maybe he'll help us out now with drawing a character or two (as the interface is done for now), so maybe we'll get Hubert or another guy/gal drawn - we'll see.


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 13 December 2007, 03:47:38
Hubert picture now confirmed by Quellion - this picture we could also use on site at a halfling entry I'm sure :)


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 20 December 2007, 18:22:04
First detailed sketch of Hubert from Quellion has just arrived... Very lovely picture! :lol: Will post as soon as I can! :D


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 20 December 2007, 20:10:48
Here you go... Guess the depiction is perfect with all the details, expression etc. We could even zoom in to the pot if you investigate what's in it for example. Will be a perfect picture as well for the hobbit entry (or a hobbit tribe entry) to demonstrate their love of food.

Comments welcomed! Mira? This was your baby, wasn't it? If the pic is ok, Quellion can progress with colouring it!

(click on image to enlarge)

(http://stuff.santharia.com/quellion/hubert_small.jpg) (http://stuff.santharia.com/quellion/hubert.jpg)

And this hobbit of course fits to the recent news that "The Hobbit" (http://edition.cnn.com/2007/SHOWBIZ/Movies/12/18/film.thehobbit.ap/index.html) movie is finally in the making in two parts, again with Peter Jackson on board! A nice week for the shire... Wooohooo! :D


Title: Re: Santhworld - The Lorehold Project
Post by: Irid alMenie on 20 December 2007, 20:33:49
He's lovely! Can I keep him? *grins* I'm loving the mouse with the bit of cheese :D I can't wait to see this in colour.


Title: Re: Santhworld - The Lorehold Project
Post by: Fox on 20 December 2007, 23:33:17
I'm not a hobbit fan, but excellent picture for sure! :D Almost makes me want to grab the spoon and take a sip of what's in that pot for myself. ;)


Title: Re: Santhworld - The Lorehold Project
Post by: Miraran Tehuriden on 21 December 2007, 05:22:33
I love it! it even has his name on the apron!


Title: Re: Santhworld - The Lorehold Project
Post by: Faugar on 25 December 2007, 03:24:22
I've just had a go with the Lorehaven demo, and I must say I like it a lot! NIce hidden secrets and great overall feel, brings back the memory of the old pen and paper games! I didn't find any way to save your progress/position, but I haven't looked thoroughly I confess. Is it possible?

Also, if I might suggest something: it would be nice to be able to click on the topics directly on the list, so that the words would appear in the textbox. this would speed things up a bit, you could type in "examine" and then click on "plaque" for instance (if it's listed), and then the word would be added after "examine". What do you think?
 
Anyway - great fun, I most certainly would like to contribute, I'm going to look what I can do, and if you have any suggestions, I'm listening :)


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 25 December 2007, 04:13:18
Glad you like it, Faugar :) Your character is supposed to show up in the Lorehold as well somewhere, we've got a picture but still need some dialogue...

Well, this is a first version and there are a lot of things that can be updated/changed. A save feature is planned, but in conjunction to that more complicated things like conditions and inventory need to be thought about as well. At the moment all that could be saved is the position of the player, as the program still is "static" and only makes the player feel as if there is progress made.

Selecting a keyword from the list we had in the initial version, but we used a list view control then, which didn't fit to the design. Implementing that therefore is definitely tricky. The ideal thing would be eventually that you have a row of buttons above the command textbox and if you click on it you get "EXAMINE", "TAKE", "DROP", "USE", "INVENTORY" etc. and have the map clickable as well. If you just click a keyword you it would be default "EXAMINE keyword". The commands could then be combined with keywords as well. If we'd get that far we' need some icons.

Quellion for example suggested also to make it possible to scroll the main scroll via the keyboard - this is also something to consider and probably easier to do. - In general I have to look at what I can do with rather simple effort to get the maximum effect out of it. So a lot of things are in my mind, how and when I can realize it all is another issue.

If you want to help with a few illustrations that would be great of course. There are some characters in the NW for example that need faces - or another good picture would be a generic one for the winecellar, so that the main picture would change once you go down and you see barrels and casks to the left and right halfway in the darkness. This would be a very important picture so that certain sections of the Lorehgold get their own identification picture.


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 04 January 2008, 04:24:09
Just implemented three things in Santhworld (already accessible on the net):

- Preloader skips percentage display if version hasn't changed and has to be reloaded. Until now you briefly saw the 100% screen.

- Much more important: The commands SAVE and RESTORE or LOAD. If you type in SAVE then your location is saved. Go around in the game or even quit, turn off your computer and get back to Santhworld again, the commands RESTORE or LOAD will bring back your last stored location! Very practical :D

As there exists no inventory yet in the game and no variables that could be saved (the player at the moment needs to remember what to ask a person once he/she has received a keyword), there's not more saved than the location. But once we have more to save it's all in place to do that now :)

- And a third thing: Personalized "I don't know" texts. If you ask a person a keyword that he/she knows nothing about, you now get an individual text (if it was added to that person) and not just "This person doesn't know anything about your question." I've combined that with the already realized randomization of texts, which means that if you repeatedly ask a person about topics that the dialogue partner doesn't know about, the "I don't know text" may vary each time, as one is chosen randomly out of the pool of possibilities. You can test that by talking to ARTIMIDOR (GOTO ARTIMIDOR) and PINN (GOTO PINN).


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 03 February 2008, 19:32:48
Our dear hobbit Hubert is also coming along nicely! Though there's still a lot to do yet, here's the latest progress report from Quellion:

(click on image to enlarge)

(http://stuff.santharia.com/quellion/hubert2_small.jpg) (http://stuff.santharia.com/quellion/hubert2.jpg)

P.S. Another tribes illustrating project is about to be started, details soon.


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 05 February 2008, 04:41:07
Ok, I've now received Mira's complete Herbarium trivia quiz, which will actually be part of the Lorehold. A Brownie will ask the questions and if you're good enough (at least 4 out of 5) you'll get into the greenhouse as you get the password revealed you need to tell the Brownie to get in. The baisc Brownie dialogue is also done, so expect this to be integrated in the next days as well.

The inside of the greenhouse will be added later, but one after the other :)


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 07 February 2008, 15:53:29
Pikel has also confirmed that he'll make a dialogue for the Lorehold for his hobbit that Grunok drew so masterfully - so there's one more character to look forward to :)


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 11 February 2008, 00:17:11
Ok, Mira's Herbarium quiz that is part of the Brownie head gardener's dialogue is now also integrated. You find it in the courtyard area near the fountain to the very north. - A note to Mira: To avoid rooms being cramped full with masses of texts already once the player enters (this has to be avoided on all costs!), I've split the information that was initially meant for the fountain room a bit. There's still a door to the west, but it leads to a two-room archway and at the end the Brownie awaits you. At the end of the quiz - if you successfully complete it - you get a password that you can tell the Brownie in order to get in. The Greenhouse itself is empty at the moment, but there other things will follow a bit later, e.g. Miraran himself will await here to hand out a quest etc.

I've also made it so that you can type in the password directly in the room and the program interprets it as if you talked to the Brownie.

Note that you cannot get in unless you say the password, despite the fact that the map shows you that you can go west. This was a bit tricky to realize as it is the very first time that we have something like this that didn't fit into the navigation system. But this is now realized in a satisfactory way making it easy to do similar things in the future.

I've also made use of our random texts here a bit - for example you always get different messages if you want to go west and you don't have the password. Or if you leave the Greenhouse there are other texts. Or if you say the password to the Brownie. And if you talk to the Brownie about something he doesn't know, he will tell you that this is not the password. These things are nothing dramatic all in all, but it adds to the variety.

So with that done as well, there's only one more trivia to integrate in the trivia module - Alysse's quiz on insects (5 questions). This will follow within the next week. - Hope you enjoy! :)


Title: Re: Santhworld - The Lorehold Project
Post by: Miraran Tehuriden on 11 February 2008, 00:42:11
Actually, there used to be a 'passageway' room to each of the section entrances in my first garden version, but you cut out those loose rooms and turned them into the repulsing doors ;)

[smugmode]And now we see why those rooms were there in the first place :P[/smugmode]

Anyway, it works brilliantly! (Gee, i got 5/5 :P how odd...) Nice finishing touches on the dialogues/actions as well!


Title: Re: Santhworld - The Lorehold Project
Post by: Alysse the Likely on 11 February 2008, 04:13:03
I got into to the greenhouse too!  4/5 again on the quiz--I'm beginning to see a trend here :rolleyes:

It'll be interesting to see what happens here (because of course right now it's not exactly worth the effort :P)  But I like the quiz, it's incorporated nicely and works well.  Nor is it as hard as I feared it would be.  Now as long as we can avoid some of Mira's more ferocious specimens...

Alysse


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 11 February 2008, 04:26:06
@Mira: Well, there are always some adjustments necessary the moment I integrate the rooms. The doors surely were easier to have in the first version, because you can simply explain why you can't go anywhere from this point - because the doors are just locked :)

Now the situation has changed. We might perhaps consider however changing the term of the west "door" to "gate", that would make more sense, as that passageway is still out in the open.


Title: Re: Santhworld - The Lorehold Project
Post by: Miraran Tehuriden on 11 February 2008, 04:36:13
Oh, i'm not debating your edits at all, they were fine.. i'm just getting mild gratification out of the fact my original scemes still apply ;)


Title: Re: Santhworld - The Lorehold Project
Post by: Alysse the Likely on 23 February 2008, 02:18:33
Hey Art!

I thought I would just suggest some  “I don’t know what you mean” things for Alysse to say in Santhworld:

“Of such things, what would I know?” Alysse says, shaking her head.

Alysse looks slightly puzzled. “To ask another person that, you would do better, I think,” she suggests.

“Better the librarians you should trouble with those matters, then innocent persons like myself they will bother not,” Alysse remarks, rolling her eyes.

“My ignorance forgive, but your language I do not speak so well.  Perhaps to someone else you should speak.” Alysse says apologetically.  “Rude I would not be a-purpose, but there are things yet that I must do here.”

It is more fun if you get specific messages, rather than just an all purpose  general one.  Obviously, there's no rush with these.

Alysse


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 23 February 2008, 02:55:10
Yep, these are cool... Now that we have such a possibility to add these texts, I'm happy to implement them. - Will be added soonish!  :thumbup:


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 25 February 2008, 04:57:01
And integrated!


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 28 February 2008, 04:59:56
A few things here:

- Pikel has promised to get the hobbit done until next update, so let's hope we'll get him in time :)

- Fixed a small error - if you enter Santharia via santharia.com in your browser address bar (and not www.santharia.com) and then opened Santhworld via a site linke, the inital help screen couldn't be found, because the program had needed the www in the base URL.

- I've got assistance now in terms of programing more complex Flash stuff in order to enable variables, item handling etc. One of my colleagues at work has started to dive into the program code a while ago in order to get accustomed with Flash and together we have concepted our own Santhworld Script Language. This is a long-term project that is essental however to allow the real fascinating stuff in Santhworld, something I'd like to call dynamic interactivity (conditions, items, quests). We now slowly but surely adjust Santhworld to support this kind of script language, and first integrations were already made. However, don't expect anything dramatic soon, this is really a long-term project, so all you need to know for now is that we have started with designing that next level of Santhworld evolution.


Title: Re: Santhworld - The Lorehold Project
Post by: Alysse the Likely on 29 February 2008, 08:51:58
Some "I don't know" things for F'ash to say:


The bard shakes his head. "I am not so familiar with this place--it is difficult for me to explore, you see--so I really cannot tell you that."

"I'm sorry, but that is not something I can help you with," says the bard gently.  "But it is likely there is someone else in the Lorehold who can."

"Forgive me, but I do not follow you." F'ash says apologetically.

"Perhaps another may serve you better than I with such things?" F'ash suggests.   "I have not been here long enough to speak with authority on those matters, and I would not mislead you."

F'ash looks thoughtful for a moment. "No, I fear your curiosity outstrips my abilities to assist you as the vevanmar outstrips the taenish, my friend."  He smiles ruefully at you.  "But perhaps I can help you with something else?"




Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 29 February 2008, 15:51:07
Yeah, these are little bits and pieces that help to make the characters perfect - will be added soon.

In the long run it would be cool as well if you could ask any person in the Lorehold about another one and you get his/her opinion or at least directions. But this much more a long-term project, which could however be embedded in a sort of "free quest" where the player would be forced to ask around. Lot's of ideas to get realistic life into Santhworld... Especially with the upcoming conditional texts we have a great tool in hands as well: For example if you talk three times to Geoffrey (because the quests actually required that) he could say the second time: "Not you again!" or "Isn't there anyone else you can bother?" and the third time: "Slowly but surely I get enough of you!" etc.


Title: Re: Santhworld - The Lorehold Project
Post by: Alysse the Likely on 06 March 2008, 05:05:14
And "I don't know" speeches for Gamoren:

"Well, now, that's not for me to say," Gamoren says.  "Perhaps someone else can help you--there are lots of people here."

"How should I know?" the gnome remarks testily.  "Look, I'm really busy, do you mind?"

Gamoren just stares at you blankly.

"I wouldn't know about that.  I just do my job--when I'm not being distracted, that is,"  Gamoren states firmly.

"Can't help you there."  The gnome shakes his head.  "Sorry," he adds, clearly as an afterthought.


Alysse





Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 06 March 2008, 05:34:45
Already added in! :)

BTW: I checked the Trivia where you say that you got a final message of "11 out 10 are correct", Alysse, but I cannot reproduce that...


Title: Re: Santhworld - The Lorehold Project
Post by: Alysse the Likely on 06 March 2008, 05:40:41
Wow, that was fast!

@ Trivia:  Really?  I'll have to try it again, maybe there was some sort of counting glitch?

I'll be getting some speeches up for Mithwurt soon,  and Yvoncha, and Charlos...have I missed anyone else?

Alysse


Title: Re: Santhworld - The Lorehold Project
Post by: Alysse the Likely on 07 March 2008, 06:25:04
For Yvoncha:

"I beg your pardon?" Yvoncha looks slightly confused.

"I am sorry, but I do not understand you," the young orc apologizes, the green of her skin darkening faintly.

Yvoncha shakes her head. "I would not  know."  She pets her cat affectionately.

"Hmm...maybe you should ask somebody else about that," Yvoncha suggests.  "I am only a student here."


Oh, Art, do you want another quest for the Lorehold?  Because I have an idea for one.  When you are talking to Fash and Alysse comes in, she mentions not being able to find a song.  Perhaps you could locate it elsewhere in the Lorehold and tell one of them where it is?  Or possibly (in future) even bring it back there?

Alysse


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 07 March 2008, 06:44:01
Yes, you can try integrating a quest - during the Easter holidays I'll see to catch up with my editor in order to get conditions and stuff into the editor, then we should be able to make quests already and get reactions from character according to a certain quest state as well :) - So yup, go ahead, Alysse!


Title: Re: Santhworld - The Lorehold Project
Post by: Alysse the Likely on 07 March 2008, 09:52:42
And for Charlos:

"Couldn't tell you.  And look, I'm busy, all right?" Charlos looks mildly irritated.

"Sorry, I have no idea what you mean.  Try a sage.  Or a magus maybe.  Hey!" His expression becomes mischievous.   "Go talk to Geoffrey Baijonan , I'm sure he'd love to help you."

Charlos shakes his head. "I don't know anything about that," he says definitely.

"Huh?  What are you talking about?" Charlos seems bewildered.


And Mithwurt:

The dwarf gives you a blank look. "Uh...I don't quite follow you."

"I'm afraid I can be of no assistance to you there," Mithwurt says.

Mithwurt looks puzzled. "I cannot say, perhaps you should speak to another person?"  He smiles hopefully, evidently wishing this to be the case.

"I do not know about that," Mitharim says. "I am here to work on these walls, not run private tours.  Talk to the librarians if you need help, that is what they are here for."

Alysse



Title: Re: Santhworld - The Lorehold Project
Post by: Alysse the Likely on 07 March 2008, 14:13:20
Just a quick question--I can't find the Potiorama book for Gamoren in the Alchemy Room, where he says it is.  Is it actually somewhere else and you have to go hunt it down, or did that particular quest just not get written in yet?

Alysse


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 07 March 2008, 16:12:31
Yeah, that's why it is important to get feedback in order to see where there might be a problem with a quest...

Try SEARCH POTIORAMA in that room and you can progress from there (I guess Gamoren explicitly tells you to "search the book", which in this case should be taken literally). I notice that SEARCH SHELF delivers a weird message - I should fix that, so that you get a hint. I also will add SHELF to the room's keywords, then you can type EXAMINE SHELF, and you'd get the message: "Are you looking for anything in particular? If you're searching for a book try searching the book title."

P.S. If you're making quests you still have to keep in mind that we cannot transfer items. Well, my colleague has already programmed the basics for that, but this is rather complex and will take a while until it works. So operating with keywords you receive somewhere and then tell that person is much safer at the moment. We should be able to make levers and that stuff possible soon however for example, e.g. regarding the door you created to the cellar. First you need to examine the wall, then you can see e.g. a little lever or something and open it and go down. Otherwise you won't be able to get to the cellar. We will be able to do such things pretty soon.


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 07 March 2008, 16:19:54
P.S. In order to avoid such problems I guess we should build a team of beta testers, who try solve a quest once it is integrated and then report their experiences. Then they can tell what commands they tried to achieve something and what they found unclear and where they were stuck. Commands that are logical to use at a certain point and weren't included yet then can be integrated and suggestions can be made how additional hints could be dropped etc.

I would suggest a permanent team of beta testers (we don't get quests every day anyway, but more soon!), so volunteers would be welcome! If new stuff that needs to be tested is added to Santhworld, these people would be contacted to have a closer look.


Title: Re: Santhworld - The Lorehold Project
Post by: Alysse the Likely on 07 March 2008, 23:15:42
Okay, thanks, Art.

Water, indeed! :P



Title: Re: Santhworld - The Lorehold Project
Post by: Altario Shialt-eck-Gorrin on 07 March 2008, 23:29:52
I'll Beta test for anything you need.  At least then, I'll be contributing to this project in a small way.


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 07 March 2008, 23:43:55
I see Alysse has done her homework :) Seems the rest of the quest was not much of a problem then...  :grin:

@Altario: Ok, as you want to help with testing as well... You can start right away! See if you can manage the Gamoren quest and can succeed with Geoffrey's mulitple quests... Part of being a beta tester of course requires to get to know the Lorehold module a bit and know where to find these people...

Report back with your success or problems, or suggestions if you're missing a hint etc. :cool:


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 08 March 2008, 17:28:04
Ok, I've updated the Lorehold a bit, so that the Alchemy Room now has some more commands to respond to, e.g.

- (EXAMINE) POTIORAMA
- (EXAMINE )SHELF ("Shelf" was added to the keywords)
- SEARCH SHELF / SEARCH SHELVES

The replies to these commands should help the player to type in the correct commands to get what he/she is looking for.

Also added were a bunch of unknown texts from Alysse to the following characters:
- CHARLOS
- YVONCHA
- MITHWURT

I've also added several unknown texts to:
- HALLVARD
- GEOFFREY

Any more volunteers to be engaged as Lorehold beta testers? The more the merrier.... :D Aside from quest testing: Note that if the program doesn't react to something that you think it should react to, it helps pointing it out - cause the next person playing the game might try the same thing, and if we have implemented something based on a user reaction, this will enhance the experience for future players :) - So any suggestion is welcome in order to add "life" to Santhworld.


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 11 March 2008, 05:58:10
Just a note: At the moment I am testing Santhworld Script with my colleague, so that we can set and change variables, support conditions, create and move items, print random texts, allow trivia stuff (but now fully dynamic), add keywords based on conditions and things like that.

This testing phase is important, as the more the command interpreter can understand the more flexible we get. So bear with us! :)


Title: Re: Santhworld - The Lorehold Project
Post by: Alysse the Likely on 13 March 2008, 11:54:06
 I am working on another new trivia test for Santhworld, a Bestiary one based on birds and other fliers (excluding dragons, of course!) And I have a second in mind for...well, you'll just have to wait and see.

Stay tuned for further details  :P

Alysse


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 21 March 2008, 03:03:29
Ok, I've now uploaded a first Santhworld version that includes the new changes. Hope I haven't missed any bugs.

Anyway, this version now has some things integrated that demonstrate new capabilities of Santhworld, just for demonstration purposes to see what you can do with it now.

Things that you can now check out are e.g.

- Trivia quizzes still pose the same questions, but always in varying order

- Once you discover Alysse, she stays visible in the room, also when you reenter. You can try talking to Alysse or examing her when you don't see here, but you won't succeed. Once you discover her, everything works again. Also note that the room description and the keywords change. RUSTLING won't be there anymore when you've seen her etc.

- Artimidor now knows the player, once the player asks the keyword NAME. If you return to him, you get a different greeting referring to you as a known person (greeting texts are then also chosen at random from a pool, so you can try talking to him again and again)

- Random texts are now weighable, which means that we can define if texts should appear often or not. I've implemented that for example in the first room of the Lorehold if you type GOTO LOREHOLD. There's a high chance that you don't see additional text if the room description is displayed. Try walking out and in and see other additional texts. It is very unlikely, but possible that a guard shows up in that room. If he shows up, he will stay there, even if you leave.

- On your way out to the Courtyard you will now meet closed doors. Simply open them. You can also close them if you want. Or close them when they are already closed. Or open them when they are already opened. The program has it under control what to do. You can of course also exit te building and close the doors from there and then try to go in. Things like that.

- Then we have the door among the mosaics, which is linked to a lever now that you find a room further south. You can play around with that as well and try to get in without pressing the lever etc. Also if you haven't actually discovered that there's an operable door you get other messages etc.

These are some first things to give you a bit of an idea that Santhworld now can behave much more realistically - take a look. There's more that needs to be updated of course, e.g. in regards of the quests, but these changes should show you how things can be done now.


Title: Re: Santhworld - The Lorehold Project
Post by: Alysse the Likely on 21 March 2008, 07:19:07
Wow!  This sounds great, Art!

I'd like to incorporate that recognition into Alysse's room too, since there is the chance of the player having met her in F'ash's room.  If so, then she can recognize the player too.  I can start writing recognition greeting texts for her, Fash, Mithwurt, and Gamoren, plus a  couple of kick-you-out again speeches for the librarian and mage student supervisor, should the player try to go back in those rooms.  No rush, of course, but I might as well get them in and they can be added at your (non-existent?) leisure.

Alysse


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 21 March 2008, 16:40:31
Ok, I've integrated this as well, Alysse. Note that when F'ash asks the question if you have met Alysse before and you say "Yes", but you actually haven't, Alysse contradicts. But F'ash tells you later anyway who she is, so you now know her. As the rustling thing in Alysse's room is the same condition as the fact that you know Alysse, there won't be any rustling anymore when you got to know Alysse through F'ash. Should have used two conditions here, but I didn't remember that F'ash thing. Anyway, no biggie I guess.

Recognition greetings and stuff are fine as well, especially at characters where you plan to send the player on a quest, so that you know for sure that he/she will be back talking with the quest provider. :)

Ideas where conditions can be used efficiently are also welcomed of course (levers, buttons, keywords that should pop up in certain rooms when you get to know something etc.) I'll add a few things bit by bit in the course of time, like Gool knowing that you already know the password, so you don't have to repeat it, and quest related stuff. Every time a quest is in progress by a person, you will then see the keyword QUEST pop up at the quest provider - then he/she will tell you again what the quest is about. QUEST will also pop up at talks with persons that are mentioned to have to do with that quest, so that the player can get quickly to the point.


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 24 March 2008, 02:00:19
Short update here: I've further optimized the editor on Saturday and started with item stuff today. Game progress including variables and items can be saved now, Inventory command is in preparation, Debug commands are also now available to be able to monitor if commands work correctly. Looks good so far, let's hope we can make the items happen within the next days, as I know that after my vacation I won't have the time for programming. The editor and the Flash parts need to be complete to make integration easy, so I'm putting a lot of time into it to get it right as we'll have to work with these results for quite a while.

I plan a regular site update for next Sunday then (I should be able to post another portion of Santharian history in the meantime), and in that time get the item stuff fully active. We'll see. If you can help with commenting on stuff that should go up next week, please do so! :)


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 25 March 2008, 04:51:28
Yay, I can already collect items, look at my inventory and drop them, and check in which room it is, if I'm carrying it etc. and base a condition on that :D I'm piling up apples and cookies already! Really funny  :thumbup:


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 01 April 2008, 04:37:10
Sorting out final technical details on item integration with my colleague now... Thanks for speedily providing a first item quest, Alysse - it's great to have such an example already at hand to test if everything works correctly :)


Title: Re: Santhworld - The Lorehold Project
Post by: Alysse the Likely on 01 April 2008, 12:15:56
Another Bestiary Trivia quiz sent--this one on monsters.


We should do mare racial quizzes--so far my orcs are the only one.  I don't think we necessarily need one on humans, but what about elves, dwarves, hobbits, brownies, etc.?  And places?  There's a 10 question Northlands quiz up there, let's get a Southern Sarvonia quiz happening!  Or a Nyblemar quiz, or one on Aeruillin! Where are all our place experts?   

So many ideas, so little time...sigh.

Alysse

edit: I guess this should have been posted under "The Trivia Project", right?  Can you tell I'm tired? :P




Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 01 April 2008, 14:59:02
Thanks for the next quiz, Alysse - we get a good deal together now :D I guess quizzes in general are not too difficult to put together, guys, and it might also be a good opportunity to brush up your Santharian knowledge while composing it. So no need to be shy.  :cool:

I also thought about a site related quit perhaps, something that asks about when the site was founded, questions about key members and things like that. Maybe I'll make that one myself sooner or later - looks like fun :)


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 04 April 2008, 03:27:33
Another note here: I'm working with my colleague (who likes to be called "Grinch" with his alias) on Santhworld programming, and we have the item integration pretty far.

Sad news struck Grinch yesterday as he was called to the hospital, where his father died in the next hours. I don't know any details (if it was an illness or an accident etc.), but it is obvious that Grinch will have other things to do at the moment.

So we'll have some delay with the next Santhworld version that will feature first items. Well, there are more important things in life - just wanted to inform you,


Title: Re: Santhworld - The Lorehold Project
Post by: Alysse the Likely on 04 April 2008, 06:26:24
Thank you for letting us know, Art.  Please convey our condolences to your friend.


Alysse


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 05 April 2008, 18:03:25
:computer:

Ok, I've handled the most important item related things by now, so I can show you a little demo environment if you're bored.

Try this version (http://www.santharia.com/santhworld/santhworld_test.swf), then type GOTO SCRIPTY.

This will bring you to an area where all the scripts we are implementing are tested in various rooms. If you walk around you can get an idea what we can now do with scripts (computing numbers, checking variables, creating and moving items, displaying weighed random texts, showing different pics based on conditions - and also item handling now).

You will find a bunch of items in this environment which you can take via the commands TAKE, GET or GRAB and you can get rid of them again by typing DROP. If items are in the room you will also see them listed as keywords. If you type LOOk or L you will see the room description again and below you will always get a list of items that are in a room. If you type INVENTORY or simply I you will see what you are currently carrying. You can examine items that are in a room or in your inventory and also use commands like READ BOOK, SEARCH BOOK etc. You can also encounter a character that will give you a CAT (named "Lucky") as an item, which you then can bring to a certain extraterrestrial being... :grin: So you can check your inventory when such things happen.

Note for example that the description of the item in the room you found it differs from the description of the itme in another room if you drop it there, so it is context sensitive. We also have the possibility to add stuff like combo-selections or pics in item-related (room-independent) commands. Well, just have a look!

Of course this is just a test environment, so don't expect that everything works perfectly, but it serves demonstration purposes.

- A known problem for example is that you cannot eat the apple if you don't have it, but see it in the room. We'll try to fix that.

- Also not possible at the moment is that you examine e.g. the book while you're talking to a character. This is simply because a character might want to talk to you about the keyword BOOK, so the program doesn't know what you mean if you type BOOK - your inventory item or the topic BOOK. We also will think about how we can handle that.

- If you walk around you will also receive several Easter rabbits in your inventory to test amounts, which are correctly displayed e.g. as "An Easter rabbit (2)" in your inventory. Dropping such items however only drops single ones, so they are not summarized in the room description yet.

Anyway, hope you get an idea what items can do in Santhworld... - First Lorehold quests including items will follow soon.  :cool:


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 08 April 2008, 03:05:50
Ok, I've requested larger versions from Arbaon of the pics you suggested, Alysee, Dwarf, Skeleton and the Graveyard I suggested, and Arbaon has sent them to me now :) So we can use them now, as he also is ok with it that we use only parts of the pictures for Santhworld.

His website address has changed to www.billcorbett.co.uk (http://www.billcorbett.co.uk) BTW (needs to be updated on the site as well), and he said that if we can name particular images we'd like to use for Santharia from his site, we should mention which ones specifically and he's sure to have one or two for us... - So let's see :)


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 15 April 2008, 03:14:29
 :computer:

Grinch and I have been busy in the past days and the issues that we thought are necessary to resolve before an updated Santhworld version can go up are now integrated. :D

- Item support integrated (use INVENTORY to view what you are carrying). Look for some cheese in the Lorehold kitchen for example. Try to eat it, give it to someone etc. You also get a bunch of items if you start in Nepris (don't use GOTO, though).

- Score integrated (just type in SCORE). Depending on the module you will see a maximum score and how you fared in the meantime, e.g. you will see that you have reached "30 points out of 380". At the moment the score definition is only done for the currently converted quests in the Lorehold, so you won't get any score at the moment in Nepris. Every time you accomplish something, you'll see that your score has gone up with a green text.

- SAVE and RESTORE now save and restore items and program internal variables. Note that you only have one save game still!

- Modules are now started with the command START (forget the GOTO command, this will disappear pretty soon, and if you use it scores won't be reset etc.).

You can either type simply START: this will bring you to a selection of modules, where you get descriptions and then can decide if you want to enter that module. The TRIVIA module still needs to be added there (at the moment only accessible via GOTO TRIVIA).

Or you can type e.g. START NEPRIS or START LOREHOLD and you will be asked directly if you want to quit the current module and enter Nepris (this will reset all items/variables etc.).

You can always return from the START module to the module you've bee coming from by typing in RETURN. Probably the START module will become the startup module soon and HELP will become one of the modules to choose from.

- Modules now have short introductions (see e.g. NEPRIS and LOREHOLD), where you also receive some start icons that are important for the module.

- Various quests in the Lorehold now work with conditions and therefore deliver score (not all of them, though). What works as it should are the following quests: Gamoren's Potiorama, Quillbert's book, Gool's Quiz. Try to get all points! - Geoffrey's quests still needs to be converted, and I have an item quest from Alysse, this will follow as well.

- As you can see the LOREHOLD and NEPRIS now both get some attention with the new introductions and added items. The LOREHOLD will be something that constantly grows and is basically an adventure area, while NEPRIS should eventually be more a role playing game with a complete background story, it has a main quest and stuff and the player perhaps will get some monsters to fight etc.

Contributions in both projects are, as always, most welcome! :)

That's it basically - have a look as usual here (http://www.santharia.com/santhworld/santhworld.htm).

P.S. We are already capable of playing MP3 music and sounds in Santhworld, but we need some more time on testing this feature!


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 15 April 2008, 05:24:30
Trivia was now added to the module selection as well :)


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 17 April 2008, 06:30:21
A short update: Grinch deserves great praise for enabling music and sound for Santhworld. The possibilities are breathtaking to say the least :D

Only condition is that you have a good internet connection to download the MP3s properly, here with cable there's definitely no delay. At least in our current tests.

What we can do now is play a background music for example, but not only that - we can specify a list of titles that should be played after each other and then repeated or only played once. The titles fade in and out and we can change volume during the playing of the titles at will. We can put several sound effects on top of it and play them once or repeat them. Upon entering rooms the music can change etc.

So I can only tell you some examples of what I can already experience here:

- With START NEPRIS I enter the Nepris module and the Nepris music starts to play
- When I visit the Prosperous Farmhouse the music decreases volume.
- When I go out again the music gets louder again. Quite effective.
- I try to open a trapdoor in the house and hear the sound effect.
- I move around the Nepris farmhouse and hear a repeating snoring sound somewhere. It is not very loud, though.
- I investigate further and go up the stairs - the volume increases.
- Next room: Even louder!
- Then I enter the Andrus room and the snoring ceases and Andrus admantly tells me he isn't snoring.
- Once I leave him, I hear him snoring again in the east.

Really a tremendous work from Grinch - we'll take a few days to complete this, but be prepared for a wonderful musical experience! :thumbup:


Title: Re: Santhworld - The Lorehold Project
Post by: Takór Salenár on 17 April 2008, 07:18:30
Does Nepris already work?

Do I need the IE to be able to use all features of Santhworld?

Is the music already enabled? I don't hear anything.


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 17 April 2008, 15:02:37
No, music isn't enabled yet on the site, as there are some smaller issues we have to deal with first. That's why I described on how you will hear it once you can hear it... :grin: If these small problems are resolved as well, we'll upload it officially.

Flash is platform independent, so everything that works on a PC will also work on a Mac and any other browser. You can walk around in Nepris already (START NEPRIS), but music and sound still has to follow.

Features like items are of course already in, for example if you start Nepris you already start off with three items, can carry them around, drop, take, examine and read them and look at your inventory.

So new features will be added one after the other, but only once these features have passed their tests and we are satisfied with how they work.


Title: Re: Santhworld - The Lorehold Project
Post by: Ta`lia of the Seven Jewels on 17 April 2008, 15:21:39
Does Nepris work already without music?
Currently I'm stuck with the pic of Nepris, the heading Melor, good spirit under it and nothing moves... the Hills of Svanfrill was all i could reach.


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 17 April 2008, 15:24:17
Nepris is a work in progress, so there are quite a lot of rooms you can visit already and people you can talk to. But unlike the Lorehold at some point you reach rooms here and there which aren't done yet at all. - You'll see it when you get there :D


Title: Re: Santhworld - The Lorehold Project
Post by: Ta`lia of the Seven Jewels on 17 April 2008, 15:26:30
Editied it in above, I don't get farthern then to the Hills of Svanfrill, no further option, no list of topics and Help didn't do much..


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 17 April 2008, 15:33:31
You could type "N", I guess... And other directions later... There's an automap to the bottom leftwhich tells you where you can move.


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 18 April 2008, 04:44:00
There's a great sound resources site BTW, which is called Soundsnap (http://www.soundsnap.com), which is completely free and offers a wide range of sounds. It's a bit slow, though. Interestingly the site even allows commerical use for its sounds, so this surely is a piece of sound heaven for everyone interested in using sounds. If you're bored you can browse this page and look for certain sounds you think might fit pretty well somewhere and we'll integrate them. :)


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 22 April 2008, 05:10:31
Ok, guys, there's now a Santhworld version online that supports music and sound effects... - We need people checking this out - go here (http://www.santharia.com/santhworld/santhworld.htm) as usual!  :cool:

You can try now the things I've described above in the Nepris module. - Note that we're testing how this works, so I assume you need to have a fast internet connection, a 56K modem probably won't do you any good. Well, please report back if you hear the music, if there is a lag etc. (You can still play without music, see command at the end of this post. By default the music is on, and it will start in the NEPRIS module.)

To test it, do this:

- START NEPRIS

- Click through and you'll hear the Nepris music start. There are 2 Vladeptus pieces that will play in a loop, and it is random which one is picked first to start.

- You can hear simple sound effects once you have reached Nepris by looking in your inventory (command INVENTORY) and then READ INSTRUCTIONS. There are three different sound effects if you go through that.

- You can go until the bridge (north all the way), and if you go to the east one step before the bridge you get to a cliff. You will experience that the volume of the background music is reduced and that you'll hear the crashing waves. Go back and the waves will fade out and the background musci will increase.

- Then you have some sounds in the Prosperous Farmhouse. Just head all the way north, then east from your start point and then ENTER. Explore the area, try OPEN TRAPDOOR when you find it and hunt down the snoring...

- You can turn off the sound completely by typing SOUND OFF and turn it on with SOUND ON. Note that SOUND ON will turn the sound on, but it will only start again if a sound event is fired.

---------------------

We are aware of one small problem - namely that the decreasing of the volume is abrupt (e.g. if you enter the farmhouse), while the increasing is gradually. We'll fix that.

Anyway, feedback needed now.  ;)


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 23 April 2008, 15:07:45
Once again: Feedback absolutely necessary at this point to be able to progress efficiently!


Title: Re: Santhworld - The Lorehold Project
Post by: Ta`lia of the Seven Jewels on 23 April 2008, 17:45:53
I don't hear any sounds, do I have to enable something?

There is somethign else, is it intended?

START   Nepris ---- Intro with signpost and so on (Switching to the Nepris..)

GO TO  Nepris --- Hills of Svanfrill


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 23 April 2008, 18:03:30
GOTO is not an official command anymore, it will be removed for regular users and changed into a developers' command. Sound is fully enabled in Nepris, however, only if you enter via START and confirm with YES.

Is music audible for everyone else if you follow the instructions above?


Title: Re: Santhworld - The Lorehold Project
Post by: Ta`lia of the Seven Jewels on 23 April 2008, 18:40:38
Music is now ok when entering as you said.

I have however one problem which is probably addressed above - in the last 15 pages.

How do I get back when I run in an #undefined# area? i wanted to talk to Meghrin (Talk to Meghrin) and now I'm stuck.


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 23 April 2008, 18:53:50
Well, Nepris is still under construction. If you reach a room with "undefined" you can still go back via the direction commands (you can also walk around with the numpad keys BTW).

If you reach an undefined character in Nepris you won't be able to get back properly at the moment (sometimes BYE works already, e.g. at Mimi I think, but not at Meghrin), but you can - at the moment - simply "teleport" to the Nepris start place at least by typing GOTO NEPRIS. What is developed already is if you head straight northwards and then east, there's the Prosperous Farmhouse (Derkhan outside is not defined yet, though). There you have 2 people you can talk to and a bunch of sounds.


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 24 April 2008, 03:35:53
Thanks as well to you, Judy, for letting me know via PM that things work nicely for you as well :)

I see you also provided a bunch of descriptions now for the Pines Hostel and some dialogue etc. - however, that was a bit premature. "Under construction" doesn't necessarily mean that I don't have stuff for it.... I already have a lot of more stuff for the Nepris area already available that I haven't integrated yet. This includes dialogue with the innkeeper and a bunch of hostel rooms, which Smith made a while ago... So I will look at the material and see where I can use this and that, but we need to be careful not to do things twice.

For example there is no dialogue on Meghrin or the tavern needs some rooms (though we have your dwarf for it, and we have a waitress pic as well, Bard Judith could even sing a tavern song there...). The Fizzlefist area for example with the funny doorknocker also just waits for integration, it's all there.

Also:

- Provided dialogues need to be complete (GREET, NAME, JOB, BYE)
- Room descriptions should be short and to the point. I guess I cannot stress that enough, but we should really restrain from writing too lengthy descriptions. Remember that the player walks around and wants to explore and discover things, but long descriptions at every room make it tedious to play. So basic room descriptions should be quite short - details can be added by using objects as keywords one can examine etc. Large rooms can be split in two etc. - Whenever I try to convert Nepris rooms I cut things down to a minimum or split descriptions. It needs to stay accessible and thus enjoyable for the player, this has to be one of our top priority.

-------------------

I will make own threads so that we don't always use the Lorehold thread. There will be one for Santhworld development and another for Nepris - and this one should stay the Lorehold thread.


Title: Re: Santhworld - The Lorehold Project
Post by: Miraran Tehuriden on 25 May 2008, 02:28:39
The first three rooms of the Greenhouse. Dialogue coming soon!



Entrance Of The Main Greenhouse
Warm, humid air engulfs you once you step into the greenhouse of the Lorehold, onto the main path. Ahead, you see a large archway in the wall, covered by curtains, and to each side flowerbeds are filled with all sorts of weeds, bushes, vegetables, and other plants. Here and there small birds flit through the plants, chasing bugs. This area seems to be in use as a catalog of Sarvonian flora, as each flowerbed is marked with a province's name, and each plant is labelled with a number.

Archway-> This archway appears to lead to the central area of the greenhouse complex. It is covered with heavy curtains, probably to keep out unwelcome animals or cold weather.

Birds-> You notice several different kinds of birds making their way throughout the flowerbeds, aiding the gardeners by eating many harmfull insects.

random occurrences-> A magnificent Cuuloo rooster looks at you for a moment, before disappearing under a large bush
-> Two small red butterflies whirl through the air, flying from one flower to the next.
-> A Gardener Brownie with a dark green bark climbs a tiny ladder on the northern wall, disappearing into a hatch in the ceiling.


Center Of The Main Greenhouse

This large, round, domed chamber is the central section of the Greenhouse. Most of the available room is used up by the magnificent tree growing right in the middle of the dome, filling it completely with its branches and leaves and giving the impression of standing in a tropical forest. All around the walls exotic flowers are in full bloom, and the many different vines engulfing each available bit of wall almost make you forget this is a man-made building. There are several brownies at work throughout the area.

tree-> This tree, a Giant Marsh-Oak from Nybelmar, according to the sign dangling from a branch, is positively huge when taken into account it lives inside a building. Its broad branches and dense foliage prevent you from seeing into the upper regions, but even from below it is clear that something or someone is up there.

flowers-> Flowers of all imaginable colours, shapes and scents are to be found in this hall.  Ranging from humble Anemonel blossoms, to the impressive onslaught of purple of the Arryi's(picture) long stalks, each and every one seems to be taken care of perfectly.

vines-> False-Heart, Herena, Sweetsip.. Even the rare Nightshimmer(picture) vine has its place here. As the vines tend to grow through one another regardless of the valiant efforts of the brownies to separate them, they have meshed over the years into a bedazzling variation of leaves, branches and flowers.

Ascend tree-> The Greenhouse Office

Built on a  hidden platform secured in between the branches of the large Oak, the office of the Greenhouses and Herbarium of the Lorehold it quite literary on top of things. Several Brownie-sized desks stand on one side of the area, grouped around a more conventionally sized workspace currently not occupied. One the other size, a similar group of potting tables has been installed. Two brownies are wrestling their way through a fairly large tome on the ground before a large bookcase, and a dark-haired human is working on the large potting table.

Workspace-> This desk is cluttered with scrolls, tomes, dried leaves and flowers, small pouches and several shards of pottery. It is obviously used often, although nobody seems to be working here at this moment.

->shards-> It seems someone has dropped a potted plant here, and just piled the shards on one of the few open spots on the desk. You can see traces of black soil on the ground as well, confirming your suspicions.

Tables-> The potting tables are covered with empty containers for seedlings, heaps of fertile soil, and gardening tools both brownie- as human-sized.

Tome-> Labeled "Xaramon - Ef-Ko", this is apparently one of the index tomes of the Greenhouses. The two brownies working on it seem to be looking for a specific entry, and from the tome of their chattering speech they have some trouble finding it. You decide it might be best to leave them to their work.

Brownies->Two small brownbarks are working their way back and firth through a big tome on the ground. They seem to be rather engrossed by their work, so maybe you should not bother them.

Miraran-> Hands stained with earth and plant juices, this dark-haired man is carefully studying what seems to be a large seed pod on the table before him. He is humming to himself in a way that sends a strange sensation through your spine. After a few moments, he looks at you and smiles encouragingly, before turning back to his prodding and poking of the seed pod.


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 25 May 2008, 02:37:34
Ah, great to see some more rooms, Mira! :D

Question: I'm just adding a bunch of items and thought I'd put a heavy bolder somewhere in the garden. The idea is that there is some kind of platform somewhere nearby (Greenhouse?), so that you can drop the boulder there and then a portcullis opens nearby you cannot access otherwise. What do you think? Do you have anything in the vicinity that could fit?


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 25 May 2008, 03:04:41
BTW: Some more items, while not particularly useful, were added now in the Lorehold in order to get item handling started there as well:

- An apple (up the southwest tower, eat it and get some sound)
- A half-eaten cherry pie in the Skullery (examine it and get some sound)
- A boulder out in the garden, on the way to Gool
- A quill (in Geoffrey's room)

The music was added as well of course, and the Lorehold Introduction (http://www.santharia.com/santhworld_modules/lorehold/lorehold_frame.htm) now has little pictures at the Quests representing these quests.

Ideas for further items are welcome :) Ideally with a short description once you examine the thing. Perhaps also with a text that is displayed e.g. when you eat it or use it in any way etc.

One of the next things that we will have available is that we can change the status of items. This is important because we then can eventually equip items (weapons or clothes), but this is only of interest in the long term. In the short term we will be able to activate a lantern e.g., so that you can walk through the wine cellar if you have it turned on. Things like that. :)


Title: Re: Santhworld - The Lorehold Project
Post by: Miraran Tehuriden on 25 May 2008, 03:05:46
There will be an additional three side area's from the main dome.. one of them could be the Dangerous Plants section, off limits to brownies due to their dangerously small size. No brownie can lift that boulder, so it would be a perfect lock to keep them out. :)

edit-> ill add some items to the courtyard and greenhouse as well.. mostly random stuff, but some things will be usable in other places.


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 25 May 2008, 03:54:53
Just a note, Mira:

I'm starting preparing the first room, so here's what we need to take care of:

The larger the Lorehold becomes the more important it is to keep the basic room description short and to the point. Further descriptions can be read when you examine the room in detail, but the player shouldn't be confronted with long paragraphs upon entering a room. We'll definitely have to cut down on a lot of rooms we've already made and split that information up.

If you have too much to put into a room, just make two rooms out of it or even more. It's perfectly fine if there are rooms that serve just a connections between major rooms, and they'll give you room to put items in it as well. Because if we put items as well in rooms with long descriptions, then these rooms get extremely loaded.

So always keep that in mind. Try to view it with the eyes of the player.

I'll adjust that in the Entrance Room myself. Let me know as well how the rooms are connected!


Title: Re: Santhworld - The Lorehold Project
Post by: Miraran Tehuriden on 25 May 2008, 04:20:10
So far its Gool room, veggie patch (first inside greenhouse room) Main Greenhouse Dome room all in a straight line, and from the dome room upwards to the office area. I'll be adding the theme rooms east, north, south and downwards from the Dome Room, which should serve as a central hub.


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 26 May 2008, 02:29:04
Ok, update here:

Mira's rooms are not in yet (only the first one is halfway in so far), but I finally got to integrating Alysse's quest. Integrated quest details with updated graphics can be found here (http://www.santharia.com/santhworld_modules/lorehold/lorehold_frame.htm) as usual (click on Quest on top of that page).

In general the quest was integrated just as Alysse designed it, it's quite a simple retrieval quest, which isn't particularly difficult if you know your way around the Lorehold.

However, I had to add some things, because according to the quest definition you couldn't ask a certain person directly for assistance, even if you knew that you should ask that person. So you could only solve the quest indirectly by talking to someone else, and that is pretty much something you cannot expect from the player.

Nevertheless both ways are now possible, I just added that person as a regular one into the Lorehold (called Heirig). While she doesn't talk that much, she definitely helps with solving the quest.

Also you can talk to a bunch of other people about the quest like Geoffrey, Gamoren, Artimidor or Dalá (the keyword will pop up when talking to those people). If you know Alysse and the quest already she won't show up at F'ash when you haven't met him before. As usual depening on the status of your quest Alysse will have other texts. She will also spot the scroll if you walk into her room with the found item and comment on that.

One thing I definitely had to change - namely that Alysse doesn't talk anymore to the player if he/she denies the quest... :lol: This I had to change that you can ask Alysse again about the quest and give your ok then, otherwise you won't be able to solve all quests. And besides it might be important for other quests that the player can still ask Alysse about something.

Anyway, hope you enjoy! :D


Title: Re: Santhworld - The Lorehold Project
Post by: Smee on 26 May 2008, 05:28:03
*chuckles* I made, the perhaps fatal mistake, of stepping into this module just now whilst the forum was down briefly.

I'm going to try to resist being sucked in, and stick to the more typical dev stuff for now, but it seems a great project.

Just to throw a tiny something in... spotted a little typo in the early welcome to the Lorehold module.

Litterally as you're going up the stairs to enter the library it goes something like...

Quote
"...chance to talk to famous personalities.

(Continued...)

After a somehwhat ..."

Have fun folks,

Smee.



Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 27 May 2008, 03:42:08
Ok, will be fixed :)

@Mira: I've only added the first room halfway as you can see - try to perhaps think about splitting the other rooms into more rooms or splie up the descríptions in multiple keywords the player can examine. That should help to make things easier accessible.

I also suggest to write the possible directions (N, E etc.) directly into the rooms you're describing and where the end up, makes life much easier for me!


Title: Re: Santhworld - The Lorehold Project
Post by: Miraran Tehuriden on 27 May 2008, 03:56:20
heh, will do that soon art, i'm currently fleshing out the quest Lorehold-me will be giving out, and amongst others, i need Rookie's desc of herself to write all the dialogues, as well as the two areas it has to cover. It also puts your boulder to good use! Expect it in a pm in a few days, gods willing, i'll split the rooms at/in the same time/message.

edit-> this one is going to be fun.... expect yet another well-known compendiumist to have joined the expedition to the Lorehold!


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 01 August 2008, 02:13:30
Ok, I make some comments as I go along with integration, Mira:

I notice that you'd like to show the picture of the Nightshimmer Vine - well, we only have that wine wrapped around a larger tree, so unless you explain that tree somehow, I fear I cannot put that picture in there.


Title: Re: Santhworld - The Lorehold Project
Post by: Miraran Tehuriden on 01 August 2008, 02:16:21
Oh, just skip it.. i merely inserted (picture!) tags whenever there was a picture available, i didn't actually check them, apparently. *shrugs* maybe i can use it later on in the locked section


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 01 August 2008, 02:41:27
I suggest to split descriptions of the various objects in the Main Greenhouse rooms. Which means: The rooms surrounding the center are a generic room where the description is the same. Yet there are two objects to be examined in these rooms (flowers and vines). So I'd say, let's just offer the player the opportunity to examine e.g. flowers in the first room, vines in another one, and maybe we have a third one as well where we can offer flowers and show another picture there - what do you think? Otherwise the player enters rooms with objects popping up, and once he/she examines them its all pretty much the same stuff.


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 01 August 2008, 02:46:53
Oh, and I could use a short description of that hoe...


Title: Re: Santhworld - The Lorehold Project
Post by: Miraran Tehuriden on 01 August 2008, 02:49:31
Old and battered, this hoe has probably been in use for years at the gardens. It's handle is worn, polished by many hands using this tool, but the blade has recently been sharpened to a nice sheen, even though the edge is a bit chipped.


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 01 August 2008, 03:18:46
Ok, thanks :) - BTW: Where can we use Judy's pics?


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 01 August 2008, 03:46:41
Oh, and another question: Miraran is the guy up in the office, right? It's not directly mentioned, but I guess so ;)

Oh, and the room "Underneath the Weeping Willow"... is that, say, east from the room with the willow in it at the Courtyard Path?


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 01 August 2008, 03:49:24
And another question:

"It might be wise not to it like that when he can hear you though."

Could you make a sentence out of it I can understand? ;)


Title: Re: Santhworld - The Lorehold Project
Post by: Miraran Tehuriden on 01 August 2008, 03:50:06
Call it like that, yes, yes, and i'll look at the pictures now.


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 01 August 2008, 03:53:15
Ok... Don't forget to get that sentence above straight (my last post), and another question: What would be Miraran's official profession that shows up at his name?


Title: Re: Santhworld - The Lorehold Project
Post by: Miraran Tehuriden on 01 August 2008, 03:59:50
"it would be unwise to call it like that" :P

Well, define official. Being a "compendiumist" isn't realy a profession, but his side-activities back at home are not realy interresting for the Lorehold..


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 01 August 2008, 04:03:23
Well, I need to put one profession below his name when you talk to him. Is just "researcher" fine?


Title: Re: Santhworld - The Lorehold Project
Post by: Miraran Tehuriden on 01 August 2008, 04:05:31
And the left side would fit either the first room of the courtyard, or the quiz-for-the-herbarium room.. i'm not sure about the right side yet... but ideas are welcome.

Yeah, fine by me :)


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 01 August 2008, 05:11:10
Idea: I could use the central part of Judy's garden picture as general picture for the garden. So whenever you walk around in the garden (and perhaps also in the Greenhouse) you'd see this picture. And the first room could still have that left side picture - and the right side one we can surely quench in somewhere else as well.


Title: Re: Santhworld - The Lorehold Project
Post by: Miraran Tehuriden on 01 August 2008, 05:19:19
Sounds great!


Title: Re: Santhworld - The Lorehold Project
Post by: Gean Firefeet on 01 August 2008, 05:53:48
I looked through my old posts to see what I was up to before I tumbled into the recesses of RL last time, it seems I had some interesting ideas with harps that won't stop playing, which are much better possible now that we have all sorts of items to be carried at out disposal. Care to have a chat about that Art, once your computer is up and working and all that. Because I now only direct people away from me in the Lorehold, now what fun can that be...


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 01 August 2008, 06:10:57
Yeah, your character also needs some stuff, Gean ;)

@Mira: I've integrated most of your things now, the rooms and Mira, and there are items like the hoe or the manual that can be taken, and once you're outside you see Judy's garden pics as default. Here and there I made some minor adjustments where necessary, if you spot something wrong, just shout!

I'd need some more things to be able to complete the rest, but as you said, it's the first part only. I still have the Irid dialogue. I guess she just pops up at the fountain once the player returns to the Lorehold... Well, this can be done, will follow soon! :)

Anyway, check it out!


Title: Re: Santhworld - The Lorehold Project
Post by: Tharoc Wargrider on 02 August 2008, 02:13:26
I had an idea for a room called "De-cryptifying & Translatification". I imagine it to contain piles of ancient, dusty scrolls etc, chalkboards containing strange symbols and letters, and rows of equally ancient and dusty old researchers, bent over their desks, scribbling furiously. The main character would be a very old professor with an extremely long, grey/white moustache (reaching to mid-chest area), and a pair of quick, intelligent eyes that twinkle as he speaks. His head would contain so uch knowledge of ancient writings and languages, that it appears he has great difficulty in fitting in anything you say, and will appear to have fallen asleep while he tries to recover the information you request.

The room could be used by people to translate any strange writings or symbols they may find, whether it be on parchment or engraved onto a weapon or artifact. You must leave the item with the professor until he translates it though, which means you won't be able to use it until he gives it back to you. It might be quite good, therefore, if he was made to be very forgetfull, putting things down and losing track of where they are.

Does anyone want to take this?


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 02 August 2008, 02:15:25
Sounds like a funny idea - how about an orcish volunteer?  :grin:


Title: Re: Santhworld - The Lorehold Project
Post by: Miraran Tehuriden on 02 August 2008, 02:19:38
Its all looking great Art! And apparently i should still work on minimising dialogue and descriptions, there is so little room ;).. ill give some examinable objects for those copied main hall rooms as well on the second fileset for the greenhouses.


Title: Re: Santhworld - The Lorehold Project
Post by: Tharoc Wargrider on 02 August 2008, 02:27:36
Well, when I originally came here it was with the intention of working on the Lorehold, but I joined the wrong queue.

I think I'd like to have a go at it, but I need to look at the rules and reg's regarding that side of thing.

Plus, I'm busy ATM with my Pyrates thing.

As you can probably tell, I'm a little reticent about commiting myself due to a hoooge backlog of Compendium stuff. However, if I can get this Pyrate thing up in the next week I'll come back to this and take a look.

Can you suggest where I should go to learn about Lorehold dev'ing?


Title: Re: Santhworld - The Lorehold Project
Post by: Miraran Tehuriden on 02 August 2008, 02:32:11
I could email you the set of files used to create the latest aditions to the greenhouses if you's like, so you can see a bit of behind the scenes material.. apart from that its mainly making lots of stage notes for Art to get the desired special effects.


Title: Re: Santhworld - The Lorehold Project
Post by: Tharoc Wargrider on 02 August 2008, 02:37:02
That would be much appreciated, Mira. Have you got my e-mail?


Title: Re: Santhworld - The Lorehold Project
Post by: Irid alMenie on 02 August 2008, 02:37:10
Wooh! I'm gonna be in the Lorehold! :P


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 02 August 2008, 02:41:13
Most things are explained at the very first post of this thread (see here (http://www.santharia.com/dev/index.php/topic,11694.msg137047.html#msg137047)). It's not fully up to date however, because now we already have the full repertoire of item handling, can manage conditions (if player has item A then he can do B) etc. whenever we need it.

I quote the list that is mentioned there at the end and tell you whether this is all possible by now:

What is not possible to realize with Santhworld?
Santhworld is a program that develops as we go along and add more stuff. Right now it enables players to walk around, to talk to characters and thus to learn more about Santharia as a whole.

Not yet possible:
- Manipulating objects permanently YES
- Taking things YES
- Display a different room description based on a condition YES
- New keywords popping up in dialogues based on prior actions YES

Planned Features:
- The possibility to move around by clicking at arrows at the map NOT YET, use the NumPad however
- Randomize function that displays different text YES
- Greeting texts according to the player's actual time NO
- Conditions YES
- Basic Inventory YES
- More commands YES

So believe me - you can do lots and lots of stuff already. It also helps to learn how to do it by solving the puzzles of the Lorehold or talking to characters. :)

You can even dig for sound effects here (http://www.soundsnap.com/) and we'll put them in :D

@Irid: Yeah, your character should be integrated very soon! Now we'd only need a picture for you.


Title: Re: Santhworld - The Lorehold Project
Post by: Tharoc Wargrider on 02 August 2008, 02:45:41
Cheers, Arti. Like I say, it may be a while, but I'll have a go at it.


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 02 August 2008, 03:35:24
Ok, Irid, your dialogue is now also integrated. Remember, that you first have to talk to Mira in the greenhose (strange concept, huh?) greenhouse and if you accept the Rookie quest and return to the fountain you'll see Irid sitting there.

The quest is not completed, but Irid already gives the decisive hint. In that willow area some thing will change once Mira provides the next part of his greenhouse/quests additions. :)


Title: Re: Santhworld - The Lorehold Project
Post by: Nsikigan Ho´Tonanese Yourth on 09 August 2008, 09:44:11
Alright... is the main Compendium library here, or do we do most of our work in New-Santhala? And if it is the 2nd, why so many devs in the Lorehold?


Title: Re: Santhworld - The Lorehold Project
Post by: Bard Judith on 09 August 2008, 11:05:41
The main Compendium is in New Santhala - I think the 'conceit' or 'backstory' of the Santhworld is that there is a Moot: conference - gathering - series of lectures - party - whathaveyou at Lorehold and many consequential people have shown up for it.


Title: Re: Santhworld - The Lorehold Project
Post by: Nsikigan Ho´Tonanese Yourth on 09 August 2008, 11:27:42
Ah. So I would not have any kind of study in Lorehaven, I suppose.


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 09 August 2008, 15:40:57
Well, the Lorehold could be a regular "outpost" for Compendium writers. Mira has his greenhouse there for example, so it appears as if he's permanently here - and you could have Nsiki having his own place there as well. Not everybody can live in the Compendium Halls, some researchers might live in these outposts, as they have to research things in certain regions.


Title: Re: Santhworld - The Lorehold Project
Post by: Bard Judith on 09 August 2008, 17:05:01
Yes, that's also true.  Judith has her 'main residence' in Marcogg, for example, but she spends most of her time on the road,  between the various central provinces - collecting, composing, spreading music, and passing on the local news and gossip.

But I was specifically answering your question as to the main library and central location of the Compendium itself, Nsiki!  Since you are an Eyelian, what would be the more 'natural' spot for you to have a 'home base'?


Title: Re: Santhworld - The Lorehold Project
Post by: Ta`lia of the Seven Jewels on 09 August 2008, 17:20:32
Quote
Judith has her 'main residence' in Marcogg, for example, but she spends most of her time on the road,  between the various central provinces - collecting, composing, spreading music, and passing on the local news and gossip.

That was what I thought as well. The Lorehold or the Great Library are the places where the compendium writers are only occasionally, organising their notes and writing down in a proper form what they have found out on their last journey.
My base is of course in the Jewels ;)


Title: Re: Santhworld - The Lorehold Project
Post by: Miraran Tehuriden on 09 August 2008, 18:53:49
And my base is on the borders of the Drifting Woods, as long as i'm not wandering through the Kaerath and Northern Bay regions. It's a terribly long journey to and from Nybelmar after all, especially since i have to cross the entire continent as well. I doubt the real Mira will visit the Compendium more than once in a decade, if at all. Lorehold-Mira even says he's just visiting to help out the local head of greenhouses somewhere in his dialogue.


Title: Re: Santhworld - The Lorehold Project
Post by: Nsikigan Ho´Tonanese Yourth on 09 August 2008, 22:41:55
Alright then... Nsiki, I think, is also a wanderer. After all, despite his years of studies/reportings of his own people, he has also journeyed as far away as Ximax to study Silkstone. So my guess is he travels around, and has small outposts all over the place.

Oh, and btw, Art, I've got the outside of Nsikis hut finished, which is its own room, and the inside will be coming up shortly.


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 09 August 2008, 23:00:39
Make sure to connect it properly to the Lorehold, Nsiki... If you have somethig to integrate, you can mail it to me and I'll get it in and can point out possible problems.


Title: Re: Santhworld - The Lorehold Project
Post by: Miraran Tehuriden on 09 August 2008, 23:05:58
Hey Nsiki, with your connection to animals and animal research, why not make it a side-chamber of the passage to the (yet to be written) Bestiary Stables? Art can stretch the path leading that way from the central courtyard a little bit and put it right in. :)


Title: Re: Santhworld - The Lorehold Project
Post by: Nsikigan Ho´Tonanese Yourth on 09 August 2008, 23:12:09
Sounds good!


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 31 October 2008, 06:36:34
Got the Lorehold stuff you PMed me, Nsiki, in order to introduce your character. Where exactly on the map would you like to place it? We don't have Bestiary stables yet there now, haven't we? Perhaps we'd need a room or two to connect it?


Title: Re: Santhworld - The Lorehold Project
Post by: Nsikigan Ho´Tonanese Yourth on 08 March 2009, 07:29:14
Sorry this took so long Art!

Make this the first room entering the Bestiary stables:
OPEN DOOR:
You swing open the door to the stables, and a blast of animal scent hits you- a strange medley of musk, dung, and hay wafts through the air, a smell not entirely unpleasant.
The area is less of a stable and more of a zoo – large enclosures keep in several fine specimens of various beasts, and up ahead lies an aerie full of chattering birds. Off to left is a kennel, and a cacophony of barks and howls can be heard. To the right is a small path, and a puff of smoke can be seen over the treeline.
OUTSIDE NSIKI’S HUT
   As you near the Bestiary stables, you see something a bit…. out of place.
In front of you is a small, domed, mud hut, seemingly growing from the ground. It is covered in moss and lichens, and there are several flowerbeds outside. Also, you see a BLADELEAF plant growing by the door, and what appears to be the shadow of a GRYPH overhead. The DOOR is barely that- it is merely a piece of cloth, meant more to keep insects away then for actual security.

EXAMINE BLADELEAF
The fern in front of you is about a half-ped tall, and is composed of several barbed leaves. The leaves are hard, though a bit cracked. The plant seems to be drying out, dying. And at the base is… a SPOUT?

EXAMINE SPOUT
Indeed, a spout. From it drips a thick, green liquid, as it lands in a bucket. The whole setup seems like a brownie-sized version of a syrup production. The BUCKET has a lid nearby, and seems about pocket-sized….

TAKE BUCKET
Glancing around, seeing if anyone noticed, you stuff the Bladeleaf Gel into your pocket. Hopefully it will come in useful, and hopefully the owner doesn’t come back soon!

LOOK AT GRYPH
   High above, a gryph circles. Say, aren’t Gryphs pretty friendly to Eyelians?

EXAMINE DOOR
The “door”, as you’ve noticed is made out of cloth. The cloth is shimmering blue, and unlike any you remember seeing. The CORNER is frayed a bit, and seems ready to come off.
   EXAMINE CORNER
   As you feel the frayed fabric, it rips, and comes off into your fingers. No sense in wasting it, you stuff it in your pockets and carry on.

ENTER HUT

INSIDE NSIKI’S HUT
   Now that you’ve entered, you find the interior of the hut a bit less beautiful then the outside. The room is a bit cramped, obviously built for someone a bit shorter than your average human, and it seems to not have been cleaned in a decade or so. Rising through the miscellany crowding the floor stands a desk, a further platform for junk and trinkets. On top, for instance, sits a STONE paperweight, and a cage with a vile, green RAT inside. At the chair in front of the desk sits an EYELIAN scholar, poring over a PARCHMENT riddled with notes.

EXAMINE STONE
The Stone is cleaved in half, like a geode. Inside the shimmering blue rock are many fine, white, strands, which give off a somewhat un-earthly glow.
EXAMINE RAT
The vile, greenish, rat hisses at you, dripping some nasty substance from the corners of its mouth. One dirty fang is exposed, and the remnants of some rotting meal are still staining the tooth. There is a tag on its neck – it reads “Siki, Jr.”
EXAMINE EYELIAN:
This young scholar is simply dressed, in what appear to be animal skins. A vest and long trousers provide his only clothing, and a gryph-claw necklace hangs low on his chest. His hand ruffles his dark, black hair, and his yellow-flecked eyes are intensely focused on the TREATISE in front of him. Every now and again his quill pen scratches out a lie of text, or scrawls a new line into the margins.
EXAMINE TREATISE:
The treatise is entitled “The Rimmerins Ring: Flora, Fauna, Locations, and Mythology of the Heartland”. Looks like quite a bit of work – better not take it!
TALK TO EYELIAN:
The diminutive man glances at you, and makes a final note on the page. Standing up to his full height (perhaps not all that impressive), he holds out a hand in friendship. “Good day, friend! How can I help you?”
HELLO:
“Hello,” you say. “Just exploring the stables.”
“Well then, explore away to your heart’s content!” he says. “Erm, I would beg of you a favor, however.”
You raise an eyebrow in curiosity.
“Just… watch out for the Gryph. Imn’t sure if she’s been eating today, and I would hate if she were to act overeager towards yourself.”
You nod, and keep that important fact in mind.
NAME:
“Nsikigan HO’TONANESE Yourth, of the Eyelian Men.”
HO’TONANESE:
“Eyelian for Rocksilk, my friend. You see, MY PEOPLE have a tradition of granting a second name based on the personality of the jsal – erm, child, sorry. Slick as Rocksilk, they said I was.” 
MY PEOPLE:
“I’m from a small village in the Rimmerins – Kyttareng. Perhaps you’ve read my treatise on the subject?” You shake your head, and the Eyelian looks a bit dismayed. “Well, there should be a copy in the library – alphabetical by author, sorted by first name.”
JOB:
“Well, I’m a bit of a ju’ek’atra’ad,” he comments. You blink with incomprehension. “My mistake, friend! Sometimes I forget that my fellow scholars and their guests are not fluent in my vernacular. That is to say, I do many jobs for the Sage – I write, travel, act as a messanger, and care for some of Master ¬Zirion’s beasts.”
BYE:
The day is fair, and the soft wind beckons from outside. You decide to resume your stroll.
“Fare thee well, my friend,” the Eyelian says. The rat bares it teeth at you, and Nsiki glares at it. It glares back and hisses at its master. The master hisses at it, and squeaks a few syllables. The rat edges back, and nibbles on a fetid piece of meat. “Sorry about that! Now, go with blessing, and watch out for the Gryph!”


Title: Re: Santhworld - The Lorehold Project
Post by: Artimidor Federkiel on 11 March 2009, 06:17:09
Ok, I'll see to integrate this along with the music from Gean soon, Nsiki - stay tuned!


Title: Re: Santhworld - The Lorehold Project
Post by: Nsikigan Ho´Tonanese Yourth on 11 March 2009, 06:39:24
Great! if you need anything more, be sure to ask :)
I can work on the rest of the bestiary sometime, perhaps, if you wish.