Santharian Development

Organization and General Discussions => Active Projects => Topic started by: Artimidor Federkiel on 24 April 2008, 04:40:10



Title: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 24 April 2008, 04:40:10
This thread deals with the Mysteries of Nepris Project for Santhworld. This first post is actually a placeholder at the moment and will at some point contain all maps and details on this project, so it will be changed eventually.

If you have something specific to propose/talk about concerning this project, feel free to reply to this thread, as long as it is directly related to the Nepris module.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 24 April 2008, 05:18:57
A general note has to made on the Nepris project: Unlike the Lorehold or the Trivia modules the Nepris module at the moment is still pretty much a pure testing area. The Lorehold and Trivia modules - even though constantly in expansion - pretty much work as far as they are defined.

Nepris might have some undefined areas and characters, which are just not put in yet or still need to be developed by someone, so it might happen that you run into a problem here and there, and we're aware of that. If you encounter such a problem you might have to reload Santhworld or jump back to the first room of the Nepris module by typing GOTO NEPRIS.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 04 May 2008, 16:17:07
I'm currently adding the graveyard area to the Nepris module, which you reach after crossing a larger dark forest area (we now have generic rooms :) ) - and I'd need some small help with that.

In particular I'm looking far a few things the player can read on the tombstones. Some two-liners like with "here lies ..." and the second life telling us a bit of his/her life, perhaps with a bunch line, a gruesome insight in the circumstances of his/her death etc. Things like that. Any help would be welcome. Note that this is Avennorian territory, so names should ideally follow Avennorian nomenclature (see this thread (http://www.santharia.com/dev/index.php/topic,11660.0.html) for examples of what names could be used).


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 04 May 2008, 19:52:24
Thanks for the bunch you PMed me, Judy - very funny and fitting... :lol:

I'll see to make a new version this evening, which will have several characters in it that we had defined already for the previously abandoned game(s). See this as a little expanded Nepris demo. You will also be able to make a stroll through forest and graveyard (based on generic room definitions) and get a bunch of new sound effects and music.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Alysse the Likely on 04 May 2008, 20:27:10
I haven't done much Nepris exploration, all of my Santhworld work has been confined to Lorehold.  Will have to go exploring--in my extensive free time, of course.  :rolleyes:

Looks like fun, though...


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 04 May 2008, 20:53:56
Nepris is the main testing ground for music and stuff we need to test properly before using it in the Lorehold (but also Trivia well get some music today BTW, e.g. at the Orcish quiz playing Macar's orcish theme in the background). Music and sound effects are especially cool to handle in my point of view, as you get tools in your hand now like a movie director (as you can use several musical layers, fade in and out etc.). The possibilities are endless - and there will be more examples today on that :)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 04 May 2008, 23:36:24
Ok, general details on what program improvement have been made are summarized in the Santhworld Program Development thread, so here are a few things what you can explore in Nepris now. Note that Nepris is a testing area, so if you find "undefined" rooms, that's pretty much ok.

Updated things in detail:

- A large area was added in the NW, first the forest (results also in a change of background music), and adjacent to that even further to the NW a graveyard. These areas were added to demonstrate template handling. Don't expect dramatic differences in most of the rooms.

- You can find however Hieronimus' hut in the forest (where he lives with King Thar), a special tree and a clearing in the forest center, and of course the entrance to the graveyard.

- Character's that were added with full dialogues are as follows:
* Hieronimus Kupfdrubus (Hermit)
* King Thar (House Rat)
* Olf (Gravedigger)
* Mannef Derkhan (Carpenter, no pic here yet)
* Gordoth Uther (Undertaker, Olf's Boss)

- Various sound effects, e.g. Ilbeth cooks, stairs creak, Andrus coughs, also e.g. during the dialogue, Olf digs and stops digging when you stare at him or talk to him, you hear him digging in the distance.

Another cool sound effect is when you reach the clearing in the forest center. The volume of the music is decreased and you'll hear a strong wind howling while the music still plays on. If you leave the area, the wind goes back and the music starts dominating again.

- Something really cool from the technical point of view is how we handled the sound effects in the forest: There are ca. 10 bird sound effects we accumulated for the forest. There is a certain chance that one of these sound effects will play if you enter a forest room (you might also hear a raven somewhere in the graveyard if you're lucky BTW). Anyway, the thing is that the atmosphere of the forest therefore is completely dynamic. You don't necessarily hear a special sound in each room when walking around, but the sounds you hear are randomly chosen. You might even hear a woodpecker somewhere if you're lucky :)

- Anyway, that's it basically. Please note that this is just an extended demo, not a fully functioning game. Up in the graveyard there's the entrance to Gordoth's house for example, but the rooms in there are all undefined (could use some help there). But Gordoth is in one of those rooms, so you can walk around in that undefined house and talk to him, his dialogue is already done.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 10 August 2008, 03:45:01
Added more content to the Nepris area - I've added some Fizzlefist rooms and played around with a few scripts.  :cool:

- Seek him out somewhere in the SW (after entering with START NEPRIS), it's the door with the knocker, which so far led nowhere
- Try to get in
- Solve the little riddle that allows you to get into the wizard's bedroom
- You'll encounter: a doorknocker, an imp (with pic), Thalanis Fizzlefist (+dialogue), a strange potion making apparatus, a crystal ball (pic), a picture of a famous mage (pic) - and a chest that you currently cannot open.
- A bunch of rooms around the Fizzlefist home were also cut back in text size regarding the initial description, we need to make things playable.

Hope you enjoy these little additions - should you have problems because vocabulary isn't understood by the program, let me know and I'll see if we can update some words.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 18 August 2008, 05:47:56
I've further updated the Fizzlefist area with a lot more sounds and a secret passage that you can discover in Fizzlefist's bedroom - if you're smart. It's not too difficult to find, but maybe the player gets a hint somewhere to look for it. Anyway, such additions give a glimpse on a much more complex environment we're now integrating bit by bit. At the same time I reduce initial room descriptions as good as I can in order to increase playability.

If you have comments, suggestions, ideas, problems finding the passage or know a good sound effect that could be used here or there, let me know :)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 11 October 2008, 01:25:05
Just a note: I'm working the whole week on Santhworld during my vacations, for one to get some content into that features battles and all that stuff. This also includes cutting down some descriptions, make it more playable, adding items and so on. The other important thing I do is to find out where there are coding errors or deficits and which features we need. A long list has been made already, which Grinch takes into his hands. Some things have been fixed, more will be this weekend.

It is important that I take this time off in order to address all these main issues, as this can only be discovered if I use the program as good as I can and find out what can be improved and how we need to approach things.

I still have vacations including next Monday, so until then I will remain busy with Santhworld stuff. It's not likely that a version can be put out after Monday however, simply because there's a lot to fix and improve. But I think that a nice little adventure is developing by now. While it won't be perfect, we make major steps in the right direction :)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 14 October 2008, 03:26:37
Okeydokey, I get back now officially to development again after a very productive Santhworld week :)

Progress report: A lot of problems have been dealt with by now, and the Nepris laboratory of Fizzlefist and his unfortunate apprentice Jeremy features now two and a half levels, more than a half a dozen fights with a multitude of monsters. We've got healing potions, magical scrolls, equipable weapons and armour (level-sensitive!), various items in general, lots of sound effects, witty comments (hopefully), easter eggs - and of course now a developing story. You gain experience points and can level up and thus decide which abilities to improve etc. I've also reduced a lot of rooms in size south of the river and split e.g. the Andulf dialogue in half, giving the other half to his wife. We support two word commands, which means that we can have a rusty dagger and a curved dagger. Add to that a more intelligent parser - as our parser, named Peter Interpreter, now understands if you type both words (rusty dagger) or just one, and in case there's a conflict allows you to select the one you'd really like to address. So lots of new possibilities, most of it works really well already. Special thanks also goes to Macar, whose music I've integrated in the Laboratory, and it works very effectively!

BTW: The river will also mark the borderline as far as you can go for now. If you try to move north the webmaster will appear and tell you that this area isn't fully developed.

Anyway, this just to tell you how far we are at the moment. I haven't uploaded anything yet, cause there's more work to do to finalize this major work for now. The level 3 of the Laboratory needs to be completed content-wise and the rest of the problems need to be addressed by Grinch, and we have to balance the whole strengths of the monsters and the player out etc.

I guess I will finish the rest on my second week of vacation, which I took during the American elections in early November. Until then Grinch will have fixed a bunch of problems and we're one step closer to conquer the world! *evil grin*

Unless a certain magician has other plans...


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Alysse the Likely on 15 October 2008, 03:41:59
It sounds really great, Art!  I'm looking forwards to exploring in there when I have more than ten minutes at a time to actually do something (is drowning in RL responsibilities and really ought to be dealing with them...)


Alysse


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 23 October 2008, 03:10:13
A short note from this front, because this is what Grinch and I are most occupied with these days: A bunch of further additional features are being realized by Grinch at the moment like a splendid inventory display, categorized by item types, displaying weapon damage, armour etc., aside from drinking potions there will be places where you can rest and restore you health and cár'áll, monsters are sorted properly by distance in the battle options, long range weapons are going to be introduced already to provide further strategic possibilities, and so on. Grinch has also helped considerably with defining new skills and spells and balanced things out a bit already - and the great thing is that you really notice the difference if you use a better weapon that you are able to wield at level 2 for example, or a spell/monster skill really hurts - on either side. So you will barely recognize Santhworld with so many additions being made now!

Most likely release date of the first major role playing area will be around November 10th! Train your muscles until then, so that you aren't eliminated by a lousy, but nasty vilerat! :D


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Tharoc Wargrider on 23 October 2008, 03:47:51
I really need to get my profile finished, as these changes make iit sound soooo tempting!
But, I've got a ton of work to do on this side before I even think about RPG'ing. *sigh*

BTW, Arti, when I log-in, the system seems to have un-stored my details, so I have to type them in every time. Any ideas?


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 23 October 2008, 04:06:23
You mean that you aren't logged in permanently on the Forum, Thar? Make sure to accept cookies in your internet security options, and even better to add www.santharia.com to your trusted websites on that Security tab (if you're using Internet Explorer for example) - that should do the job.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Grinch on 25 October 2008, 00:47:45
10th November ? :speechless: :jawdrop:
I'd better start to work on the bugs. Thanks god there aren't many :biggrin:


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 25 October 2008, 02:08:57
:lol:

In case you haven't got enough to deal with, Grinch, I'm sure I can find a dozen more... *laughs maniacally*


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 29 October 2008, 23:16:53
Seems there isn't much action going on these days in the Forum, eh?

Anyway, to give you at least an appetizer I'm gonna post a few screenshots of the next Santhworld version this evening showing you some progress we've made recently with Nepris. Featuring monsters and battles, a mysterious laboratory, secrets waiting to be discovered, improved interface handling (equipment, items etc.), spells that can be cast, a fiery prisoner, campfires to regain your strength, the possibility to level up and collect loot - or to have your soul collected by Queprur - a screen you hopefully will never see when playing... Will you be able to find the missing Jeremy and uncover what's going on down there? :) Can't post sounds, but well, you'll get to all that stuff soon enough.

First pictures coming soon to a Forum in your vicinity, just a few mouseclicks away.  :cool:


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 30 October 2008, 03:13:22
So here are some exclusive screenshots of the current state of the game. Some things are still being changed and are just put together for a screenshot (the Fireball definition shown doesn't make that much sense e.g.) - but you should get the idea what we can already do and that the whole things has an undeniable fun factor.

(click on images to enlarge)

(http://stuff.santharia.com/santhworld/battle2/1_small.jpg) (http://stuff.santharia.com/santhworld/battle2/1.jpg) (http://stuff.santharia.com/santhworld/battle2/2_small.jpg) (http://stuff.santharia.com/santhworld/battle2/2.jpg)

(http://stuff.santharia.com/santhworld/battle2/3_small.jpg) (http://stuff.santharia.com/santhworld/battle2/3.jpg) (http://stuff.santharia.com/santhworld/battle2/4_small.jpg) (http://stuff.santharia.com/santhworld/battle2/4.jpg)

(http://stuff.santharia.com/santhworld/battle2/5_small.jpg) (http://stuff.santharia.com/santhworld/battle2/5.jpg) (http://stuff.santharia.com/santhworld/battle2/6_small.jpg) (http://stuff.santharia.com/santhworld/battle2/6.jpg)

(http://stuff.santharia.com/santhworld/battle2/7_small.jpg) (http://stuff.santharia.com/santhworld/battle2/7.jpg) (http://stuff.santharia.com/santhworld/battle2/8_small.jpg) (http://stuff.santharia.com/santhworld/battle2/8.jpg)

(http://stuff.santharia.com/santhworld/battle2/9_small.jpg) (http://stuff.santharia.com/santhworld/battle2/9.jpg) (http://stuff.santharia.com/santhworld/battle2/10_small.jpg) (http://stuff.santharia.com/santhworld/battle2/10.jpg)

(http://stuff.santharia.com/santhworld/battle2/11_small.jpg) (http://stuff.santharia.com/santhworld/battle2/11.jpg) (http://stuff.santharia.com/santhworld/battle2/12_small.jpg) (http://stuff.santharia.com/santhworld/battle2/12.jpg)

(http://stuff.santharia.com/santhworld/battle2/13_small.jpg) (http://stuff.santharia.com/santhworld/battle2/13.jpg) (http://stuff.santharia.com/santhworld/battle2/14_small.jpg) (http://stuff.santharia.com/santhworld/battle2/14.jpg)

(http://stuff.santharia.com/santhworld/battle2/15_small.jpg) (http://stuff.santharia.com/santhworld/battle2/15.jpg)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Alysse the Likely on 30 October 2008, 05:29:08
Some suggestions for characters (from the Prosperous Farmhouse) to say when they don't understand you:


Mannef: 

Mannef strokes his chin thoughtfully. "Well, I don't rightly know about that," he says.  "You should probably ask someone else."

"I couldn't really say." Mannef says apologetically.

"Hmm."  Mannef  studies the ground for a moment, then shrugs good-naturedly. "Sorry, can't help you out with that."


Ilbeth:

"Ach, I don't know much about those things," Ilbeth says, adding some seasonings to her bean pot.

Ilbeth looks puzzled. "I'm not quite sure what you mean by that."

"I'm sorry, you've put me to sea with no boat, as we say around here ," Ilbeth says.  "I mean to say, I don't understand," she clarifies for you, with a laugh.


Andrus:

"What?  What's that you say again?  Don't mumble, speak up there!"  the old man snaps at you.

"Huh?  Never heard of it--and I don't want to, neither!"  Andrus says unpleasantly.

"Foreigners!  Always talking rot!" Andrus growls, apparently to the ceiling, as he rolls his eyes in that direction.  "How should I know about that?"



Hope this is helpful!  It just adds a bit more realism to dialogues and makes it more interesting.  If you like, I can try to come up with a few more for other characters the player encounters.

Alysse


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 30 October 2008, 06:13:44
Yup, that's always helpful to have some of those, Alysse! So thanks for that, I'll add them right in - will be available once the everything is ready for the players to dig into this first mission. :)

Yet... This first mission BTW will be restricted intentionally for now, so that the player cannot cross the bridge and get to Mannef and Ilbeth - yet. Because the whole designed action takes place south of the bridge. And there you will only have Mannef to talk to and Meghrin. And eventually Jeremy, the mage's apprentice, and of course Fizzlefist himself.

So if you want to add some more, we've got these mentioned characters that could use some extra texts, Alysse ;)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Bard Judith on 30 October 2008, 08:09:37
Looking very graphically rich, Artimidor!

I wonder:  could there eventually be a choice at the beginning of the game as to your player character?   You could be given four or six thumbnails and choose one, and it would show up from time to time as the 'default' screen, like that warrior woman illustrating the 'battle' scene in the twelfth picture above...   

While it doesn't have to make a difference to the actual play (a warrior character doing better in fights, for example), it would personalize the game a bit more to have a choice of some generic 'faces':  a sturdy fighter, a tall ranger, a young mage,  a dark cowled thief....  or even a choice of races: an elegant elf, an appealing hobbit, a gruff dwarf....

If the programming is possible, I'm sure I could find or create some appropriate character portraits!

 Even just a generic 'male' and 'female' choice would be great.   Again, that's just a detail that would show up as a 'default' when you are resting, talking, etc.

Kudos,
Judy


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Alysse the Likely on 30 October 2008, 08:49:07
I notice that you cannot talk at all to Mimi (it just says "Undefined") Is anyone working on writing a dialogue for it, or is that available to anyone who wants to?  If so, does she need to give any important information?  I could write something up for her if she's not spoken for.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Alysse the Likely on 30 October 2008, 10:17:02
More "I don't know what you're talking about" lines...

Thalanis Fizzlefist

"What?" says the wizard.

"Oh, don't blither at me, please, I get enough nonsense from that mad apprentice of mine," Thalanis says irritably.

"I have no idea what you are talking about," says the wizard, rolling his eyes exaggeratedly.

"I don't deal much with mundane matters," Thalanis claims loftily.  "Perhaps there is something...important...you want to know?"  He sighs theatrically.


Pinn

Pinn gazes at you. "You sure talk funny sometimes," he remarks.

Pinn's only response is a puzzled stare.

"Huh?" says Pinn.

"I.. I dunno what you mean," the child says, looking confused.


Andrus/ Meghrin

"I know naught of such things," says Andrus, looking blank.

Andrus shakes his head. "I'm not sure I get your meaning there, my friend."

"I doubt that has much to do with us," Meghrin responds.

"I could not say, and I'd not grab an elf by the ear," Meghrin says, referring to an old proverb about not speaking where you have no knowledge.  "I've no wish to set you wrong."

Andrus/Meghrin looks puzzled.  "I don't follow you" he/she says.  (this choice can be put in for both of them.)


I hope these type of statements are appropriately in character.


Alysse



Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 30 October 2008, 16:19:19
@Alysse: Thanks for the texts - I'll see to integrate them as well!

Concerning Mimi: Nepris so far was pretty much a testing ground for sound scripts, new features we integrate etc. to see how everything works. That's why we've put in stuff at the moment that is just a placeholder, like the Mimi picture. We have some dialogue from Talia from quite a while ago on this, so this will eventually be added in - however, we'll have to cut that down considerably because it is way too lengthy at the moment. Anyway, it needs some thought what exactly to do with it. Like it is the case with some houses up there in teh Nepris north.

And that's why in the version we're working on right now the river will be the limit as far as you can go. Because the rooms to the south have been looked through already, texts have been shortened and there's at least a good deal of story that can be played down there. Later, we'll open up another part of the map, like Ilbeth's Prosperous Farmhouse, where a series of small quests will wait for the player. And so on. Every time we have more content for an area, we'll revise it the way we need it and allow it to be played as it was intended to do. This way it will be avoided that you stumble on half-finished dialogues and things like that.

@Judy: Don't worry, we have such features like choosing a character, race, gender etc. in mind in the long run. It's all only a question when to put it into the game - and how exactly. Meaning: in terms of how it affects gameplay or under which conditions other pictures/texts need to be displayed etc. We need to put essentials first of course on our to-do list, so that we have a working battle system, can support somewhat complex commands, understand two word items (a health and a carall potion e.g.), allow level ups and let abilities/spells actually affect fights, make sure that the player has an idea how a weapon or armour improves the character or what a spell does exactly etc. So to get these basics handled properly is already quite a challenge, and there's always room for improvements.

In a second step we can then think about what to do next in terms of what isn't primarily essential to have the game working, but what adds to atmosphere, enhanced handling, and so on. In this stage choosing a character, race, gender etc. might play an important role among various other things - we just have to put it back for now. Same thing e.g. with graphical stuff like displaying potions for health and carall (mana equivalent) in order to make things even more intuitive. This will surely come in later versions. When the basics are there and we have concrete concepts on that other ideas.

Current mission is to get the basics done and get a good deal of playable content ready. Then it will be easier to see where there are problems, deficits and how we can go beyond what we have. :)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Bard Judith on 01 November 2008, 09:22:01
Awesome - thanks for clarifying.  Might it be possible to put the information from that post - and others - in a sticky thread at the top, perhaps something like 'Dev Schedule and Priorities for Santhworld Project'?

It would allow developers who are interested in contributing to know what they should work on (playable content) and give us a sort of 'timeline' for things' progress.  It could also have 'requests' listed, such as pictures needed, dialogues needed, and rooms still needed...   

Edited:   Weren't you going to make the first post in this thread such a sticky?


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 02 November 2008, 16:47:56
Ah yes, that could be updated. I guess once we have that first major playable area out (Fizzlefist Lab), we can collect further ideas and list them there and see what things we can give priority in the subsequent development.

Concerning stuff that is still needed: Well, all kinds of stuff is needed, but mostly this is directly connected with the process of development an area and what results from it. For example I don't plan it all out in full detail right ahead, but have a look at a bunch of existing pictures for example and think about how I could use them as they are or compose/transform them, so that they enrich the scenery. Sometimes rooms just are added in, because I work towards integrating a picture. This approach is pretty much necessary, because it is not so easy to get a particular requested picture that is only of use for Santhworld. Double use is much better. Therefore I salvage stuff from elsewhere and make something new out of it, resulting in a room.

In general that of course shouldn't prevent creative artists (like you, Judy :) ) from doing "whatever they like" in order to get it into the game. If you have an idea to draw something for the site that could also (or part of it could also) fit into the game, just let me know, and I'll find a way to integrate it. Once you see the current set of rooms and see a room where you think: Oh, if I put this and that together and work a little bit on that corner, then this room could get its illustration! Then I can always add it in later. Until then the standard pic for an area is used.

A picture that in the long run would be definitely needed for Nepris is a portrait of that weird Fizzlefist mage BTW. He's the only character in the playable area that isn't illustrated yet. And he'll play an even larger role later I guess...

Cool sound effects are also always needed. Findable through soundsnap.com (http://soundsnap.com), but as you haven't experienced the whole thing yet, you also don't see... er... hear much of a connection how that will end up in the game efficiently. It's better to get the first real good demo in your hands and then you will realize how sound effects were used in there and where you notice that there's something missing, which actually should be there. In that case it helps to try to hunt such a particular sound effect down on Soundsnap - and if you've got it, I can add it right in.

Ok, so much for now, need to get back to adding content! :D


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Bard Judith on 02 November 2008, 17:22:25
Could you give me a few hints as to how Fizzlefist should look, Art?  Is he human or gnome, for example?  I can surely try sketching a wizened, grumpy, scorch-bearded guy with crazy eyes, but the race would be helpful to know first....


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 02 November 2008, 17:27:43
Definitely a man. Fizzlefist is a guy you can already talk to in the current version of the game on the server (you can shortcut to him by typing GOTO THALANIS). That way you end up directly at his dialogue. Talk with him to get an idea what his character is about (he was made by Xarl, so you might know what you have to expect... :lol: ). Then if you say BYE and then THALANIS you examine the guy, and you get a nice description that should help! :)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 09 November 2008, 23:01:07
Status report from the programming and designing front: The Nepris Jeremy mission project is now preliminary finished from the designer's point of view (that's me). Grinch will be the first test subject and we will surely need a few days to balance the monsters a bit, but then it will be ready to be played.

The main underground area (Fizzlefist's Lab) in which the game takes place alone has ca. 90 rooms, there are quite a bunch of monster encounters, several dozen items, sounds and pics. As especially you will notice, Judy, I followed the principle of recycling very seriously - so don't be surprised if you spot lots of pictures from you in there, some just appear a bit different... :lol: There are smaller and bigger riddles to solve and some funny things to encounter, and hopefully also a somewhat entertaining conclusion for the game... :grin: - An important glitch with saving games was also fixed, so that it is absolutely safe now to save the game and get back to it later.

Some specifics to take into account when playing will be put up once we make this major version official. Stay tuned and be prepared for some interactive action never before seen in Santharia to that extent - a lot of mess is waiting for you to be cleared up in Nepris!  :cool:


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Alysse the Likely on 11 November 2008, 10:11:32
Here are some "I don't understand" possibilities for Jeremy (bearing in mind that I don't really know what he talks like so based them on his somewhat cocky self-centered writing style)  Some are a little more polite than others so you can use whichever ones you feel are appropriate for him.


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

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


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


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

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






Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 12 November 2008, 04:14:39
Many thanks for those as well, Alysse - will be added in of course as well! Final preparations to get the whole thing up already before the weekend are underway, so stay tuned for some exciting adventures :)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 30 November 2008, 23:37:09
Nepris discussions were led actually in the wrong thread, but anyway. I'm getting back to it here. If you have Nepris specific stuff, please discuss here:

Just a few things I wanted to mention:

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

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

Answers to Tharoc's question will be coming.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 01 December 2008, 04:10:08
Ok, I move the question from Tharoc here into the Nepris thread as well, because this has to deal with the Nepris module. First, let's quote Tharoc's post:

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

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

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

Ok, some basic things on contributing:

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

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

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

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

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


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Tharoc Wargrider on 01 December 2008, 23:30:30
Ok, no problems there. I wasn't suggesting that I design a whole section of the game, I was merely offering to supply basic locations/descriptions/mini-puzzles/items/characters for you to build on in whatever way you saw fit.

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

I'll have a go at designing the Cross-Eyed Cyclops Inn this week, with a couple of characters and some suggestions for quests which may arise from them.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 02 December 2008, 03:12:52
Yep, yep - feel free to put it together the way you think it might be useful enough to integrate those ideas in a larger context, Thaorc. There are of course always adjustments needed anyway for the one reason or the other if something gets implemented, but it's good to have something layed out that I can try to put in where it fits :)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Morden Peshirgolz on 02 December 2008, 03:31:09
Thaorc?  :rofl:

Tharoc Tha Orc... :rolling: ...oh that's funny  :evil:


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Tharoc Wargrider on 02 December 2008, 03:33:58
Laugh it up, hairball!


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Ta`lia of the Seven Jewels on 02 December 2008, 06:01:27
Art, why don't you make the old games forum visible again for members, then all can see what for descriptions of the different parts are already done, thought out etc, even if these descriptions have to be shortened? So far not many people actually know, what IS already done and COULD be reused.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 02 December 2008, 06:16:49
Wouldn't it confuse people having lots of concepts and stuff from a similar Nepris being posted all over the place? While we've actually learned by now how to do it better and work on things step by step? Or: Module part by module part? I do my best anyway to salvage from that what I can - for example the area that lies behind the bridge restriction is a good deal based on that.

Well, I can make that Forum visible anyway - watch the bottom of the main Forum for some game stuff to appear, which is several years old however.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Bard Judith on 02 December 2008, 11:53:20
I for one have indeed been reusing a lot of that 'old stuff' but rewriting it for application in the game.    When we actually do have food and drinks available to us in game, hopefully my efforts will not be wasted!

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

Perhaps I'll just stick to illustrations!


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Ta`lia of the Seven Jewels on 02 December 2008, 18:36:33
It was just an idea and is entirely up to you.  I thought it might be helpful for people like Tharoc who want to help to know, what is already here - if it can be reused or not. Don't get me wrong - I do not wish or want it to be visible again. You should not do it just because I asked for it if you think it isn't a good idea.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Alysse the Likely on 02 December 2008, 22:17:50
I agree with Talia that it would be helpful to have that available, though perhaps not necessarily accessible to everyone through Nepris.  (Perhaps under some sort of title such as "Developer's Information", so that it can be added to and adjusted without accidental duplication of effort or parts being neglected, etc?)


Alysse


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Tharoc Wargrider on 03 December 2008, 00:40:20
I wouldn't mind having a go at some weaponry invention/description, at some point.
I just need a rough idea of what is needed first.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 03 December 2008, 03:49:18
Play the game, see how it is done currently, think of similar weapons among the player's level one could find next somewhere. Or regular items that might be useful for this and that. Or even items that are of relevance for quests. Descriptions should be short and straight to the point however.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Tharoc Wargrider on 03 December 2008, 04:13:06
HA! Straight to the point....I see what you did there. Very clever! ;)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 02 January 2009, 17:34:17
Short note: Added recently were the scores at each steps of the solution of the current Nepris module, so that you eventually reach the 1450 points mentioned in the quest overview on site. You can view your score by typing SCORE. Based on your current percentage compared to the overall score you also get your title displayed now. Once new missions are added where you can make additional score, the overall score will increase and getting a better title of course will become harder that way. Score gives you a good indicator on how much of the currently available game you have completed, so it's good for basic orientation while you play.

Important: Score only works properly at newly started games!


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Rookie Brownbark on 02 January 2009, 19:10:05
I'm just in the laboratory now - it's great!  I especially love the emergency instructions: "1) Fear not! 2) Grab Weapon! 3) Hit Monster!"  Hehehe

New weapons - why not make the fishing net you see near the beginning into a weapon?


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 02 January 2009, 19:46:00
A fishing net as a weapon? Hit the fireslimer over the head with it? :lol: I'm not sure if that would do much damage...

Anyway, the net will play a role in one of the smaller quests coming up next, so it is actually something that has its planned place in the game.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Rookie Brownbark on 02 January 2009, 20:04:54
Don't people use nets as weapons?  Possibly not fishing nets though... :buck:


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Mannix on 02 January 2009, 20:31:00
Yeah, like those Roman gladiators. You could have it as an expendable item, which stops the enemy from moving or attacking for a turn. But since you already have plans for that net, maybe you could find something like 'a tattered net' around the place, it is a fishing village after all. :P And these could be used as weapons, while the other net is used in a quest. Just an idea. Well, not actually mine, but still an idea. :grin:


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 02 January 2009, 20:51:34
Well, if you want something to stop an enemy from moving or attacking for a turn you might find that in Nepris already. It's just not actually an item :)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Gean Firefeet on 02 January 2009, 20:54:11
Making every day tools into weaponry is a common way of inventing new arms, especially in times and areas where certain weapons were forbidden (see these examples from Japan, like Tonfa, Sai and Kama, wellknown from the average Hollywood ninja movie, but authentic nevertheless. And let's not forget the Bo, known as the quarterstaff here, which belongs in the same category). Using a net as a weapon to ensnare your enemy or to trip them was common usage. Would be a cool weapon to add :) The net was, if I remember correctly, often fitted to a pole, maybe you could create a weapon like that yourself ingame, by fitting a pole and (old/tattered) net together, having a good improvised weapon with interesting possibilities in game, but I have no clue if this is technically feasible.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Tharoc Wargrider on 03 January 2009, 05:17:52
I've been working on a few tool/weapon combo's since Arti said he could do with some new ones, and the net was an early entrant. I took it a stage further, though. How about a net with a drawstring, so that when you have ensnared your enemy, you simply have to pull the string and, Hey Presto!, he's sealed-up tighter than a ducks a**e!


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Grinch on 03 January 2009, 09:23:18
I like new and creative ideas the most, more than a dagger here or a knife there. However the downside is, such ideas have to be implemented first. When I played the nepris modul for the first time to free Jeremy, I too stumbled over the fishernet and tried to catch that slippery thing in the water with it. A good approach I though! Later I asked Arti frustrated what to do with that damn net, and he replied something like: "nothing for now". So good to see that it atleast fullfilled the role as an inspiration for a new idea ;)

About the net beeing a weapon. Yes, I too remember gladiators useing it in their second hand instead of a shield to immobile their opponents and greatly lowering their ability to defend themselves. I thought about it, and the only way to implement such techniques is to treat it as an expandable/throwable item, like Mannix said. You would have to wear it in your second hand instead of a shield and can use it only once every fight.

I imagine those nets had to be quite heavy? So you can't just carry them around like throwable daggers. After a fight is over you can pick it up again. It would be a more offensive way to fight other than a shield in your hand. The impacts of such throwable nets still have to be defined but they can be quite massive as you can only use it once in a fight.

edit: grrr it takes me ages to express myself in english ;)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Bard Judith on 03 January 2009, 10:45:43
Hey, Artimidor!  Can we have a special award this year for 'Most Amazing Programmer'?  Just so we can give it to Grinch?

Oh, wait....we need two of those....

(carefully hangs a heavy necklace with a bronzed microchip around Art's neck and then strides over to Grinch, shakes his hand energetically, and places a similar chain around his neck.)

Congratulations to TWO amazing programmers who have done such a great job on the nitty-gritty details of creating Santhworld!

(leads the group in applause)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Grinch on 03 January 2009, 10:55:15
*laughs*.. a necklace with a microchip .. now that was sweet  :grin: :heart:


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Miraran Tehuriden on 03 January 2009, 11:43:09
~Well, Nepris Project is one of the nominees for the Dev Awards. I think its already been seconded as well, so our Grinch here (where were you during Christmas? The Miraclaus could have used you getting everybody in the right mood!) might be officially laudated soon!


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 03 January 2009, 16:17:11
Yeah, a net couldn't really be a regular weapon, but more a thing you could use once in battle. That would make the most sense.

As for 'Most Amazing Programmer' - well, I'm mainly responsible for the whole story part, the rooms, the dialogues, placing the fights and the quests, while Grinch has practically taken over all programming aspects including balancing etc. So the most 'Most Amazing Programmer' definitely has to go to the Christmas-stealer, I'm more Creative Director or something. That combination has worked pretty well, but without Grinch we would be ages from what we have now. - And as always I've heard he's working on the next major development step already, at least that was apparent when I talked to him the last time... Ooops, said to much already in that sentence. :) - Anyway, kudos to Grinch, he's done a wonderful job so far! :clap: Let's hope for many more additions to come!  :thumbup:


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Bard Judith on 03 January 2009, 18:30:49
...food?!?


:D


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Grinch on 04 January 2009, 08:15:18
In other words, Arti rejects your bronze microchip necklace. Looks to Judith in disbelieve.  :speechless: How dare he! ;)

And Mira, you know that a Grinchs job is NOT to get everybody in the right mood during christmas ;)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Alysse the Likely on 04 January 2009, 10:03:20
Now that depends on what you consider to be the "right" mood for Christmas time, Grinch... :evil:


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 14 January 2009, 00:39:05
Okeydokey, two new Santhworld quests are now officially up in the Nepris area! :D

Nothing major, nothing too difficult, but nevertheless something entertaining I hope. They center around the Derkhan family (Pinn's parents and grandpa), and can be accessed by going straight north from the starting point and then east, there you find the Prosperous Farmhouse. If you talk to the people there you get to the two quests, which are meant for Level 1 characters, so just start anew to play this part.

As you will see the quests mainly serve to flesh out the characters you encounter, so you get to know all of them pretty well and can even change someone's opinion towards you (you can talk again to that person to get a bit of a new dialogue), same with a person that will move somewhere else based on your successes.

Okeydokey - have fun, if you have problems, let us know!

Thanks again to Judy for the pictures, also various pics from Faugar in there and Quellion of course, and Gean has a music as well integrated :)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Alysse the Likely on 14 January 2009, 06:52:08
Ooo, cool!

Do you have to have finished the first quest to do them, or can they be done separately? A moot point for me, but I'm wondering anyway.


Alysse


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 14 January 2009, 07:04:14
No, no need to have the Fizzlefist quest done, Alysse. You can just play these missions with starting anew, then you have the best challenge. Just see it as an own little game. If you've done all the Fizzlefist stuff before you're already a level or two higher, the challenge would diminish drastically, as you're not going to fight against very powerful monsters in these missions.

Quest Sheet was updated in the Mysteries of Nepris page in the Games section, see here (http://www.santharia.com/santhworld_modules/nepris/nepris_quests.htm). The first two mentioned quests are the new ones.



Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Alysse the Likely on 16 January 2009, 14:50:31
Okay, I finished the two new quests.  This is fun!

 :thumbup: :thumbup: to Art and Grinch! 


Alysse


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Ta`lia of the Seven Jewels on 02 February 2009, 04:33:09
Looks pretty cool now, I wished I had not spent so much time with the not working varieties, but with this one.

I had a look as well, a short one only though. I got the black robe, but there was standing "Red Robe" in one case. Oh yes, I succeeded to survive two attacks! :D


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 02 February 2009, 16:15:01
Well, it's a... erm... colour changing robe maybe?  :grin:

I guess you have to blame Grinch for that one. It had always been a red robe, as it was meant to be a Firemage's robe. Now Grinch got to play it in order to balance the monsters a bit and all of a sudden the robe had changed to black - don't ask me of which cult Grinches are members of, obviously he tried to get something across by changing something that was burried somewhere in the whole room definitions... Maybe, as the official Christmas thief, a Grinch has a severe dislike for Santa Clause red? :lol: Anyway, of course he forgot to change all occurences of that red robe in the various descriptions, and I had to fix it. Seems something was still forgotten to adjust. For now, if you see a red or a black robe, just pretend that you're colourblind.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Grinch on 03 February 2009, 03:05:18
Glad that you finally gave it a shot, Talia. We implemented something to summon solely for you afterall ;) Heard you sometimes play a hunter.

And about that robe. Could you imagine me wearing a robe, and a red one too? My beautiful green skin covered in that pure red. It had the highest armour value, forcing me to wear it. No way Mr. ex Sage ;) It was a pleasure for me to color it black *g Ok, I accidentally forgot to change some descriptions, but sometimes you have to make sacrifices to change for the better ;)

Red robes, pfft


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Ta`lia of the Seven Jewels on 03 February 2009, 03:44:30
How can I finish my link contest entry, if you lure me to find that 'hunter' specific part?

Oh yes, I'm a hunter with all my heart in WoW, probably because I can have a pet with me ....


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 03 February 2009, 04:03:36
You'll have a certain "pet" as well in Santhworld somewhere, at least shortly. And it even looks like a Grinch! Pets are pretty helpful. :)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 18 September 2009, 04:29:25
Just a little update here, so that you get an idea what we're up to:

Grinch and I are concepting and realizing further features for the Santhworld RPG environment, which will then be integrated into the next part of the Nepris game. So a few rough points what we're doing/planning:

- Improve monster intelligence, so that we can have dumb ones and more intelligent ones and maybe super intelligent ones... Until now the monster had to be placed properly so that their dumbness is counterweighted, which means basically: Monsters always moved towards the player to give him/her the chance to kill it.

Now we'll have it that way that monsters who can reach you with a range attack might let other monsters get you into a melee fight and don't get any closer. This makes the fight much more challenging and also requires that...

- The player can now advance, giving him/her the opportunity to take out a monster from afar or get to it. Some monsters might be pretty weak, but are powerful from the distance if they cast spells or can shoot arrows at you. So more tactical options with that.

- Long range attacks will be integrated properly. Actually we had the possibility already to shoot with a bow at monsters in the distance, but you didn't find any arrows, so your ammunition was unlimited. Now we'll have ammunition to collect, and we'll have different kinds of arrows and you can decide which to use when etc. - Also monsters get ammunition, some only a few arrows e.g., so that they might decide to advance after they've used up their arrows. So you see another way of getting more tactical stuff in.

- We'll change the main story in order not to make this module too long, cause right now we've focused entirely on Fizzlefist and the story was meant to continue a bit in that context, so we'll make this part of the story actually the main story. The letter you get at the beginning and right now still has no relevance will tell you that the renegade mage Fizzlefist probably is up to no good and that you should investigate that. So the story slowly but surely will move in this direction.

- Right now it is already possible in our game version to save a game state per module, which is quite important, because once you've saved your game so far you delete the old game state. We'll try to make it possible to make more save game states per module, then there should be little save game troubles.

- To make the new more compact story line working we'll make Nepris smaller than usually intended and move some rooms intended to be located further north to the swamp module, like the famous Hieronimus Kupfdrubus.

- Various smaller improvements will also be implemented like a health bar in colour, combat with a companion like Jeremy, fireplace discussions with said companion and many more things. :)

Ok, so that's a basic outline of a few ideas that we're realizing now - any kind of illustrations as results or by products of current works (swamp area, monsters, caves, weapons etc.) will be integrated whenever possible to make the experience another enjoyable addition to the current module :)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Deklitch Hardin on 18 September 2009, 05:15:41
I spent some time running around in here :D Great fun. Unless I was missing something, there seemed to be some kind of bug in it when you finished doing the killing under the house of being unable to return back to the house proper. I can't remember the precise details now. I ended up finding a command that was listed somewhere about typing in some kind of 'goto' command to get around the problem, and then I was able to go on without any trouble. I was also having great fun running around in other parts of the module ... especially encountering those slimers :D

Anyway, a +1 aura master sage from me :D


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 18 September 2009, 05:19:44
I've heard that about not being able to get up to Pinn's room again, but could never reproduce it. If someone encounters it and can tell me what the message is you get when trying to get up, let me know.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Deklitch Hardin on 18 September 2009, 08:48:54
I had another go at it now ... this time, I had no problems getting back into Pinn's room. :D


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Shabakuk Zeborius Anfang on 08 November 2009, 20:13:53
In the fight with the three slimers in the underground lab, I managed to kill one, then fled from the other two. (Don't laugh! I never claimed I was a hero!) Yet when I changed my mind and went back to the spot where the slimers are, there they were again, all three of them - including the one I thought I had just killed.

Is that fair?


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 08 November 2009, 21:14:53
Hmmm, yeah, don't know how Grinch and I finally decided on this, probably it's just integrated that way right now. The thing of course is that you could run away after having defeated two, get fully rested and return much stronger to just a single enemy, and you could do that again and again, minimizing the challenge considerably. Plus if you restart a fight you have the special abilities fully available. It's also a technical issue how to do it properly, so under these circumstances I guess it was still considered the best solution. We'll have to re-think this properly, though.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Deklitch Hardin on 08 November 2009, 21:29:16
Well,

The two remaining slimers got together and they recreated in whatever way that slimers recreate. Because their little darling was magical and all, it grew quickly and voila! It was fully sized again :D

Hope that helps!


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 08 November 2009, 22:11:39
Yep, that's of course another great explanation :lol:


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Shabakuk Zeborius Anfang on 08 November 2009, 23:19:24
Yes, of course, Deklitch. Why didn't I think of this myself?  :rolleyes:


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Ta`lia of the Seven Jewels on 09 November 2009, 20:55:19
Hi Art, have you somewhere listed, what you could use for Nepris? I  can't recall it in the moment. I could offer a creepy dead tree, part of my current WIP.

(That would be on my pic also though)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 09 November 2009, 21:45:06
A creepy dead tree can never hurt. I'll try to post somewhere this evening what would still be good to have if possible regarding monsters/backgrounds.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Ta`lia of the Seven Jewels on 09 November 2009, 21:57:44
This one? I can send you the file via email. it has 4 MB ;)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 09 November 2009, 22:19:52
Yep, I can use that! Got some ground as well? And make sure to save the file in JPG format, so that it doesn't exceed 500 KB or so!


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Ta`lia of the Seven Jewels on 09 November 2009, 23:45:50
Hmm, I thought you could use it as a transparent layer and add it "somewhere". The background here was just for illustration. I could make up some, but I'm a bit hesitant to use too much of my new pic elsewhere.

I will come up with something new, if you need a background, just tell me. For now, the transparent tree on an extra layer is here (http://home.arcor.de/Salixgrey/Santharia/Creepy_Tree_091109_1.psd)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 10 November 2009, 02:46:06
Ok, I'll see where I can fit it in - though in the enlarged version the application of a filter is very visible. But I guess in a smaller version it should work just fine, I can surely integrate it somewhere.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Ta`lia of the Seven Jewels on 10 November 2009, 04:23:18
Sounds as if you do not like it.  :huh:  Until now it was no problem, if the tools used were clearly visible. I thought especially that effect makes the tree creepy.

I only wanted to help, so if you don't see it usable  I won't mind, if you do not integrate it. Then my picture is more unique.  :) Please don't use it just because I offered it.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 10 November 2009, 04:26:13
Don't worry, it will do nicely as I just said - it will be visible in a smaller size, and that way it will work just fine :D


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 12 November 2009, 02:18:44
Short note: Vacation time has been confirmed for next week, so I can finally start seriously with the Nepris module additions :)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 25 November 2009, 03:58:08
News from the Nepris front: Integrated some new pics by Judy - great stuff to make the world come alive! :thumbup: The quest dominated part in the aboveground section before the swamp is taking shape!


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 08 December 2009, 02:56:19
And another Aura +1 for further behind the scenes work for Seeker that goes into the Nepris module!


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 31 December 2009, 04:28:50
It will still take quite a while till the second Nepris part will make it on site, but at least I can wetten your appetite a bit maybe in the meantime with a few screenshots. Without giving away too much from the plot, here are some preview pictures that await in part II of the Nepris module, titled "Dark Secrets" (while part one should be known as "The Apprentice"). So here you go for now:

(click on images to enlarge)

(http://stuff.santharia.com/artimidor/nepris2/1_small.jpg) (http://stuff.santharia.com/artimidor/nepris2/1.jpg) (http://stuff.santharia.com/artimidor/nepris2/2_small.jpg) (http://stuff.santharia.com/artimidor/nepris2/2.jpg)
(http://stuff.santharia.com/artimidor/nepris2/3_small.jpg) (http://stuff.santharia.com/artimidor/nepris2/3.jpg) (http://stuff.santharia.com/artimidor/nepris2/4_small.jpg) (http://stuff.santharia.com/artimidor/nepris2/4.jpg)
(http://stuff.santharia.com/artimidor/nepris2/5_small.jpg) (http://stuff.santharia.com/artimidor/nepris2/5.jpg) (http://stuff.santharia.com/artimidor/nepris2/6_small.jpg) (http://stuff.santharia.com/artimidor/nepris2/6.jpg)

Pictures are taken from a work in progress, so various changes might still occur at the final version.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Azhira Styralias on 31 December 2009, 04:35:52
"How come I regularly feel the urge to strange you?"

"No idea. You'd better get a Mindsmoother. That's not normal."

 :lol:


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Deklitch Hardin on 31 December 2009, 05:32:04
I personally like

"I'm training to become a fire mage. I like flames and things that blow up!"

Almost sounds like a Santharian dating show to me ... or Magi Anonymous :D



Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 08 January 2010, 04:59:56
A little status report on the Nepris front:

I'm back at work after my vacation, so this means slower progress with the Nepris module now again (especially as Grinch is away skiing at the next week). I'll try to make some progress here and there however at update free weekends, and there are lots of things Grinch and I have to adjust/discuss, as there are various things that have to be considered in the changed game environment.

Basically it boils down to this that it will last quiiiiite a while until part II of the Nepris game will be playable. Like every serious game company we also will have a massive delay with this part of the module, so no guarantee on anything. There's a lot of balancing to do, we've got more "special effects" (or let's say: animated picture), more pictures for rooms (even while composed and re-composed of a multitude of components, there's a lot of variety I guess), more spells and items to define, situation based dialogues, a much more complex scenario in general, a storyline that somehow makes sense - and what not. So all in all the second part of the game will be much larger than the current Fizzlefist lab, and as the storyline shouldn't be broken in half, we'd like to really finish the whole thing we've set out to do, rather then deliver a Nepris I 1/2 version.

What we've accomplished so far I guess is quite exciting, but to give you a rough idea what percentage we have really done, here are the hard facts - we can split the whole thing into three parts:

- Deeper Labs (45%)
- Adventures back at Nepris (100%)
- Swamp (5%)

I guess even part II will keep players busy for a while as there are lots of new things to discover, new people to talk to, old friends need to help out and what not, so I'm happy that this is done entirely now. The Deeper Labs and the Swamps however will be centered around combat and new monsters, new spells, new weapons and armour etc. - and there's still the most to do.

Also, parts of the things the player needs to discover have to be made up as we go along, and as as one cannot eat inspiration for breakfast and enlightenment comes in irregular intervals, we need time to figure things out.

So in short: We've made great progress, but there's still quite a bit of path to master ahead of us!


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 08 January 2010, 05:31:22
P.S. Macar, creator of the famous "Fizzlefist Theme" in Nepris, Part I, is also back again, trying to lend a hand with working on another musical ambience piece for what's down there behind that - for now - still locked door in Lab Level 2 :)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Alysse the Likely on 08 January 2010, 06:28:49
If you need any help with writing dialogues or anything, please let me know.  I'd be happy to handle some of that for you if I can.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Seeker on 08 January 2010, 07:27:23
As for me.  Let me know if there are more pics that need to be done.  At this point I would prefer to do some pics that can also be related to current entries.  so if there is anything like that let me know.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 09 January 2010, 03:31:13
As for pics: I don't want to give away anything of the story here of course, but I can PM you where I am right now and what kind of pics could work at this point. Depending on what your next projects are we might have a use for a background of a picture in the game or something. We'll have to figure something out.

@Anyone else interested: We could always use a little side quest that stands entirely on its own, where the player just explores a small cave or something (in the Swamp Area). Nothing really major, but we'd need to have a series of few "rooms" described for that, short and to the point. There might be some keywords here and there mentioned, and the player gets a few lines for examining this and that, a chest could be found or something, some items etc. If anyone has ideas for anything like that, I'd be happy to integrate it to get a bit of a distraction from the main quest. It's nothing major and we have ample time to get it in, so it doesn't need to be done by tomorrow.

Anyone who helps will also be mentioned specifically in the end credits of the game :)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Alysse the Likely on 10 January 2010, 02:43:59
I'll see what i can come up with.  I've got a couple of ideas.  Is Jeremy accompanying the player in the Swamp setting?


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 10 January 2010, 02:49:41
Yep, Jeremy will be always around at the swamp setting. So he can be used to make remarks upon examining something, or he might say/do something if the party enters a location. That's part of the fun having Jeremy around - he has a tendency to mess up things ;)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 27 January 2010, 05:42:26
I've talked with Faugar and it seems with his help we'll get all the pictures we need done for the very final scenes of the Nepris extension. This means that part 2 and 3 of Nepris II are graphically fully covered. Faugar might also have a few pics to use/reuse for the first part (we're still looking for what can be of value), so let's see. So looks good basically, only additional pics for part one now still unclear. :)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Grinch on 27 January 2010, 06:03:00
Hm, way back, I remember someone willing to post names and descriptions of armour and items. I searched a bit, but couldn't find anything. That would be really helpful if someone has a list ready. Always easier as to come up with something brand new. Atleast less work for Arti.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 27 January 2010, 06:05:09
Here's (http://www.santharia.com/dev/index.php/topic,12448.msg153402.html#msg153402) the link you're referring to I assume... :)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Grinch on 27 January 2010, 06:48:27
Yes, I guess that was the list. As I can see, we already have most of these items added into our database. So unfortunately, we rather have a shortage on armour at the moment.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 28 January 2010, 02:14:26
Thanks go to our mysterious Silent Watcher BTW, who'll see to get some armour parts described for the next Nepris addition :) - We - and thus the player - can always use some stuff!


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Seeker on 28 January 2010, 05:34:41
Such a description of armour could be useful for an Armour Overview in the Miscellaneous forum.  :D


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 28 January 2010, 06:43:36
Yep, we can always use such stuff - plus once we've built up the database every item can be used in multiple Santhworld modules with ease! :D

BTW: Faugar made 2 pics first for the end of the game, and now he has also finished 2 more for the Lab/Underground thingy which will fit right in - and I guess we can split those, so they'll make more rooms! Good to see things progressing on the graphical side in this part of the game now as well!


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 31 January 2010, 17:02:09
Big thanks once again to Silent Watcher for all his work on the Armour front. I'm currently placing a bunch of these items into the game :) More pics/updates on pics from Faugar are coming in daily as well, so with these additions the storyline of the continued Deeper Labs part gets more and more concrete...  :thumbup:


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 04 February 2010, 05:31:56
Short update: Quellion will also assist with drawing something for the Nepris module - so chances are good to get certain areas really nicely illustrated by a bunch of different artists...  :thumbup: - Thanks to everyone getting things together!


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 26 February 2010, 03:07:53
Just added another aura +1 for Faugar as well, as he's still busy with drawing stuff for the Nepris module - all great stuff!  :thumbup:


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 05 March 2010, 04:16:20
Here's another teaser of what awaits in the next version of the Nepris project:

(http://stuff.santharia.com/artimidor/login.jpg)

Grinch has been working feverishly on that part recentky, which will allow you, well - as the screenshot shows - to name your character and select a portrait out of some suggestions. If you have a custom made picture for your character you will also be able to use that one :)

This addition doesn't only allow the player to have various Santharian characters to choose from, you'll also see your character's portrait during the combat scenes and not just a standard pic. We can also then use the picture at dialogues, and characters can refer to you by name and can personalize the discussions by recognizing your gender etc. A character can also be loaded from other computers (not yet the save games as such), but characters might eventually also be able to store Santhworld achievements and showcase them - now how's that? :)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Altario Shialt-eck-Gorrin on 05 March 2010, 04:44:47
Wonderful!  You get an Aura point simply for renaming the big green orc "Ponnyrider".  :rolleyes:


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 05 March 2010, 04:51:31
*lol* That was our mischievous Grinch actually ;) I'm just the messenger...


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Altario Shialt-eck-Gorrin on 05 March 2010, 05:21:49
Hehe, then I auried Grinch.  But not to worry, I won't take yours away. :rolleyes:


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Tharoc Wargrider on 05 March 2010, 05:42:25
*Jots the names of 'Grinch'  and 'eck-Gorrin' down in his "Come the revolution" notebook*

I'll be watching you, Grinch my boy. *Glares*


And as for you, Federkiel, I'll........well, I'll think of something.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Grinch on 11 March 2010, 03:44:31
*Looks around* - No bad green orc around? Good.

Quote
A character can also be loaded from other computers (not yet the save games as such)

But it's in the works, it's in the works. Oh oh, there are a lot of nifty things to come. *rub hands*



Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Bard Judith on 11 March 2010, 10:07:06
(auras Grinch just on general principles - while snickering)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 03 April 2010, 03:03:16
Just a general note: I'm now officially on vacation for the next two weeks, so I'll head down into the Deeper Labs in Nepris and see to integrate all those pictures we've accumulated so far. And make something somewhat interesting out of all of it, I hope, hopefully completing this part of the Mystery of Nepris project, so that only the swamp area will be left after that :)

I'll also see to assist Seeker with a few additions to the Enemy Stirrith story, so that we can get this one up more sooner than later.

So this is basically going to happen during my vacations so that you know what I'm up to. There's not that much commenting to be expected from here, though, as I need the time to really focus on progress in the Nepris module.



Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 20 April 2010, 00:46:53
Okeydokey, so I'm basically back from my "Santhworld vacations", which means: I'll try to get some commenting done this week (even though this evening is already booked for other stuff) and there will be a regular update next Sunday, and things should get back into normal gear.

As for the Nepris module progress: Once again, substantial progress has been made and a major portion of the second part of Nepris II is now done, but there's still work to do for this second part. The good thing is that with every picture I can add to the module it gets more whole and unique, more complex, it just gains more depth with every piece I can add, and I guess we shouldn't rush things to get a really suspenseful and highly illustrated story out of it with mysteries, surprises, chuckles, old aquaintances, fights, puzzles, and so on. So yes, it will still take a while until we get there so that you can enjoy the final product, but it should be all set and done within 2010.

I'm thankful again especially to Faugar and Seeker for there tremendous assistance on getting the various pictures done providing the atmosphere to what has only been planned on paper or gone through my head. And seeing it all realized is just awesome :)

While some of the artists already have an idea where the tale is going, I would rather refrain from posting further screenshots of what's been done in the meantime, because that would give away too much already from the plot. So just stay patient for now, Santhworld players will meet their fate soon enough deep down under Nepris... *muhahahaha*  :grin:


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Altario Shialt-eck-Gorrin on 20 April 2010, 00:48:45
Sounds good. :)  Looking forward to it. :D


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Shabakuk Zeborius Anfang on 20 April 2010, 01:06:16
And me!


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Altario Shialt-eck-Gorrin on 20 April 2010, 01:09:34
Yes, I'm looking forward to you, too.  Geez.  Narcissistic just a little? :P


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 20 April 2010, 01:14:11
:lol:


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Shabakuk Zeborius Anfang on 04 May 2010, 05:28:23
*Two weeks later, Shabakuk is still considering the precise wording he should give his scathing retort to the meddlesome Remusian. Eventually, he decides to postpone the matter.*

"I'll get you, eck-Gorrin," he mumbles. "I shall get you. You just wait."

*Shabakuk throws the loose end of his scarf around his neck with a dramatic gesture, turns on his heel in preparation of a grand exit, looses his balance, waves with his arms and falls flat on his face.*



Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Deklitch Hardin on 05 May 2010, 04:53:58
Tharoc Ponyrider ... still amuses me even during my current hiatus from developing.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 16 May 2010, 03:18:53
And another aura +1 for our diligent Faugar for providing yet another picture for the project which fits just perfect (though which unfortunately you won't see for a while)...  :thumbup: But let me say this: just wow! :clap:


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 26 May 2010, 02:54:29
Just a short note: If you don't hear much from me, especially over the weekends, it's a safe bet that progress in the Nepris module is being made :)

So yup, was a great extended weekend in this respect, got important stuff sorted out. Not that this monumental task gets close to the finishing line (you have to remember the whole game designing, story writing, dialogues, animations, programming, scripting, balancing, puzzles, sound integration etc. are done by two persons only!), but we're happy with what we've achieved so far. We're confident though that we'll get it done within 2010, and it should be very entertaining and complex enough to keep players busy for a while. ;)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Seeker on 26 May 2010, 03:26:54
Another Aura boost for you and Grinch.  Need I say the reason. 

In the meantime the moderators are taking over Santharia...slowly relinquishing your power and dividing the spoils.  By the time you finish The Nepris Module you will have been banished to Akdor.  Happy programming. :grin:


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 26 May 2010, 03:32:21
*lol* Well, you haven't seen anything yet, so we could actually lie slacking on our couches all day and post every few months that we're doing something (and on  top  of  everything get aura points for that!), and nobody would even notice... Ha-HA! :lol:


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Shabakuk Zeborius Anfang on 27 May 2010, 05:37:02
Well, I'm looking forward to the module. I just have to hope I can find out how to release that confounded apprentice wizard in time to be able to play the next part when it appears.  :rolleyes:


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 09 July 2010, 04:36:10
A general note on Nepris progress:

The fact that the game development will last most likely at least until the end of the year brought the idea up to prepare you a bit for what's coming by making a sort of teaser movie. This gives us the opportunity to use some material already in there like pics, sounds and so on and get you a bit in the mood.

There are some technical difficulties to overcome to make such a teaser movie happen, as we're planning to do the movie and let the sound effects be triggered while the movie is running, so that we can really time when we want to have an accompanying sound. Preliminary works in this respects have been done, but there's still a lot to learn until we get there. Yet every experience we make helps us with future movies to utilize it and make things better :)

Anyway, so a teaser movie will be coming at some point - not in the next days, but more within weeks than in months I'd say.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Seeker on 09 July 2010, 12:50:31
I love previews.   :D   


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Shabakuk Zeborius Anfang on 10 July 2010, 07:18:24
How exciting! I'll be looking forward to the movie, Arti!


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 06 September 2010, 14:59:26
Short note here as well: Shabakuk has already begun of putting together quite a bit of material for his Nepris contribution and I've also started preparing some of it in the meantime. And of course Shab works according to his reputation which means: pretty thoroughly - so expect some exciting stuff in the swamp area as part of the Nepris extension :)

Also, while Shab is still away a few days, once he's back he'll be the first to play what we already have so far on Nepris II, so that he has an idea how it all fits together. With this first beta testing we get a first idea if what we've put together so far is manageable as far as puzzles and fights are concerned and where we should make some adjustments. Takes all a while till we get done, but I think it's worth the wait :D


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Shabakuk Zeborius Anfang on 19 September 2010, 02:25:15
I've been test-playing first part of Nepris II today, and I have to say: stay away from it, folks! It's too dangerous! Your Saturday afternoons will fly past, hours will seem like minutes, you will forget to eat and drink, your friends and partners will leave you, your house will tumble down around you and you won't notice.

So I've handed aura to Arti and Grinch, and also to Judy and Seeker, whose styles I recognized in some of the illustrations. The game story and the artwork combine to produce astonishing and very entertaining effects. The teaser movie, although excellent, doesn't tell you half of it!



Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 19 September 2010, 15:20:55
:lol: Glad you like it so far, Shab :) - Hope the monsters and puzzles like you as well... *muhahaha*


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 28 September 2010, 03:26:09
Here's a little Santhworld update: I'll be on vacation from October 11th till 26th, which in other words means that I'll finally be able to complete the the second part of the three parts that constitute Nepris II. Meanwhile quite a bit of progress is already being made in the swamp area where Shabakuk lets his imagination run wild. The fact that I always have to catch up with integrating something there is a good sign. Thanks again to Seeker and Judy for providing pictures to help us make the swamp area a fascinating place to develop! :thumbup:

@Talia: You said at some point that you want to make a picture of the Nepris shrine. If that's still in your mind, please try to tackle the project within the next two months or so, because we need to realistically plan what we put in there and where.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Seeker on 28 September 2010, 04:53:15
Talia if you decide you don't want to do the shrine and would like me to take a shot at it, let me know.  :thumbup:


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Ta`lia of the Seven Jewels on 28 September 2010, 05:01:22
I've already started  and I'm on the way. The last months though were a bit disastrous, only today I found the time to use my tablet. I'll try to get it done, but other works like the moon-project might suffer...

Thanks Seeker for your offer, but this one I would like to do myself, especially as I have put already quite some time in it (in which you probably would have finished it ;) )


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Ta`lia of the Seven Jewels on 29 September 2010, 17:51:55
Are there any requirements what the size concerns? Have the pictures to be higher than broad to fit in that window on the right side of the Santhworld screen? (senkrechte Formate)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 29 September 2010, 19:15:49
It helps if pictures are higher than wide, yup. If not, I'd have to make the picture fit in to the frame.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 26 October 2010, 15:39:11
Ok, last day of my vacations, so short update on the Nepris front:

Part 2 out of 3 of Nepris II is now completed, the so far missing connection to part 3 where Shabakuk's stuff awaits is now established. So it all has its current resolution and continuity and Shab and I can both work on the third part now to get it all done, but the bulk of the final part will again have to be done during vacations, which will be during Christmas time most likely.

There are only a few things that need to be done now together with Grinch in terms of balancing/defining monster strengths and capabilities in part 2, and we should have that completed during the week. Then Shabakuk can continue his playtesting and give some feedback.

General note also on the part of the game, which is already on site: I've already said somewhere that the main storyline was adjusted, so that the player basically has to investigate strange magical occurrences in and around Nepris (rather than bringing a trade treaty and gets involved in this and that). So nothing new there - what's new however if that the way the player needs to progress in the story gets a bit more additional guidance.

Which means especially that the Prosperous Farmhouse quests now definitely have to take place before the Lab is entered, and this is ensured by the way the quests are constructed. Now it cannot happen that the player misses a whole portion of the game and the balancing of the monsters also corresponds to the strengths of the player. So it cannot happen anymore that the player returns to the Prosperous Farmhouse and has levelled up several times already, and there's no challenge then in these quests. So its all better organized that way now, especially as Grinch re-balanced all monsters and effects as he replayed the whole game having all this in mind.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Ta`lia of the Seven Jewels on 26 October 2010, 16:49:24
Do I have time with the shrine pic till Christmas? That would be fine, for I got a bit distracted with the floor..

Need to replay  that game soon..  give my thanks to Grinch for working offstage.



Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 26 October 2010, 18:21:12
Christmas should be fine, as we won't be done before then anyway. We can integrate the shrine without a picture for now and add it whenever it arrives. Ideally before the release date, though... :P


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Ta`lia of the Seven Jewels on 26 October 2010, 18:46:02
I can offer the floor for a placeholder, if you wish!   :grin:


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 26 October 2010, 19:18:05
And put a sign on top saying "Under construction..." :lol:


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Shabakuk Zeborius Anfang on 27 October 2010, 02:12:59
... the bulk of the final part will again have to be done during vacations, which will be during Christmas time most likely.

Art, I have set myself the goal of completing the major writing for the Nepris II swamp by Christmas - so if I manage that, our schedules would harmonize rather pleasingly! I hope to have some Santharia time in the Christmas break as well, so I guess I could help with fine-tuning things (swamp or otherwise), if required.

Oh, and I had an idea for the Baveras Shrine today (unless you've already got plans for it, Arti?). It's flooded, isn't it, Talia? If I was allowed to play with a flooded shrine, that would be immensely useful!  :D


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 27 October 2010, 02:30:16
Yep, sounds great ito aim for Christmas, Shab! We'll have some weekends between the updates till then where I can implement bits and pieces you've already put together and I can think about where to place my things as well. The complexity of course increases as well in the course of development, so Grinch also always has work to do in terms of balancing the new kinds of monsters. I've heard that there's are various new things in the fights, so they are much more challenging now - so you can try at some point replaying the game and see what's different. I'll do that for sure as well in the coming days during my midday break... :D

Anyway, after the Christmas vacations I think we should be pretty far with what we tried to achieve :)

As for the shrine: There were some basic ideas for the shrine part for the very first attempts of a game, so I'd need to check what could be useful from there. I can try to dig that out and send the document to you so that you can see what we planned back then. But if you have a cool idea and/or can combine it with what we had, I'd be happy to take it!  :thumbup:


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Shabakuk Zeborius Anfang on 27 October 2010, 02:34:47
Thanks, Arti,

I await that shrine document with eagerness! And I look forward to Grinch's new fight features.

PS: Oh, and I think your changes to the plot of Nepris I are well advised. I was one of those clueless players who didn't do the Prosperous Farmhouse challenges until very late in the game. And yes, that made them rather easy to master. (It may also have made the other parts, which I played 'prematurely', more difficult for me.) Anyway, even from the point of view of narrative and dramatic suspense, I think that the plot you are now enforcing will work best!


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Ta`lia of the Seven Jewels on 27 October 2010, 03:35:23
It is flooded, yes - and I know already now I will have problems with depicting that! ;)

You could put something on the floor.....


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 02 November 2010, 04:53:09
Now that Nepris II, part 2/3 is done, here are some more screenshots to give you a taste one what's new - without of course revealing too much of the storyline.

(http://stuff.santharia.com/santhworld/2/1_small.jpg) (http://stuff.santharia.com/santhworld/2/1.jpg)

(http://stuff.santharia.com/santhworld/2/2_small.jpg) (http://stuff.santharia.com/santhworld/2/2.jpg)

(http://stuff.santharia.com/santhworld/2/3_small.jpg) (http://stuff.santharia.com/santhworld/2/3.jpg)

(http://stuff.santharia.com/santhworld/2/4_small.jpg) (http://stuff.santharia.com/santhworld/2/4.jpg)

(http://stuff.santharia.com/santhworld/2/5_small.jpg) (http://stuff.santharia.com/santhworld/2/5.jpg)

(http://stuff.santharia.com/santhworld/2/6_small.jpg) (http://stuff.santharia.com/santhworld/2/6.jpg)

(http://stuff.santharia.com/santhworld/2/7_small.jpg) (http://stuff.santharia.com/santhworld/2/7.jpg)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Cruciform on 02 November 2010, 05:14:04
It might be a little bit unrelated here, but the Santhworld projects always remind me of how great Iron Realms games are. Have you heard of them? They make these awesome free-to-play (/pay for perks) text-based games. They're extremely in depth and brilliant.

Maybe you could consider getting in contact with Jumpy (Jeremy Saunders) with them about something like this? You'd actually be able to make some money from it then to pay for webhosting and stuff like that if you wanted to.

Just a thought.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Seeker on 03 November 2010, 11:38:41
I love it Art.  Perhaps if I piece together all the screenshots you have given so far I can figure out what the story is going to be.   :grin:

Thanks so much for working so hard on this. 


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Shabakuk Zeborius Anfang on 04 November 2010, 03:46:43
Nepris is not only a tremendous achievement in terms of the integration of story, writing, images, animations and sounds - mind-bogglingly splendid it is, especially for a project without any paid staff whatsoever - it's also fearsomely mean: you wouldn't believe the sort of traps and puzzles the poor player has to negotiate! I'd say don't go to Nepris, for you might never get out.

(shouts Shabakuk, who is currently test-playing part II.2, and is stuck in a sort of underground maze, with little hope ever to see Foiros' light again)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 04 November 2010, 03:52:20
:lol: So you admit it - it's too tough for regular Shabakuks, eh? Well, we need to have play-testers who can tell us in case something is too difficult to figure out. If you're definitely stuck: Maybe you can send me a brief report on what you tried/think you need to do and fail for some reason, I definitely have an idea how to make things down there a bit easier. But I need some first feedback on how you fared so far in that particular section.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Shabakuk Zeborius Anfang on 04 November 2010, 04:01:12
 :rolleyes: Well, for the moment I was half-joking. This thingy is definitely a challenge, but I haven't given up hope of solving the puzzle by myself yet. If I get through, I'll give you an account of how I fared. If I don't, please tell my girlfriend I loved her.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Ta`lia of the Seven Jewels on 07 November 2010, 06:59:16
You frighten me, Shaba, I will not dare to go there if I have not spotted you!

I have a question to the Shrine - is any special time of the day needed, or weather condition? So far I was aiming at a shrine in the late morning sun or around midday.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 07 November 2010, 16:35:55
Well, the player walks around in daylight in Nepris and surroundings. When exactly this happens is undetermined.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Shabakuk Zeborius Anfang on 07 November 2010, 20:34:40
May I just add that I am giving aura points to Art and Grinch whenever I log on, for they have done a marvellous job with Nepris.

Without the artists, the game would of course not be half as good. But the Santharian writers, too, should be proud: even some rather recent additions to the compendium have been integrated into the story. I daresay that a number of compendiumists will be pleasantly surprised to find their creations represented in the Nepris game - some creations have prominent places, and are central elements of the story; others appear like spices in a soup, adding flavour and interest, and rounding off the experience.

By integrating all this stuff, Arti has once again shown his creativity and generosity.



Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Azhira Styralias on 07 November 2010, 20:52:31
even some rather recent additions to the compendium have been integrated into the story. I daresay that a number of compendiumists will be pleasantly surprised to find their creations represented in the Nepris game - some creations have prominent places, and are central elements of the story; others appear like spices in a soup, adding flavour and interest, and rounding off the experience.


Nepris is in the North? That would surprise me... :cool:


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Shabakuk Zeborius Anfang on 09 November 2010, 04:43:51
Well, I agree it's worth thinking about another Northern Santhworld adventure to accompany The Enemy Stirreth. Spined Wyrm, Cursed Tooth, Caeehl Mountains, Seeker's latest Shaded Forest picture ... there are plenty of fascinating places and illustrations one could use.

So many stories, so little time!



Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Shabakuk Zeborius Anfang on 15 November 2010, 23:01:21
Not that Seeker is in particular need of more aura - but anyway he gets another point from a flabbergasted Shabakuk. He knows why!


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Azhira Styralias on 16 November 2010, 01:47:32
Not that Seeker is in particular need of more aura - but anyway he gets another point from a flabbergasted Shabakuk. He knows why!

This teasing has got to STOP!  :lol:


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Shabakuk Zeborius Anfang on 16 November 2010, 02:20:14
Oh, it will, it will, as soon as Nepris is out.  :cool:

Meanwhile what goes for Seeker also goes for Judith, of course, whose eye-bogglingly brilliant contributions really must be seen to be believed. Patience! Just a few months more, then ...

:shocked:

*Runs off stage, pursued by Azhira and a Spined Wyrm*


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Ta`lia of the Seven Jewels on 16 November 2010, 02:45:40
Not only that!


(http://home.arcor.de/salixgrey/Smilies/wolke.gif)



Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Athviaro Shyu-eck-Silfayr on 16 November 2010, 03:10:02
*Examines Spined Worm, and prescribes a diet of gnome.*


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 16 November 2010, 03:39:59
Another aura +1 also goes to Shabakuk for the fresh and entertaining ideas he provides for part 3 of this instalment which I'm currently integrating :)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 03 January 2011, 16:02:31
I see the Forums are bustling with activity... :lol:

Which I personally don't mind, because if it is not possible that there are enough entries/comments to justify an update without having me around to check them out, I won't make an update. Because as far as I'm concerned you'll have to wait a bit for me to get back to regular development business.

I've been working intensely on Nepris II, and things are progressing very well on this front. A big thanks for the key players of thise module, especially Shabakuk, Judy, Seeker and Grinch, who all go the extra mile to get descriptions, pics and Santhworld code right :D Only thanks to Shabkuk's love for detail the end part of Nepris II becomes way more fascinating than it was initially planned, and when all the atmospheric pics, sounds and musics come together it's really fun to play through the final results and enjoy all kinds of references here and there!

Anyway, I'll still be busy for a while with connecting all the key quests and adding final graphics. I'm also adding final picture versions to several rooms, which is why I try to make the final push to get these images in time. I've already received the pictures I need from Judy, Seeker will work on one more. So all that is currently still open is Talia's Baveras shrine picture. So this is the final call to finish this one - otherwise this part won't be illustrated. Which is a pity, because the more the game progresses the more illustrations and animations we have to liven up the game environment.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Ta`lia of the Seven Jewels on 03 January 2011, 17:41:58
Quote
I've already received the pictures I need from Judy, Seeker will work on one more. So all that is currently still open is Talia's Baveras shrine picture. So this is the final call to finish this one - otherwise this part won't be illustrated. Which is a pity, because the more the game progresses the more illustrations and animations we have to liven up the game environment.

What a nice way to encourage me to finish it. A threat. No direct addressing or asking how far I am. How nice. Puts me in the right mood to work on it.

Maybe better leave it unillustrated. I'll give you the link to deviant art, once it is done.

Thank you.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Bard Judith on 03 January 2011, 18:51:29
Anything else I can crop, cut out, or draw for you, Art, let me know.  If you really do need that axe separately, or embedded in the stump, or next to a decapitated head....

Yes, well, too many details.  I AM finally both on vacation AND not deathly ill, so my tablet is calling me!


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 03 January 2011, 19:15:32
@Talia: Just need to make sure that things fit together. If the picture can't make it, that's ok, but I need to connect all loose ends now and thus make the final requests (descriptions need to fit pictures, picture parts might be displayed here and there etc.). Still a few weeks left until release, but I need to make final calls now, just to see where we are with what is still left.

@Judy: :lol: Fortunately we're not that much into gruesome stuff with our module, which doesn't mean that it's not going to be scary... But no buckets of blood and stuff required ;) - But you've done a wonderful job already with all your pics... Just yesterday when I was integrating the last batch of the files you sent I noticed that the couple of connected rooms are all illustrated by the Bard! I could put a sign there, saying: "Judy Plaza" or something... ;)

Anyway, if you still can't get enough, I have a small request maybe - I'll send you the details via PM.



Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Shabakuk Zeborius Anfang on 03 January 2011, 21:34:29
I'm glad to hear that we're making swift progress, Art! It's very exciting to be involved in this project.

It would be sad to miss the illustration of Baveras' Shrine. The shrine is a key location, and I'm sure Talia would do a great job.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 15 January 2011, 18:29:12
General progress note: I'm still at home due to my neck injury until January 21st (next Friday), and I hope that the x-rays will then show that I can get back to work. At any rate, while the Awards are still in progress anyway I'll dedicate my time next week as well to the Nepris project, so that I can get as far as I possibly can while I'm on extended "vacation". Nominations will be over this weekend, then we'll switch to the voting stage, which will last a week or so at least, which means I should be back in regular business then after the next week and pick up on update and commenting stuff. So - given we get laudations soon after the awards are over - the Awards update is next.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Ta`lia of the Seven Jewels on 15 January 2011, 19:31:23
The Shrine itself is done in a rough way (light and shading need to be adjusted when the surrounding is done), I always can improve it though ;) But I am again fighting with the water - e.g. flooding that thing, putting it in the middle of that lake!

When do you need the pic, do I have two more weeks? Next one I'm not at home, so I can't work on it.

Would be cool, if the voting time would be two weeks also.

Hopefully your neck will be good again next week! Please  choose something less dangerous next time to get some vacation for Santharia! ;)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 15 January 2011, 19:58:22
Two weeks is ok, because even when I'm completely done with quests and pics we still have balancing and stuff to do. So I can still update a bit here and there, like this picture. I just need to push it all towards an end, so of course the sooner I have all the components for disposal, the better :)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Ta`lia of the Seven Jewels on 15 January 2011, 20:01:34
I could send Shaba the rough (unflooded) version, if he needs it for describing. Shall I?



Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 15 January 2011, 20:11:01
We have based the description on what we had in the very first version of the game, which you have written, so I assume it should fit together... - But it doesn't hurt to have the rough pic - so yup, go ahead and send it to Shabakuk (and CC it to me as well), just to be on the safe side. :)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 25 January 2011, 04:13:25
A little progress report from this front: I guess we have about 70% of third Nepris part of Nepris II done by now. Shabakuk's storyline is quite extensive, so this part - with my additions as well - I think will be pretty long. But of course it took a bit more time to program it properly than initially expected - and I couldn't get all my things done in time within the free time I had recently.

With other words: There's still quite a bit of work to do, which mainly means to place and script fight scenes, put items in reasonable locations and make parts of the swamp a bit more exciting to keep things interesting while the player tries to get the main quests done. The good thing is that the main quests are close to completion, basically it's only the ending we still need there, but we're getting there.

Development of course will slow down again now that I'm back at work - I definitely need ca. one more week of vacations to finish my part, and it's unclear when I can get that time. Can't ask for vacations after I had to stay at home for six weeks... So we'll work bit by bit over the weekends to make further progress. On the other hand I think we shouldn't try to push things and hurry unnecessarily - quality takes it's time, and I guess we can be really proud of what we have achieved so far :)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Shabakuk Zeborius Anfang on 25 January 2011, 05:38:50
Arti, I guess you got more than you bargained for when you let me into your swamp. I'm just incapable of writing anything short. So if you'd have wanted to finish Nepris quickly, you should have told me to play somewhere else.  :cool:

Seriously, though: I think you've progressed at an incredibly fast pace during the last few months, Arti, and especially since December. The result - the whole story leading up to the swamp - is already very beautiful, exciting, and full of nasty puzzles, pleasant surprises and terrifying horrors.

I agree with your attitude: no need to rush things now. However, I am pleased to say that I've been working on the little additions we've discussed, and will send a at least half a dozen files next weekend (barring a powercut or other disasters).


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Bard Judith on 25 January 2011, 13:26:11
Are there any more illustrations, little details, faces, items, or other stuff that you'd like in pictorial form for the game, my dear Sage?  Or Shaba, if you've other ideas...   Do let me know.  I'm still on 'vacation' though not actually enjoying it all that much as I am still deaf, dizzy, isolated, and depressed.  Send me some work to cheer me up!


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Deklitch Hardin on 25 January 2011, 14:20:36
Dek comforts the Bard and dances a funny dance to cheer her up..


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Shabakuk Zeborius Anfang on 25 January 2011, 17:57:11
*gives Judy a virtual hug and sends email with a suggestion designed to bring cheer to her and horror to the future players of Nepris II*


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 26 January 2011, 04:10:28
Quote
Send me some work to cheer me up!

@Judy: *haha* That's a sentence one doesn't hear that often, eh? No need to be depressed, you should now have received a bunch of fresh ideas from Shabakuk and myself, Judy, so cheer up! Hope your hearing gets better day by day and you'll reach a state of normality!

@Shabakuk: It's a real pleasure to see how the swamp has developed thanks to your extremely detailed work, where every detail was provided, even with exact picture descriptions and sound suggestions included! It should be a real treat for the artists as well to find out how, where and in which context various pictures or picture parts have been used - sometimes I'm surprised myself what kind of pictures came out of combined parts here and there ;)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Shabakuk Zeborius Anfang on 27 January 2011, 03:29:33
... and Judith has earned herself another aura already. With her latest imaginatively horrific addition, I'd say it's now impossible to survive more than half an hour in the Nepris swamp. I advise to avoid that place. In fact, don't play "Mysteries of Nepris" at all, if you like your skin.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 27 January 2011, 04:12:27
Yep, aura +1 from here as well! A monstrously nice addition to our little swampy adventure - whoever gets that far and manages to emerge alive earns by respect, as I'm sure Grinch will make the fights quite challenging...


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Ta`lia of the Seven Jewels on 27 January 2011, 06:30:15
Oh no! 

I mean, I died three times in Enemy, right after the start - how shall I ever reach that haven of tranquillity I'm working on right now! Or is it before the swamps?  :veryconfused: :noooo:




Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Ta`lia of the Seven Jewels on 28 January 2011, 20:58:45
What for width-height ratio do you need, Art? 9x13, 10x15?

Or should I just do it a bit bigger (like on the last one) and you do it yourself?

Shaba, is it important, that the sun shines, or could it be a fairly cool, though quiet place also?


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 28 January 2011, 21:43:53
The pictures we use for Santhworld are always the size 250x319 pixels, so any multiple of that is fine :) I can crop it any way necessary, though, in case it is a bit off.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Ta`lia of the Seven Jewels on 28 January 2011, 23:34:34
Thanks - that is small! All looks different, if you crop it this far..

Shaba, may it even rain?  :grin: 


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 29 January 2011, 00:33:29
Well, this is the size of the crop we show at a time. The shrine could be seen e.g. first from afar in a room, then one can go closer, upon examining one could also show a part of the pic etc. And we also have the floor pic. So if the picture source is large enough, it can be used in various ways.

It shouldn't really rain, though, on the pic, because it would be a bit weird if it only rains at one specific location in the whole game... Unless a weird kind of magic is at work here?  :shocked:


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Ta`lia of the Seven Jewels on 29 January 2011, 06:01:03
Ok, no rain.. it would have been  the easiest solution to produce some waves ;)

The floorpic from the waterleaf entry does not really fit - there is no waterleaf growing in that shrine. Or should I put it in this one also?



Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Deklitch Hardin on 29 January 2011, 06:03:44
couldn't the water come from somewhere else, a spring, a fountain or something similar?


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Ta`lia of the Seven Jewels on 29 January 2011, 06:09:42
Ah, no, the source is not the problem, but depicting the waves in a good way, or any watermovement. I think I'll stay away from water for the next time ;)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 29 January 2011, 16:00:32
I have used the floor picture already in the game if the player examines the floor. So I'd suggest to keep it that way.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Bard Judith on 29 January 2011, 19:40:43
Oh dear.  The Santhworld module must have eaten something that caused a bad allergic reaction - because now it's got hives!

(Go check your email, my dear Sage...)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 30 January 2011, 00:03:04
:lol: I see what you mean! *gets remedies ready* Reply per e-mail is on its way, and another aura as well, Judy!  :thumbup:


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 25 February 2011, 04:24:06
Ok, next Nepris development round!  :cool:

Major work is ahead for me (and Grinch) at the office, starting with training courses in the next weeks or so, but the positive thing is: Available vacation time should be used up before the whole trouble starts, so I had to take a week of - starting tomorrow! :)

With other words: I'll head back to Nepris and will try to get more work done working towards the conclusion of part II of the game. Most likely I'll get back to work then for another week and take another week off after that, so with those two weeks for disposal chances are high that we can pretty much reach the desired end. Well, at least we'll give our best! :thumbup:


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Ta`lia of the Seven Jewels on 25 February 2011, 16:33:04
I'm still busy with my parents, but Johanna leaves today, so there is a fair chance I might conquer back my comp ;)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 08 March 2011, 03:23:15
Ok, I'm back again after a week of work on the Nepris module, and I'm very far with the actual content. Basically I still only need to do some things for the very ending (and finally get Talia's shrine in, providing I get the picture version with the very last changes - but things look good here as well).

So, in short: I only need ca. 3 full days (if I can get time off) or so to complete my stuff (quests, graphics, sound effects, scripts, item definitions and placement etc.), while in the meantime Grinch is still working on more game features (like easier inventory handling by allowing you to view only certain types if you want to) and of course scripting the encounters with the foes (abilities of monsters, spells of player/monsters, and so on). This whole scripting and balancing process is constantly going on, and slowly but surely we're nearing the end. Shabakuk made some test runs by now and made very detailed comments, and we've updated all these things to make sure that problems are reduced and fun is increased :) More testing will be necessary, though, once we have the final part completely finished.

So: We're getting there. Another huge chunk of work was done in the past week, and the day of release - while still uncertain - draws definitely closer!


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Shabakuk Zeborius Anfang on 10 March 2011, 06:27:07
Wahey!


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 24 March 2011, 04:26:48
Yay! We now have an end sequence! :D  :thumbup:

Mainly one of the fights still needs some work, but given the fact that the end sequence is done in full now, all other fights are finished, and only a few items left to be adjusted, we're pretty far I guess. So much is safe to say ;)

Anyway, I've heard that Shab will be away after next week until April 12th, so it's our plan to have the game fully operational at that date with all the minor things we still have in mind also in place. Hopefully Shabakuk can then playtest the last part a final time (and we'll do so as well, earlier, if time allows), and then - if final errors are fixed - it should be time for official release of Nepris II.

P.S. So sharpen your weapons and your wits, a major challenge awaits!


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 25 March 2011, 04:32:59
BTW: Some notes in advance on changes related to the player character in the upcoming Santhworld version: With the next version you can name your character (and get addressed by other characters that way), specify gender and personalize your character portrait. I've heard that there is even a distinction of male and female screams at the fights... :shocked: And you can actually make up to five characters if you want and use them in the various modules (and save as many save games per character and module).

There will be five male and five female character portraits to choose from - initially, though they will be further expanded in the course of time. Furthermore you can also use an entirely personalized portrait if you have a picture in an entry on the site e.g.

Here are examples of player pics you will be able to choose from (maybe I'll still adjust the lighting somewhat, but this should serve as examples for now):

(http://stuff.santharia.com/artimidor/santhworld/player_male5.jpg) (http://stuff.santharia.com/artimidor/santhworld/player_male3.jpg)
(http://stuff.santharia.com/artimidor/santhworld/player_female4.jpg) (http://stuff.santharia.com/artimidor/santhworld/player_female2.jpg)

Shabakuk for example will be able to use a personalized character portrait, for his Fu Luft character (see below), as he commissioned this one from Faugar. Next to it I post an empty background, which you can use as a source to put the picture you might wish to use in.

(http://stuff.santharia.com/artimidor/santhworld/fuluft.jpg) (http://stuff.santharia.com/artimidor/santhworld/background.jpg)

You can prepare own character portraits to be used similar to these, though you need to make sure that you are allowed to use the picture (no pics just grabbed from somewhere on the internet, please!). The picture should have the size of 250xx319 (same as the pictures above) and should have a neutral background, which means that regardless where and when you travel (village, cave, inside, outside, night, day etc.) it represents the character, not the background. Because it looks kind of weird if you are deep down in a dungeon and your character portrait shows a blue sky as background...

So: If you send me a valid personalized pic (adding a dropshadow on the background always looks good BTW) you will receive a "personal picture code" in return, which you then can use for that specific character. Personalized portraits aren't intended to be available for others, so that they are uniquely identifiable (also especially helpful for further future online features of Santhworld).


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Shabakuk Zeborius Anfang on 25 March 2011, 04:51:29
Looking great, Art!

And also: aura for Talia for an exquisite series of pictures, filling what I believe was one of the last gaps in the illustration of the final chapter.

I can't wait to play the end of the story!


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Bard Judith on 25 March 2011, 08:35:50
Wooooo!  I want my own Bard Judith pic!   Hopefully Faugar won't mind if I photoshop the head and shoulders of his awesome illustration of me onto this neutral background, right?   


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 26 March 2011, 00:05:26
Yep, I guess that's a good opportunity to use that picture, Judy :)

BTW: I might make the background a tad lighter at the standard pics presented here, otherwise it looks more like the the player character is in a cave or something... ;) But feel free to use any kind of background you like, up to you!  :thumbup:


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 12 April 2011, 04:21:57
Again, a progress report from the Santhworld front:

Content is pretty much complete now (that is all quests, fights, animations, story points, rooms etc.), we're only tweaking some minor things and have to integrate a couple of texts once Shabakuk has done them, but there's no challenge anymore in that. I'm currently uploading everything into a test environment on the server, where we'll play through the last part of the game and basically test the fights (the quests are already tested). So this might mean some tweaking here and there as far as the strengths and strategies of the monsters is concerned, moving an item from here to there, and so on. But this should all be possible to accomplish within approximately a week's time I'd say.

With other words: I'm confident that we'll be able to release Nepris II during the next week, so stay tuned!  :grin:


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Deklitch Hardin on 13 April 2011, 20:08:46
Really looking forward to it ... will we need to play through part 1 of Nepris before going on to part 2, or is there some capacity for us to start at part 2? If we need to complete part 1 first, can we save progress?


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 13 April 2011, 21:24:58
For those who have completed part 1 I can send them a secret keyword via PM so that they can jump right in at the last scene of the last part once we officially release the game. But if you have never played the first part you of course wouldn't understand where you continue etc. So you should have played the first part at some point to qualify for part 2.

There are some changes however with the main storyline, so players of part 1 should read the adjusted introduction when they enter the module and then use they secret keyword. There are also some minor changes in part 1 - e.g. Fizzlefist's lab will be locked at the beginning, and you have to get that key first, and by doing so we ensure that you have already accomplished the small outside quests before you go down into the lab to tackle tougher stuff. So part 1 is better balanced that way now, but you don't need to replay it. The player also gets a new inventory item, a rough map of the region he/she can look at to find the lab - this wasn't in the previous version.

Brand new features that influence the balance were designed that way that they become available with a certain level, which means that you can start distributing skill points only when you have reached part 2. Also the monsters become more sophisticated as you continue your quest - but we didn't make monsters in the first part more difficult by endowing them with more intelligence.

The further you progress the more you will notice that we implemented more graphics, more animations, more sound effects, brand new spells, additional accompanying character(s), the fights become way cooler, the story really comes into gear etc. So the beginning of course is not as exciting as the end, but if you play the game from the beginning until the end you'll appreciate the progress we've made in the past years even more... :)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 13 April 2011, 22:24:03
Oh, and as for saving games: The new version of Santhworld allows up to 5 savegames per module and user (and you can create up to 5 users per computer). Plus there's one autosave slot, where the program saves a position automatically once you reach a certain position. So should you unexpectedly meet your maker without having saved first, the autosave can restore your progress to a certain degree.

User names are unique BTW and game progress is stored on the Santharian server. Which means: You can start a game on a computer, save it, log in with that character on another computer and continue playing there. Until now data was only stored on your local computer, so you couldn't take your savegame anywhere else.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Grinch on 14 April 2011, 00:46:29
The further you progress the more you will notice that we implemented more graphics, more animations, more sound effects, brand new spells, additional accompanying character(s), the fights become way cooler, the story really comes into gear etc. So the beginning of course is not as exciting as the end, but if you play the game from the beginning until the end you'll appreciate the progress we've made in the past years even more... :)

Well my opinion was and still is that it might be a problem that you must have played the first module in order to experience the second one. I don't know exactly how long we worked on that module but it must be somewhat over two years. And of course our possibilities advanced steadily while working on that new module. All that animations, pictures and new group members make the game a lot richer than before. All the artists that helped with the pictures and music made that possible in the first place. I noticed that there was a tiny bit of a dispute regarding the baveras shrine but it's now in and the whole location is just great! Also Art did a fabulous job in creating the laboratory with its *censored* (spoliler!) and the swamp together with Shabakuk who created so many lovely characters with Kunigunde and Hildula to name some.

When I look back I can say it was a lot of fun which is the reason why I'm part of this project afterall, but it was a lot of hard work too! And I finally have to agree with the text I quoted, because if you have to start the game from the scratch you will really see and appreciate the progress we made.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Deklitch Hardin on 14 April 2011, 03:45:31
Oh well ... I think I'll start the game from scratch then :D I like experiencing things in their fulness :) Thanks Arti and Grinch

Dek


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Ta`lia of the Seven Jewels on 14 April 2011, 03:54:17
I'll started the old game again as well, don't know, if I ever finished it ;) (I can read books more than one time also, forgetting how the story went ;) )

But I encountered a problem which I do not remember. I don't know how to unequip weapons and take a better one. ??  What did I miss?

Edit, got it!

Can I equip a second weapon, or how?


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 14 April 2011, 04:06:00
Either you can type UNEQUIP SWORD to get rid of your sword. Then you're empty-handed. Or you can just type EQUIP AXE and you will replace the SWORD with the AXE in your primary weapon slot.

Don't know if that was the case already in Part I, but in Part II you can use secondary weapons, if the weapon is defined as a secondary one. Depending on the type of weapon the new weapon will replace the former weapon in that slot if you EQUIP it. If you type e.g. EQUIP LONGBOW you'll equip that in the long range weapon slot, so you can have AXE and LONGBOW equipped.

EQUIP TWOHANDER will replace primary and secondary weapon with one weapon.

In Nepris II there will be an easier way to equip weapons and armour for each slot and compare items BTW... :)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Ta`lia of the Seven Jewels on 14 April 2011, 05:58:55
Thanks! :)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Ta`lia of the Seven Jewels on 14 April 2011, 23:28:55
I'm stuck. I think I have been everywhere, but there are at least three doors I can't open, a staircase which sends me up the moment I went down, there must be more to it.

The steel door opens, there was that trailer, or was it meant for Nepris two? And it is not possible to gain in Nepris I the nearly 2000 points? Will I deliver the letter in Nepris I?

I'm sure I opened a closed door at some point, but that was another module, I guess..

Could I please get a hint, at which point it makes sense to go on, are those doors just teasers without possibility to get through? Can I find wizardleaf?  :noidea:

A short PM to not spoil anything would be cool!

Edit: You currently have achieved a score of 150 out of 1890 points. This qualifies you for the rank of "Good-For-Nothing".

I mean, that's a bit discouraging to live on with ;)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 15 April 2011, 03:33:11
I don't really know what you have accomplished and what not, Talia... But I can answer some questions in a general way here (you can ask concrete questions via PM).

- What I don't understand: "A staircase that sends me up the moment I went down?" - Erm... Are you talking about the Prosperous Farmhouse? This is the mission you should tackle first. Because you can go up there to the first floor - Command: UP in the room where the arrow points upwards on the mini-map. It works perfectly fine as I just tested... So I don't know what you mean with that up/down...

- Wizardleaf: You can forget about that in part 1. The dialogue at this part BTW was considerably updated in part 2. But all you need to know is that this part isn't essential for now. You can enter a certain room however in Fizzlefist's hut if you manage to distract someone...

- Steel door: I asume you mean that you saw it open in the preview movie. So yes, that's a preview of part 2. The steel door has to remain closed in part 1.

- And yes, you will get nearly 2000 in part 1.

- Letter: Main story for part 2 will be somewhat different (focusing "around Fizzlefist"), so don't worry about that letter. Parts of the old story were intentionally removed, e.g. Mannef's dialogue was considerably shortened.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Ta`lia of the Seven Jewels on 15 April 2011, 04:13:07
Thanks Art.  :)

Well, I have by now a score of 340, was in the prosporous farmhouse much later, gained a weapon for lvl 3 when I was just lvl one. Died once. I'll go back to Fizzlefist's hut again, thought I have been everywhere except behind those closed doors. Good to know, that I don't need to pick wizardleaf and that this steel door doesn't open, otherwise that brick would possibly not survive. ;)

I have another stroll through those now empty rooms :)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Ta`lia of the Seven Jewels on 15 April 2011, 16:02:31
:(

Just died in a major fight, wanted to restore the game, was distracted and hit the save option instead of the restore option and saved the fresh (not yet started ) game over the restored one. All is gone.  I should concentrate on other stuff.. like gardening when the weather is fine... *sigh*

The progress is saved on my comp, you say? Don't know, if I can retrieve it from  time machine, but not now.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 15 April 2011, 17:22:57
The Santhworld version on the server already has 5 savegames, right? Have you tried loading another one (if you've saved in different slots)? Or you could try loading the savegame from the autosave slot and see where the last autosave took place and continue from there...


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Grinch on 15 April 2011, 17:35:12
I think you need to take a deep breath first Thalia *g You remind me of a royal messenger that had to cover a long distance and finally arived to deliver all the information at once  :grin:

I don't know in which state the first module currently is, but I would suggest not to play it at the moment, because we made in my opinion essential changes in how it start and proceeds.

So I suggest to wait till the final version is online which will be pretty soon I guess!


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Ta`lia of the Seven Jewels on 16 April 2011, 05:05:46
I think I take your advice, Grinch, thanks. :)

Does the Nepris II game include Nepris I or is it just a new Nepris I ?

Art, autosave did not work at all and I saved every step in the first slot, thought there would not be a need to save more than the last one. Well, done and gone.

I played a bit of Lorehold instead and found it funny, to have the letter from the Thane and that Sheet of instructions from Tendrimmar in the inventory (can't read it though) - and a cheese I thought I have not taken in the kitchen here, I have Santharian Sans (50) and Santharian sans (10)..

I'm looking forward to the new Nepris!


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 16 April 2011, 14:36:26
Once we upload Nepris II, the Nepris game that is currently on the server is just dramatically expanded, parts of Part I are adjusted (see my previous posts), basically because the whole background story has somewhat changed. As Grinch said: In general it is advised - if you want to start anew - to wait until the new version is out, because the story there now fits completely from beginning to end and the new version has new features the Santhworld engine offers you can then use: like easier item handling in your inventory, better character overview, you'll see your own name and picture in fights and so on... Speaking about character pics: If you want to use your own, don't forget to prepare the pic and send it to me!

How you got into the Lorehold with these items without properly starting the module I don't know, however... (Can you tell me how you switched modules? You should only switch modules via START, e.g. START LOREHOLD. Looks like we'll have to explicitly prevent players from using any other command.) Autosave should have worked properly... And in general it is advised to save more than one savegame, you know, because, well, you know why... :)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Ta`lia of the Seven Jewels on 16 April 2011, 18:46:17
Well, it had to happen at one time, like typing a post which is too long into a browser window and not saving it in a word document first..

To Santhworld - I opened it normally, without coming from somewhere else and typed in Start Lorehold... otherwise it does not work anyway I think.

Well, let's blame my UNIX system ;)

Gets pic ready..


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 16 April 2011, 22:32:59
First complete online test of Nepris II was just completed successfully! :grin: Grinch did a wonderful job scripting and balancing all the fights as well as adjusting weapons and armour definitions! :clap: And along with the actual content even part 3 of Nepris II took quite a while to get through, even if the player runs through it (the developers of course know all the texts and quest points). Anyway, big thanks in advance to everyone involved in the project - I'm very proud of the result and the fact that I managed to beat all the monsters despite Grinch's vicious traps... :D

Now to some very final changes that have to be implemented, which should all be done by tomorrow. Shabakuk will get the chance to test the final part of Part II next, and then: It's going to be released officially!  :thumbup:


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Ta`lia of the Seven Jewels on 17 April 2011, 01:50:02
And then the board will be empty, for everybody will play Nepris. Except for the shouts for help from those, whose soul Queprur has taken home, or are stuck in a dungeon.

I would have really liked to have been able to check in the old game, if I would have managed to fight two foes of my size and one double my size. Without enough health drinks. I only hope there are plenty in the new game. Btw, is it possible to drink a health elixir outside of a fight and fill up health this way? Never checked it.

I can't wait for the release. I bet, it will be, when Johanna is back home from her expedition (and will occupy my comp), Easter is near and I have not enough time to play it!   :rolleyes:


An aura for Grinch, he has not enough, his work is most times not visible. You have such a nice number Art, no one for you right now ;)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 17 April 2011, 03:00:44
Of course you can drink an elixir outside of a fight... You'd lose valuable action points during a fight if you'd have to start with drinking an elixir.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Grinch on 17 April 2011, 03:11:07
Thank you Talia. I'd rather say that my aura comes precariously close to my post count :rolleyes:

You can drink or eat outside of a fight at any time to fill up your health bar. It is actually essential to do so. There are even some places you can rest if you feel tired enough.

And there is no need to be in a hurry, if you find time just try it out, if not, it won't run away once it is on the server.

Art is halfway on his path to the dark side  :evil:



Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Shabakuk Zeborius Anfang on 17 April 2011, 21:55:38
Final (finger's crossed!) Nepris additions sent to Arti and Grinch... The suspense is unbearable!


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 17 April 2011, 22:06:46
Thanks! I'm getting right to integrating these final things, Shab!  :thumbup:

Grinch will prepare a savegame for you, so that you can start at the very beginning of part 2/3 (as there will be a few things you haven't experienced yet), then you should be able to play until the very end! As soon as I have that, I'll let you know.

In the meantime you (and everyone else interested in Santhworld) can check out the updated instructions, which are already on site, see here (http://www.santharia.com/santhworld_modules/santhworld_frame.htm).

The new parts are:
- Entering Santhworld
- Modules (changed)
- Inventory
- Equipment
- Character Overview

Especially Inventory and Equipment are things you haven't seen yet, Shabakuk!


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Bard Judith on 17 April 2011, 22:59:45
Did you receive my two newest avatars, Art? 


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 17 April 2011, 23:02:33
Hmmm... Actually not that I remember, Judy... Where did you send them?

Oh, and I hear that you're sick - hope you're feeling better already! All the best from here!


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Deklitch Hardin on 18 April 2011, 06:04:25
I just gave Mr Grinch an Aura point ... now he's only 1 aura behind his posts ... maybe we could turn it into a race ... see whether his aura or his posts hit 100 first?

He's currently 51 aura ... 52 posts :D


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Bard Judith on 18 April 2011, 08:17:19
Ok, I levelled him out.  Now let's see if HE can keep up with a tide of appreciation...


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Seeker on 18 April 2011, 10:40:23
He's the Grinch :evil:, i wouldn't hold your breath. 


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Ta`lia of the Seven Jewels on 18 April 2011, 22:41:36
Quote
And there is no need to be in a hurry, if you find time just try it out, if not, it won't run away once it is on the server.

It will, Grinch, it will!

Are you able to stop reading a book, watching a movie if it is really interesting, has caught you? Me not, I'm weak in this respect, I know ;)

Maybe it would be better to delay it a bit more..


Thanks for the codes, Art.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Grinch on 19 April 2011, 01:58:58
Ok, I levelled him out.  Now let's see if HE can keep up with a tide of appreciation...

I'm not so sure if I got you on that one Judith, but looking on Seeker's post I assume you meant a Grinch hates almost everthing, especially happy people?  :grin: - Or do you expect something from me  :shocked:


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Bard Judith on 19 April 2011, 07:21:07
Sorry for lack of clarity there, Grinch!   The joke was in wondering if your post counts could keep up with your aura points, as we appreciate you but you are not om the boards very often.   So far so good.....   :)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 22 April 2011, 02:55:30
Ok, guys... Latest status report:

I've completed my walkthrough (beginning to end), this time with choosing different skills, and fixed every little problem I still found. Also pointed out a few things to Grinch he still needs to look into. Shabakuk has progressed nicely already in his final walk through the last part, so there might be a few things to adjust according to his comments, but I don#t expect many problems as I've checked the final part twice now myself.

Ok, so I'm waiting now for Shab and Grinch, and then we're ready to release. I assume we should be done at least until Sunday.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Shabakuk Zeborius Anfang on 22 April 2011, 10:48:15
I ... (gasp) ... made ... (wheeze) ... it ... !

I survived evil Artimidor's & Grinch's final death trap!

*collapses*


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Deklitch Hardin on 22 April 2011, 11:14:11
Nurse! Clean up in the People's forum of the Compendium! bring the gnomish maidens, a gigglepebble and a gobbleswap!


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Ta`lia of the Seven Jewels on 22 April 2011, 16:33:35
Easter Sunday! I knew it, just when I'm going to be away for a few days!  I need my iPad!


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 22 April 2011, 17:21:25
Well, iPads by default don't have Flash support anyway, I've heard... If the situation has changed in the meantime I don't know.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Ta`lia of the Seven Jewels on 22 April 2011, 18:19:51
I googled a bit, and yes, Jobs never wants to have Flash on the iPad or iPhone, but there are roundabouts like Jailbreak (http://www.itouch-magazine.eu/how-to-flash-auf-dem-ipad-und-iphone/3587.html), I hope this will work. Well, I don't have a iPad yet, but I would like to have one, would things make a lot easier when away from home.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Shabakuk Zeborius Anfang on 22 April 2011, 21:47:52
Arti, it occurred to me that Santhworld is actually relatively difficult to find for newbies. I certainly only discovered it after days of browsing santharia.com . Would it be complicated to add a Santhworld "book icon link" at the top right, next to the links to Guestbook, Role Playing, and Developers Forum? Such a prominent link would make Santhworld more accessible, I think.

It seems to me that Santhworld is (or has grown into) its 'own branch' of Santharia, next to Development and Play-by-post RPGing - and therefore deserves its own prominent link. Just an idea ...


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 22 April 2011, 22:04:24
Yeah, in the course of the coming months I'll try to do a bit more in terms of promotion of Santhworld, and the additional book icon is definitely a great idea. I also plan to make an own front page for the game, so that we can promote it separately from the main site in search engines, try to promote it a bit on Facebook etc.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 22 April 2011, 22:43:02
Okeydokey... And we've got an additional book now!  :grin:


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Shabakuk Zeborius Anfang on 22 April 2011, 23:06:02
From idea to realization in 56 minutes. Is this webmaster efficient, or what?


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 23 April 2011, 17:13:10
Also updated now at the Santhworld Introduction (http://santharia.com/santhworld_modules/santhworld_frame.htm) page was the Combat section, as this one was pretty out of date as well.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Valan Nonesuch on 24 April 2011, 00:06:59
Art, trying to get to Santhworld from the new book link isn't possible. It says "failed to initialize, refresh again". Works fine going from this page (http://santharia.com/santhworld_modules/santhworld_frame.htm). I think it would make more sense to start from the Santhworld explanation page in any case. Just so people can read the manual.

Also, I ran into a bug in lorehold. Reading the scroll the gargoyle holds in the first room north of the entrance, when continuing on after the first bit, I got a "You cannot find and READ-PARCHMENT_1 to examine here. Better try something else." clicking continue again righted the problem though.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 24 April 2011, 00:27:29
Hmmm... Maybe Grinch has tampered with the old folder today, because it worked just fine yesterday. And the new version has no problems... Have to ask him what he did.

Concerning the link: I'd say the link should go to the Santhworld application, because the Forum links also get you in the Forum, not to the explanation how the Forum works. And once you know how it works, the link to the introduction would be in your way. We need to make sure however that the start screen of Santhworld offers a link to the introduction.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 24 April 2011, 00:35:43
As for the other problem: Can't reproduce the parchment thingy in the new version. Looks more like you had a temporary internet connection problem or something and the file couldn't be loaded. It's definitely there. Unfortunately you can't get in now due to the other problem. In general I advise to wait until the new version is out :)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 24 April 2011, 00:51:51
Erm... Actually I just checked it: Works all perfect fine - link and parchment. Changed the link to an absolute link instead of a relative one, though, so maybe refresh the page again and it should work. The parchment problem also shouldn't be reproduceable, though I didn't change anything there.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Altario Shialt-eck-Gorrin on 24 April 2011, 02:29:16
Playing over again... because I don't think I saved before.  Sigh.  Or resaved on top of previously saved.

However, in Fizzlefist's hut, I noticed when you ask about the Job, you get:

 "What ar you doing?" you8 inquire.

Just some minor typo errors. :)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Shabakuk Zeborius Anfang on 24 April 2011, 02:43:59
Altario, not to discourage you from playing, but as Artimidor has said before, Nepris I has been redesigned, with some changes to tighten up the storyline and make it compatible with the extensions of Nepris II. When the extended Nepris game will be released (hopefully very soon, and mayhap even this Easter weekend), this will include the revised version of Nepris I. So maybe it's advisable to wait with playing Nepris until then.

In any case, if you've played Nepris I before and don't want to repeat it all, Arti can provide you with a "cheat" that "teleports" you to the point in the story where Nepris II begins.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Altario Shialt-eck-Gorrin on 24 April 2011, 02:52:15
Oh, so this isn't all part of it?  My mistake.

I've played before, though I never finished it.  I can nev er free the kid in the cell.  I'll keep playing and when I finish, I'll ask for the cheat. :)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 24 April 2011, 03:03:46
Yup, as Shabakuk said. See also my comments above. If you haven't completed Nepris I before, you should wait until the release - some texts have changed, battles are much better balanced etc.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Altario Shialt-eck-Gorrin on 24 April 2011, 03:05:06
Ok.  I'll wait. :)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 24 April 2011, 21:20:58
Okeydokey, it's now officially released, guys!

Check it out and have fun! :grin: Let us know if you discover any problems or have questions etc.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Grinch on 24 April 2011, 21:27:52
Yay!  :grin:

*falls unconscious to the ground*


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 24 April 2011, 21:32:07
:lol:

Guess you've earned your vacation now, Grinch...

Oh, and here's a little title graphic I mainly made to present the game a bit on my Facebook page (and sooner or later on a Santharian Facebook page).

(http://stuff.santharia.com/artimidor/santhworld_nepris_small.jpg) (http://stuff.santharia.com/artimidor/santhworld_nepris.jpg)

(click on image to enlarge)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Deklitch Hardin on 24 April 2011, 22:19:24
I found something ... a minor something, but a something anyway :D

When you indicate that you want to talk to Meghrin, the title says "Talk to Andulf".

Edit: The picture and text below the title refer to Meghrin, however.

Edit 2: in Ilbeth's text, when you agree to get her Pinn in exchange for the stew, she calls you Artimidor.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 24 April 2011, 23:02:56
Ok, thanks - it's now fixed!


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Shabakuk Zeborius Anfang on 25 April 2011, 05:18:22
Splendid!

Nice picture, Art!


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 25 April 2011, 05:34:34
@Shab: Now that we've moved the new version to its actual place, you of course need to recreate your character(s) again the way you did before. But don't worry, of course the savegames are still there.

I'd also like to use the opportunity to thank everyone involved in this project for the fantastic contributions, special thanks go to Shabakuk for the perfectly designed swamp adventures, Grinch for endless hours of integrating new features, item definitions and designing of the fights, then of course our great artists Bard Judith, Seeker, Faugar and Quellion - all of them have great parts in the whole game drawing several key scenes that help to connect all the pieces to a complete story. Also used were pics of Talia (thanks for the very cool shrine sequence we managed to put together now!), Sheil, Grunok, Arbaon and Eshoh. A lot of Tharoc' items were integrated in the game, and musics of Macar, Ralrok, Gean and Vladeptus make it all perfect :) - Great work everyone!  :thumbup:

It's great to see that the initial plan could be realized from beginning to end, and that it turned out in the way it did. :) We didn't want to give away too many of the pictures used in screenshots or previews so that there's enough surprise there for those who play through it. Artists will have fun to see where there pics show up and under which circumstances, or how they were combined to form something entirely new... ;) So while some people know bits and pieces of the story, I bet there's lots of adventure in Nepris II for everyone. Hope you all play, enjoy and don't find too many problems! :D


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Deklitch Hardin on 25 April 2011, 08:49:22
I am enjoying playing the game from the beginning! Thanks to all who contributed to the game, and especially thanks to Artimidor for being the driving force behind getting it all going and together.

One thing that I'm particularly enjoying is the new way that the inventory is ordered.

Like you, Art, I am hopeful that I won't find too many things to bring up as problems with it. But I will post anything i see in this thread to assist you guys. :D I love playtesting things :D

Oooh ... and before I forget ... I saw a Gossiper bird in one of the pictures ... possibly the facebook picture :D that's not a problem ... just wanted to mention that I love the pictures as well :D

Dek


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 25 April 2011, 15:00:29
Short note on the Inventory: It's definitely much easier to find something than before in the inventory the way it is organized now. However, at the moment the player can take as many items he/she likes, so it gets a bit crowded when you play further. We will restrict that at some point by adding encumbrance to the inventory, so that the player can carry only a limited amount.

The Equipment screen BTW is sorted by required level, the highest level is on top. Which means that the most powerful items should be up there - just check carefully which one is the better item, sometimes an item with a lower level requirement is still better than another one, as it might have additional advantages.

For those who make a Replay of the first part, once again: Make sure to read the changes in the Introduction this time, because the story has changed, so the player has another mission now, so the game goes in another direction.

Nepris II starts after you've finished the whole affair with the apprentice, you'll then gradually see more pictures, player skills, improved battle strategies of your opponents etc. So use the first part to get used to the game - there's much more interesting stuff waiting later!  :cool:


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Shabakuk Zeborius Anfang on 25 April 2011, 17:38:22
Oooh ... and before I forget ... I saw a Gossiper bird in one of the pictures ... possibly the facebook picture :D that's not a problem ... just wanted to mention that I love the pictures as well :D

Gossiper bird? I don't see no gossiper bird. And no hiveling, either. 


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Deklitch Hardin on 25 April 2011, 18:25:29
It is on the Facebook page (http://www.facebook.com/#!/photo.php?fbid=1691015677660&set=a.1646977056722.2079144.1305782451&type=1&theater) for Arti, Master Anfang. On a tree behind the fellow in this picture ... that looks like a Gossiper to me. :D


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 25 April 2011, 18:27:02
I see two queens, a ghost and a deadly enemy...  :cool:


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Shabakuk Zeborius Anfang on 25 April 2011, 18:40:37
@ Dek: Ah, I see.   ;)

Probably my joke was rubbish, as usual. I was trying to follow your lead and draw attention to another character in the picture. I think Arti understood me.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Deklitch Hardin on 25 April 2011, 20:08:54
oh ok ... :D


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 28 April 2011, 02:46:17
Ok, let's take stock for a bit...

Due to the fact that the Santharian server now manages Santhworld accounts we have at least a rough idea in terms of activity as far as Santhworld is concerned. So we have some stats we can evaluate a bit and which also help us to see how difficult etc. the game is for people or how far approximately they have progressed in the game as of yet judging by the score they have achieved.

In short: From the ca. 50-60 registrations since Sunday we've got some guys who already made serious progress. There shouldn't be any serious problem sin part 1 as the first made it through until part 2 starting from the very beginning, while others jumped in with the password, began with part 2 and have accumulated a bunch of score points in the meantime, let's see if they can meet all the challenges... There were definitely untimely deaths as well in part 1 and part 2 for some, but I hope nothing is impossible for you, guys. Feel free to let me know what you found tough, where you have problems etc.

Note: Learn what your spells and skills do, use them efficiently, sometimes defending gets you a step further than mere force... If an enemy seems too strong for you regardless of changes battle strategy, try to explore other areas first, get a better weapon/armour, make progress in the main quest, perhaps even level up and then get back to the nasty creature that wouldn't let you defeat it the first time around. In general it is advised to try to defeat whatever gets in your way however, because you receive valuable experience the more monsters you defeat, and another level means you get more health, and you can improve your abilities. Score points basically tell you how far you've progressed in the story (but you can decide not to do certain side quests), and here and there you get valuable skill points - but experience is key, and defeating monsters also sometimes gets you really good loot.

Anyway, I'll make a bit of a change regarding the link of the Santhworld book now, because right now we cannot really provide a link to instructions from within the Santhworld Flash screen. So what I'll do when clicking at the Santhworld book is to open a page in the mainframe with three screenshots, something like "I'm a bloody newbie...", "Santhworld game" and "Santhworld Forum". The first will get starters to the instruction screen, the game link will open the game in a new window/tab and the last one will get you to the Forum areas, either the development thread (comments welcome!) or the spoiler thread. Thus you'll have everything in one place and oldies and veterans will all have their links properly sorted. - Coming soon! :)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 28 April 2011, 04:13:18
Ok, guys... The mentioned "bridge page" was now implemented. Just make sure to refresh your browser cache when you view the mainframe and clicking on the Santhworld book on top should get you to the new page.

But changing the mainframe is always a bit tricky. So if you don't see it, you can try this: Display this (http://www.santharia.com/startup_new/mainframe/mainheader_books.htm) - looks a bit strange, admittedly, then refresh that page (F5 or CTRL+F5 usually), get back to the mainframe, refresh that one as well, and then it should work.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Shabakuk Zeborius Anfang on 28 April 2011, 05:10:11
Good idea, Art. Such a "Santhworld Welcome Page" was needed, I think - and your creation looks the part!


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Ta`lia of the Seven Jewels on 28 April 2011, 06:47:44
Yeah!

 I'm back at home! What a torture for me not to be able to play it from the beginning!  :buck:


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Seeker on 28 April 2011, 13:27:19
Hmm I think I am one of those Arti is referring to when he says
Quote
There were definitely untimely deaths as well
.

I seem to die quite frequently but that is my own fault because I am slow to explore all the spells and I am nervous to use up my consumables.  But dying is part of the fun and I am having a great time playing and seeing how the drawings were used.  In reality I am hoping to stretch out my playing experience.   ;)

So far part 2 is great.  :D


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 28 April 2011, 14:50:04
BTW, Seeker: Cár'áll is slowly replenished during a fight, so you don't necessarily need to use up all the potions you find.

@Talia: I see you have the wrong picture path. Make sure to use exactly the code I gave you (you only have the number). The picture should be displayed correctly instantly on the character screen once you put in the code.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Ta`lia of the Seven Jewels on 28 April 2011, 17:39:12
Yes, saw it, I thought I had inserted the correct number..

Where do we report some minor errors? Here, or should we have an extra thread?

When you talk to Ilbeth and she speaks to you about her son, she says at one point:
Fine then, Artimidor, hurry up, or the beans will get cold.
That Artimidor is a bit irritating ;)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 28 April 2011, 18:14:31
Yeah, just report such things in this thread, I'll fix it then!


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Athviaro Shyu-eck-Silfayr on 29 April 2011, 05:54:25
I was going to mention that but - school internet, Ta'lia got in first.

Enjoying it so far (though I have NO time to be wasting. Must...resist...temptation...)

Ath


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Deklitch Hardin on 29 April 2011, 14:49:50
hmmmm....

I know I saved my progress.

I went into the character I used ... and it seems to be forcing me to restart from the beginning again.

Edit: I solved the problem


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 29 April 2011, 15:05:00
Just type LOAD at the opening screen of Santhworld, and you can select what savegame you want to load from the last module you've played.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Deklitch Hardin on 29 April 2011, 15:18:30
On the screen with Mimi and the Signpost, the last sentence says "They arrows all don't point actually to any of the paths."

I think that they needs to be the ... and the sentence could be "The arrows don't actually point to any of the paths."


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Grinch on 30 April 2011, 06:35:37
Just a quick note to let you know that the following trivias now also have a highscore table:

Tribes
     Gnorian Gnomes Trivia by Mannix
     The Zhunite Trivia by Decipher (Display Bug)
     The Vale Brownies by Rookie & Aaron
   
Races
     The Hobbits of Santharia by Aaron

Myths
     Trivia with a much too long name by Shabakuk Zeb.. err much too long name too!
   
Misc
     Gaulimaufrey's Quiz by Masterbard
     The Armoury Trivia by Valan Nonesuch

Haven't seen this mentioned by now. Just in case you are up for a little quizzie again :)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Bard Judith on 30 April 2011, 14:31:43
Bwhaha la la ha ha!  (evil bardic laugh)

Grinch thought he was ahead of the game with that post count, but I have aura'ed him one up again.   Credit where credit is due, I say....


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 30 April 2011, 15:02:34
Ah yes, thanks for pointing that out, Grinch!  :thumbup: The Zhunite quiz display problem has been fixed now.

The mentioned quizzes BTW not only have high score tables implemented (the first three tries are used to compute an average score), they were also "standardized" BTW. Meaning:

- They now have sounds (fail/success, result jingle) integrated which we already had in the newest quizzes.
- It is ensured that a music is playing.
- They are keyboard friendly: You can type 'A' or 'B' to select an entry from the selection list. So far the options were "Choose option A" and "Choose option B", which didn't allow that, because all the entries in the list began with the same letter.
- Selecting a category in the main menu leads you to a list displayed of quizzes on screen, then you can also select a quiz via keyboard by typing a letter as you don't need to open the selection list. The short descriptions of the quizzes are on their own screen once you've selected a quiz along with the highscore table. You won't need to scroll around to see quiz descriptions displayed all on one screen etc.

Note that especially the last item mentioned here needs to have all quizzes converted properly so that the whole Trivia module looks entirely standardized, but we're getting there. I'll see to at least convert one more quiz this weekend, maybe more.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Deklitch Hardin on 30 April 2011, 17:22:01
Bwhaha la la ha ha!  (evil bardic laugh)

Grinch thought he was ahead of the game with that post count, but I have aura'ed him one up again.   Credit where credit is due, I say....

I agree with the Bard and have also aura'ed Grinch :evil:


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Grinch on 30 April 2011, 18:40:24
Bwhaha la la ha ha!  (evil bardic laugh)

Grinch thought he was ahead of the game with that post count, but I have aura'ed him one up again.   Credit where credit is due, I say....

I agree with the Bard and have also aura'ed Grinch :evil:

Oh, oh! He laughs best that laughs last. Just wait till I have my 100 post count to aura back. Lets have a look:
7.326 posts to 257 aura
and 1.184 posts to 72 aura

An impossible undertaking you would think? .....


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 02 May 2011, 05:55:26
General note, once again, as we see that various people blindly grab the first Two-hander, which supposedly makes so much more damage...

Remember that a one-handed weapon gives you three rounds to attack, a two-hander only two (we'll try to stress that better somewhere in the game). If you only use one hand you can also equip a secondary weapon if you find one, or a shield.

Also: Don't just look at the highest damage a weapon deals or the best armour value of a piece of armour - there might be items in the game which make less damage but offer protection as well or can deal heavy wounds which affect the monster in further rounds etc. So take this all into consideration, and use the Equipment Overview (Q) regularly!


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Deklitch Hardin on 02 May 2011, 06:54:33
hmmm ... I have only just now made it into the lab ... slow and steady I say! slow and steady!

Dek


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 03 May 2011, 02:40:04
A bunch of smaller things were adjusted now, like...

- Different text when you try to use the saw at the tree.
- A definitely wrong text was removed after the blood slimer fight. (Seems nobody complained about this one aside from Shabakuk...)
- Oni's problem with a book that has bookmarks was fixed.
- Three more quizzes were converted to proper format (only the Bestiary quizzes are not converted as of yet).
- And various minor bug fixes were done as well which Dek and Alt mentioned etc.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Athviaro Shyu-eck-Silfayr on 03 May 2011, 02:46:39
I'm getting a few times where I have a problem with the script - a cosmetic one - when it flashes up something technical-looking. For example, once I tried to go north in the lab. and it said "There is no Nepris_Room_{number} for you to examine", or something like that. Just happened again, when I read the Book of Karthmor. I finish the book, press "enter" to continue, and get "You cannot find any READ-352_1_1_1 to examine here. Better try something else." It then goes on to "You close the book" and I press "Enter" again and the game is fine; but I feel this flashing up is not supposed to happen.

Ath.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 03 May 2011, 02:52:34
I'll look into the book problem... In case this happens at a certain room, let me know which room it is exactly - and if it happens repeatedly. Because due to the fact that this is an online game server connection can be a problem - so if it doesn't happen again the second time around you do the same thing, it's probably related to the connection to the server. The book problem is much more likely to be an actual coding problem.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 03 May 2011, 02:58:47
Checked the book, and it all is fine from the coding side. So I assume both problems are actually related to temporary connection loss/server overload or something. Try reading the book again and see if you still encounter problems. Shouldn't be the case now.

We could perhaps try to change error messages like these to something else (or don't display them at all for the regular player unless you're an admin). That way you might not even notice that there's a connection problem, as the program continues working after that.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Oni the Beautiful on 03 May 2011, 05:35:21
I'm almost sure these kind of messages flash up when one gets disconnected(may be temporarily for a few sec) from the net at the time of using the command...
To test if its the case u can log in to the game and make urslf disconnected from the internet. Now try reading things or going somewhere.. 


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 03 May 2011, 05:58:59
Yep, that's right, Oni. The program itself is already downloaded, and it tries to reach something on the server, and if the connection has a problem it might fail. Even though the file is actually correctly there.

@Grinch: Can we change such texts to something like "[Connection problem... Please try again...]"? Question is, how do we know that the player didn't just mistype.... Hmmm...


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Deklitch Hardin on 03 May 2011, 06:00:32
I mistype all the time ... I also keep on trying to type look at object name instead of object name ... I get irritated about that, and curse my MUD roots :D


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Ta`lia of the Seven Jewels on 03 May 2011, 17:05:14
I have sometimes problems with the choice options, they first occurred yesterday evening. A new start fixed it, but now they are back again.

E.G The save options: Not all are displayed, when I move the button.
Should I be able to autosave everytime instead of choosing a slot?

Inventory, I use Q and choose a set of items to choose which one to use.  I could not choose the beargloves yesterday, or today the close option was not clickable with the mouse, just pressing 'C' saved me to be stuck.

??

But that a minor things..

I want to give a big praise to Grinch, Art and Shaba and the main artists for creating such a great game.

I had not been convinced in the beginning, when it was planned, for I still remembered our failed attempts and the time lost put in there. And then I'm playing others such as WoW (which you cannot really compare, but why spend time in a text based adventure when a whole coloured world is available?) and what might be better comparable: Myst, Riven and what came after them.

I have now around 2300 scorepoints out of 7300 and I must say, I did not expect such a depth, such a complexity, so many great ideas... .did not expect, that it catches me so strongly. Sometimes I'm afraid to do my next step, not knowing what I will meet. I'm pleased, when I find a new equipment. That occurred to me only when leveling my first char in WoW.

I'm looking forward to what will still come, waiting to get finally out of this underground!

 :worship: :worship: :worship:


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Oni the Beautiful on 03 May 2011, 18:31:24
Ta'lia, I also faced the same problem as you  like all the slots of savgames are not shown when I click on that bar...and probably also faced some problems while using mouse instead of keyboard... But I think u wont face any of the problems if u use ur direction keys and 'enter' button to choose instead of using the mouse.. When I used the keyboard I found that everything is shown properly and working correctly..

And I am just amazed to see how much development has been done in the Equipment(Q) option and Character(C) option in Nepris II. I finished  the Nepris I too and that was good too.. but now its so much better and convenient and composed..And wht about gameplay?? I mean I've always hated turn-based roleplay/strategy game since my childhood and Nepris is 'guilty' of shattering my such mentality... And the battles in Nepris II are so interesting and challenging  (and harder than Nepris I) that almost everytime while battling I feel that the battle was designed keeping in head what the player's possible level, skillpoiont and equipments would be at that time... these are something u would expect in a big dvd game published by some renowned company rather than in a game published by a bunch of talented progammers, artists and designers and totally free!!

So really congrats you guys.... :) :) :)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Ta`lia of the Seven Jewels on 03 May 2011, 19:45:38
For free, Oni? Didn't you know, that the one who finishes this game first has to compose the next one ?  :grin:


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Deklitch Hardin on 03 May 2011, 20:40:36
For Nepris III
- extra shops
- crafting
- multi player
- different playable races and tribes

:D

Not half greedy, am I? :evil:


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Ta`lia of the Seven Jewels on 03 May 2011, 21:49:58
Oh Dek, I'm glad that I have not so many choices here, puzzling out the story and mastering the fights as they are is enough for me - there is a weapon choice and multiple choices how to distribute your skillpoints. The story is the important thing, not so much the fights, at least for me, though they are an important part and I enjoy them also of course (the pleasure which lies in being afraid ;) )
Crafting would not really add, but distract from the story.

My daughter complained, that she could not be a mage (her main char in WoW is a sweet little gnome mage), but I think it is a genial solution to have Jeremy so you can do magic, you have a companion to talk to and who allows some interesting communication.

Jeremy is so sweet, I love him.   :heart: The conversations are great, my only wish would be to have some more, even if they do not further the story and give no hints.

It is a pity I can't play all day! :(


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Athviaro Shyu-eck-Silfayr on 03 May 2011, 22:12:06
Taking the Sigil of Fire:

...you feel as if your hole body...

should be "whole"

Ath


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Deklitch Hardin on 03 May 2011, 22:42:19
Sorry Talia for the confusion ... it was meant as a joke. ... thus the  :D and :evil:


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 04 May 2011, 02:07:52
Stupid question to all those who miss "options at the combobox selecton", e.g. when you want to save or load... Don't  you see a vertical scrollbar? Otherwise: Please show me a screenshot and point out what exactly you think is missing... What e.g. do you mean with "move the button", Talia? :nerd: Because all a keyboard selection actually does is select something in the combo selection, so it's definitely there.

@Dek: You can type LOOK item as well, works just the same.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Athviaro Shyu-eck-Silfayr on 04 May 2011, 02:40:36
A similar issue: Jeremy shows me the Pit in the lab. and does his evil laugh. I have the thing "What is it for?", hit enter, and get "You cannot find any _CHAR_1_1 here to examine. Better try something else."

Hit enter again=conversation continues hitchless.

Ath

EDIT: Typo Ath on the case; just gone down from there to the level below: "There's something in your voice one might call panick" No "k" in panic.

EDIT2: Just beat Black Slimer (fled) and hit "continue" after the "But then..."  and got: You cannot find any BATTLE_WIN_1 to examine here. Enter is fine after that.

EDIT3: At the elevator (where all the slime got off) the slime that remains "her reeks foul and disgusting" (no "e" in "Here" and adjectives instead of adverbs)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 04 May 2011, 03:20:09
Question, Ath:

- I assume you still got the whole dialogue when Jeremy shows you the pit, because the story obviously could continue later.
- This confirms my theory that you have slight connection problems, because you can load the file on the second try. Personally I had no such problem whatsoever when playing the online version. Didn't hear anything from Shabakuk in this regard either.
- General question to all players: Have you had problems like "You cannot find any _CHAR_1_1 here to examine. Better try something else." If so, how often?

All other small typo problems everybody mentioned in this thread were now fixed.

Also: New Santhworld program version is now on the server!

New are the following things:
- 2 new male avatars (thanks to Bard Judith) :clap: :clap: :clap:
- 2 new female avatars (again, thanks to Judy, and Talia contributed her old character portrait for general use) :clap:
(@Talia: Maybe the Talia portrait could use a bit more shadows on the face, like at the eyes, nose, near the hair, top of the neck -  maybe give that a try? See Judy's pics for comparison. I guess with some minor changes you can make the pic even better.)

http://www.santharia.com/santhworld/standard/_player_male7.swf http://www.santharia.com/santhworld/standard/_player_male8.swf

http://www.santharia.com/santhworld/standard/_player_female7.swf http://www.santharia.com/santhworld/standard/_player_female8.swf

And: I already have another one by Judy, but the program is not ready yet to support only a picture addition for one gender. Will come, though, don't worry!

- Also new: At the character overview you now have additional tooltip texts at every caption, just move over the words with your mouse (Damage, Stamina etc.) and you get more details on everything! Hope you like :)

Oh, BTW: To make sure that the new program is loaded, please open this page (http://www.santharia.com/santhworld/santhworld.htm) and make sure to see the loading percentage at the beginning. If you don't please refresh the page (usually Ctrl+F5)! Thanks!


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 04 May 2011, 03:34:19
Ah yes, and for our orcish friends, two more from Judy! Great job on these two again! :cool:  :thumbup:

http://www.santharia.com/santhworld/standard/_player_male9.swf http://www.santharia.com/santhworld/standard/_player_female9.swf


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Grinch on 04 May 2011, 04:55:39
Great new pictures, I really like them  :thumbup: :grin:

@Talia+Oni: Thanks for the nice feedback, we must have done something right then!

@Athviaro: I think there is something wrong with your connection. It seems to break down every now and then. Do you have a wireless connection? Anyway it can't be lag because that won't cause such messages and the lag crystal at the buttom right will start to pulse red.

The tooltips Art mentioned at the character overview. Especially the damage tooltip is interesting because you can now see your final damage per round you do with your currently equipped weapons.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Ta`lia of the Seven Jewels on 04 May 2011, 05:27:33
@Art: Do you really think I have now the time to add shadows while I'm again busy with dying? ;)

I'll give it a try as soon as I have mastered the new task! :)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Athviaro Shyu-eck-Silfayr on 04 May 2011, 06:31:05
My connection is wireless over the school internet. Don't know if it's just that; it's very rare, though. It only happpened those few times. I don't know much about it - could other people using internet over the same connection cause problems with connection?


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Athviaro Shyu-eck-Silfayr on 04 May 2011, 06:41:34
Just to note: I died and lost progress. I just played back from Fizzlefist's hideaway to get the Wind Sigil to Jeremy and readed the locked hideaway (with the knock-knocking on the brick) and the pit, and it ran smoothly. Just to mention it.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Shabakuk Zeborius Anfang on 04 May 2011, 06:51:40
- General question to all players: Have you had problems like "You cannot find any _CHAR_1_1 here to examine. Better try something else." If so, how often?
I encountered no problem of this kind.

I love the new avatars. Aura for Judy (and for Grinch, who is in danger of falling behind his post count; can't let that happen).


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Ta`lia of the Seven Jewels on 04 May 2011, 14:36:41
I neither.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Athviaro Shyu-eck-Silfayr on 04 May 2011, 15:56:14
Oh *feels small and alone*.

Fair enough; probably a problem at my end then.

Typo patrol: First layer of the Deeper Labs., far south-west, there is a bone, a rack and a charred note that you can take. Typing in "Bone" gets "Looks remarkable like the tigh bone of an adult human" Need an "h" more in "thigh".


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Oni the Beautiful on 04 May 2011, 23:17:43
Hi everyone..

Artimidor, isnt the DPR(damage per round. right?) u've introduced in describing the damage of a weapon is based upon this:

(average of lower range and higher range)* (no. of attacks per round)

If this is so then the secondary weapons' DPR are incorrect. Because they use 3 as no. of attacks per round to calculate DPR. But as u know its 1 for these weapons.

Oni.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 04 May 2011, 23:44:32
That's a question for Grinch actually - he manages these numbers...


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Ta`lia of the Seven Jewels on 05 May 2011, 01:03:17
Okay! My internet did not work today, for about 7 hours! Therefore I had a little time for adjusting the avatar, adding some shadows to the face, as Artimidor requested. But, that was not as so easy, for the original was a handdrawn image and working with it digitally not so easy. So I overpainted it.

But as it is always, the character of the person changes, so that don't know, which pic I should take.

So I have two, one woman is a bit softer, one a bit fiercer - with which one would you play, if you choose it at all?


I'll add the original cray image also for comparison and the digitally altered - which is on the site as example for a Shendar sand drawing.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Grinch on 05 May 2011, 02:21:31
@Oni
You will see your actual DPR if you hover with the mouse over the damage label in the character overview. The DPR displayed on the weapon is more an approximate value because it all depends on how you use that weapon because your attacks per round are calculated based on your fighting style.

1. Style: One-handed with or without shield = three attacks p. round.
2. Style: Two-handed = two attacks p. round.
3. Style: Dual-handed = four attack p. round.

So the base number of attacks for one-handed weapons is three to calculate their DPR. But if you use two weapons you will attack two times with the primary and two times with the secondary. So the DPR on the primary weapon will be lower actually than displayed.

But you are correct. The DPR of dual-handed weapons is always two attack rounds not three as is used there also. That will be corrected.

@Talia
In game I would prefer the second one with the shadow of the first one. As a painting I like the last one the most!


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 05 May 2011, 02:41:17
I like the second pic the best as well! Maybe make the teeth a wee bit smaller, that would look even better methinks, but the pic is definitely the which shows the best character methinks :)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Oni the Beautiful on 05 May 2011, 03:02:37
@Grinch: got ur point.. I thought primary+secondary=3+1. Now as u said its 2+2.

But tell me one thing. If i keep my primary hand empty and use only the secondary-hand weapon then will that still remain 2+2??


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Grinch on 05 May 2011, 03:09:41
I tested that scenario once, long time ago. But yes it will remain 2+2. Two fist attacks two offhand attacks. Hopefully.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Deklitch Hardin on 05 May 2011, 03:39:07
eeek! Grinch's posts got ahead of his aura :(

/me fixes that problem ...

Come on folks ... lets show Grinch how much we care for him :D :cool:


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Ta`lia of the Seven Jewels on 05 May 2011, 05:31:24
Here we are, I hope it looks like you were imagine it. :)

Those who use this picture have of course to take the Kilij as weapon! (Though it is not just a secondary hand weapon, but can be used either as one main weapon or each blade in one hand ;) )


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Bard Judith on 05 May 2011, 07:27:32
Always happy to help out...(auras Grinch, and Art just for good measure)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Ta`lia of the Seven Jewels on 05 May 2011, 14:49:28
Is there somewhere a resting point in the Deeper Lab I missed? (score around 2500)
Does my current state 'very tired' (which does not seem to change) affect my battle effectiveness? How can I get rid of it?

Edit: I think I need to save up some healthelexirs for the next major battle, don't kow how to master it otherwise.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Deklitch Hardin on 05 May 2011, 14:58:33
Ta'lia ... there are places where it says something along the lines of "this seems like a safe place to rest" ... I know those places are for recovering hps, but I'm wondering if it also has something to do with tiredness as well. Have you tried resting in any of those places?


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 05 May 2011, 15:01:00
No, there's no place to rest in the Deeper Labs (there are oportunities above, as Dek mentioned - but you haven't gotten that far yet, Dek). The "very tired" also doesn't affect your fighting, but the longer you play the more your character gets tired. In case there is a resting place however (there will also be opportunities later in the game), the program will decide if you can actually rest or not and thus regain health and cár'áll. You can only rest if you are at least tired. So in case you rest somewhere, then have a fight with a monster, you cannot just rest again, otherwise you'd rest and rest and rest after each fight.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Deklitch Hardin on 05 May 2011, 15:02:29
Yeah ... I tried that :D and discovered that :D ... and I thought ... no fair!

Edit: But is there anything stopping them going back to where there are resting places though?


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 05 May 2011, 15:06:45
If you can go back, go back. If something prevents you from getting back, you're out of luck...


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Ta`lia of the Seven Jewels on 05 May 2011, 15:55:15
*sigh*
I'm about to take a second run through where I am now just to save up health elixirs...


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 05 May 2011, 16:07:52
You shouldn't really need to replay parts again to save up health elixirs. You get some elixirs and stuff after fights to balance you out. If you're stuck in a fight it's most likely another strategy you should try. Also remember: Due to Jeremy's Burning Regeneration spell you can limit your health potions efficiently.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Ta`lia of the Seven Jewels on 05 May 2011, 16:42:28
Well, I did not manage to defeat the next major foe, always run out of elixirs - and glimpsed , that Oni needed 10 health elixirs to defeat her. I know by now, how to 'use' Jeremy wisely ;)

I'm nearly done now and do have more elixirs... ;) Have to hurry a bit though, from tomorrow on I'm occupied with family and away for a whole week.. *sigh*


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Shabakuk Zeborius Anfang on 05 May 2011, 18:07:20
Hi Arti,

Quick idea: do you think it would be nice to have a link to the Nepris Teaser Movie somewhere in the Santhworld Bridge Page? That way, more people would be likely to stumble upon it.

I was showing a friend around in Nepris yesterday, and afterwards realized that I had forgotten to point him to the movie. If the link had been there & handy, I would no doubt have remembered.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Bard Judith on 05 May 2011, 22:10:58
*looks grouchy*

I cannot adequately explain to my tired player that yes, even though this is a bedroom, and nobody is using it at the moment, no, she can't rest here even if she DOES keep reminding me that she's fatigued.    I'm not sure why.  I'm sure Mannef and his wife wouldn't mind, especially after my tough adventurer lass has gotten rid of their rat problem!

I really do not want to go all the way back to that nice little campsite in the woods just to rest my weary head.  So what am I doing wrong?  Or could the game be a bit more flexible about 'safe places' to sleep?   


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 05 May 2011, 22:37:42
Well, just drink a health potion... Fatigue isn't 100% realistically represented. Though now that we have that feature of the player getting tired and you cannot actually exploit the feature, we could add such locations as possible rest places.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Oni the Beautiful on 05 May 2011, 23:40:24
I am facing heavy lagging suddenly today(the red light glows on and off).. After using a command the game doesnt respond.. and have to wait for 4-5 minutes and even more... And Its happening quite frequently now.. my internet line is okay.. because the line still works to surf web while the game remains unresponsive. Any suggestion??


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Ta`lia of the Seven Jewels on 06 May 2011, 00:09:02
Oh, I would go miles to be able to rest my head anywhere and get my health restored without a health potion ;)

How does your 'player' 'remind' you that she is fatigue? Apart from that, most places are safe...

*looks puzzled*

Was does  physical shape mean, which effects do I have to suffer, if I'm all the time 'very tired, even with full health??

(Didn't I ask that already?)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Oni the Beautiful on 06 May 2011, 00:33:52
(Ta'lia.. and Arti answered u too I guess!)

Anyway, I don't think Physical Shape has any other usage apart from being a scale that determines if I can rest right now or not should I get a place..
As Arti said, one can rest only if s/he is at least tired(i.e. tired or very tired).


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Ta`lia of the Seven Jewels on 06 May 2011, 01:01:24
Ok, thanks Oni, that is good to know! :)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Ta`lia of the Seven Jewels on 06 May 2011, 01:46:39
I wonder about the fact, that Jeremy's level does not get higher with mine... hasn't the poor lad achieved quite some things also?


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 06 May 2011, 02:04:58
Lagging: Well, most likely server related if other sites work on your end. Can happen at times when there are backups made or something, also the Santharian server is on a shared environment, so sometimes it happens, that the site slows down. We have to live with that. Or pay a lot of money for a dedicated server...

Jeremy's level: Well, yeah, additional characters do not level up. But there might be sort of a small promotion in for a certain mage apprentice at some point in the game.

@Shab: Teaser movie link can be added!  :thumbup:


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Ta`lia of the Seven Jewels on 06 May 2011, 20:16:01
In one of the underground libraries where the soullinks book is, there is another one 'soullinks books', which one cannot read. Don't know, if that is intended.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 07 May 2011, 03:08:50
Ok, thanks - I've fixed that!  :thumbup:

@Shabakuk: Shab, if you're reading this: Once a bunch have completed the game and I have some time I plan to add some sort of "What you might have missed" section (e.g. the J resolution we've added last minute) and/or an "Easter Eggs" page, something like that, where we mention references we've put in to literature, movies etc. I remember some of those from the top of my head, which I've put in myself, but in case there are things you've added, please let me know. It should definitely be fun for players to find out where we put in some eggs or where they might have overlooked something :)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Shabakuk Zeborius Anfang on 07 May 2011, 07:56:01
@Art: Yep, I haven't given up on reading this thread just yet, despite a 36-hour absence.  :rolleyes:

Good idea about the 'What you may have missed' collection. I'll have a think and make a list of relevant things (not this weekend, though, probably).

So from what I hear, nobody's made it through to the end of Nepris II yet?


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Deklitch Hardin on 07 May 2011, 09:49:35
I'm struggling enough remembering how to get through the final part of Nepris I ... there is a lever and coloured buttons and I found a note, and i did things in what seemed to be the order, and nothing happened ... but I don't want to go on, as I'm fairly sure I'll miss something I shouldn't miss if I do go on.

Dek

However, I have managed to find 2 of the four sigils, I got into the mage's secret rooms and I have spoken to Jeremy ... I am, however badly stuck.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 07 May 2011, 14:32:46
@Shabakuk: No-one got through as of yet, but Oni has progressed pretty far already with a score of 5525 out of 7200 - so I expect to see Oni be the first :)

@Dek: The right combination at the levers won't help you that much if you haven't used all the proper ingredients and sigils. So you should look for those first... If you need a hint on a particular sigil, let me know. Also, you can't actuallly "go on" to part 2 before you've completed these quests.

BTW: The portrait Talia posted was also replaced by now with the latest version!


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Athviaro Shyu-eck-Silfayr on 07 May 2011, 21:55:55
Dek,

Which Sigils do you have? I found the mage's one the hardest, because I couldn't work out what to do, and I'd found all the others by the time I did. Which ones are you struggling with?

Ath


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Deklitch Hardin on 07 May 2011, 22:15:46
I found the earth and water ones.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Oni the Beautiful on 07 May 2011, 23:41:04
Hi Deklitch.. I think u've found the hardest-to-find sigil(eath one) already in the sense that Jeremy doesnt give u any hint about it.. U may want to talk to Jeremy again for the approximate locations of the other three sigils.. It was of good help to me.

And read the descriptions of things around carefully.. Some things remain protruded, some remain bulged(as the description reads) and they might expose valuable things should u interact with them properly.. and the descriptions give a hint about it..


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Athviaro Shyu-eck-Silfayr on 08 May 2011, 05:21:48
Earth is supposed to be hard, but the item you use wouldn't be lying around in several places and the beds wouldn't be incongruously placed if it weren't there. I found it second. The water one is easy - the one in the gutters - and the other two are not too hard. If you're in the mage's sanctum, you should be fine because you find what you need there. Remember to look everywhere in a game like this.

Ath


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Deklitch Hardin on 08 May 2011, 06:51:22
Thank you for your help.

I've been playing these types of games since the late 80's when I had the old Tandy 1000 without any hard drive, 5 1/4 disks and you had to change disks every 5 minutes (at the outside). The original Bards Tale, a very old Lord of the Rings Game, Kings Quest, Heroes Quest, the original D&D Adventure Game Series (Pools of Radiance and so forth) have been the ones I've played in those times. In more recent times I've been playing MUDs. I've been through and I've spoken and respoken to Jeremy, I've been through and respoken to the mage, I even went right back to the farm houses and spoke to all the people there, as well as that little girl on the way. I've poked, prodded, hit, listened to (and a lot more besides) and re read descriptions of everything i can find and everything in my inventory. The constant refrain from the system was "you can't do that here" or "I do not understand what you are wanting to achieve" or something along those lines.

I can only think that me going to the wizard's hut and doing all the stuff in there and in his 'secret place' prior to going into the lab has some how messed things up, which I know happens in MUDs if you sometimes do things in the wrong order.



Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Deklitch Hardin on 08 May 2011, 07:01:40
Right then ... I am officially an idiot ... finding that wind sigil was easier than I expected ... I had no idea what that name meant though, in a small amount of defence.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Ta`lia of the Seven Jewels on 08 May 2011, 07:05:34
People, ypu should post in the spoiler thread, if you are speaking about sigils and where to find them..... ;)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Athviaro Shyu-eck-Silfayr on 09 May 2011, 00:58:41
Sorry; I missed the thing you need to get the Wind one the first time because I didn't look in the place it was - I didn't open it - so I was just giving a piece of advice without out-and-out telling you what to look at/in.

Sorry for any misunderstanding.

Ath

@Ta'lia: Of course. Moving there for any further points.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Oni the Beautiful on 11 May 2011, 05:22:08
Hey guys..

I found two things in Nepris II that seemed kinda problematic to me.

1. When I go to the spot again where I killed four bog-men, the game shows the same writing as was shown when I came to the spot for the first time and faced the bog-men. I think its supposed to show something like "...the blood of bog-men staining the spot"... just an example.

2. In the north-eastern most tomb in the southern part of the graveward Kunigunde points out something in one point of the game. But after advancing further I finish my business with Kunigunde and she leaves me(probably when the Jasper related quests are over). But If i come to the tomb again the game shows the same writing( "Path, path!" Kunigunde shouts, and.....)



Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 11 May 2011, 05:24:21
Thanks for those pointers, Oni! Will look into that!  :thumbup:


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Ta`lia of the Seven Jewels on 11 May 2011, 06:47:37
I had those missing choices again, added some screenshots. Ending the game and restarting helped to solve the issue for now.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Oni the Beautiful on 11 May 2011, 09:44:44
Beautiful Oni comes running towards the forum door, panting heavily and uttering "I have finished Nep..."--- suddenly stumbles over the door-threshold, slips and falls unconscious..................


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Bard Judith on 11 May 2011, 11:19:22
Coming down to see if she can pilfer anything from the kitchens for a late breakfast, the Bard nearly stumbles over an unmoving body on the threshold of the Compendium's Great Hall.

'What the feff?' she utters as she catches herself on the doorframe and bends a fingernail back, painfully.

She stoops to turn the figure over and sees a nasty welt rising on its forehead.

'Right, then,' she mutters to herself.  'Either this poor fellow has been attacked right here in the middle of the Compendium, or has simply been too clumsy... wait, he looks positively famished... and are those claw marks on the left arm?  Where under the One's sun has he been wandering?'

She lifts her bardic voice in a peremptory yelp and awakens a drowsy page who has been loitering by the minstrel's gallery at the end of the Great Hall.  "Off to the kitchens, m'lad:  broth, water, fresh bread, and I want a damp CLEAN cloth and some Brandi's ointment for his head!'   The boy scampers off, and she turns her attention back to the injured young man.

Is he stirring?  Still unconscious?  Nasty bump there, bit of broken skin in the middle.  Have to get some food into him slowly....   she thinks to herself as she waits for him to recover.....


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 11 May 2011, 14:53:09
@Talia: Very strange... Never happened to me... Question is whether this is program, component, browser or computer related... Hmmm...

@Oni: :clap: :clap: Applause, applause for Oni! (@Judy: Though I'm still not sure if Oni's a he or a she...) Anyway: :number1:

Looks like you had a bunch of attempts at the last fight, but there's nothing you can't handle! Hope you enjoyed the story and are looking forward to a possible part III sometime next millennium :) :computer:

And in the meantime you might try another Santhworld game if you haven't already, like "The Enemy Stirreth" or "Uninvited", even though they're more adventures/stories and not that long.

P.S. If you enjoyed the game we'd appreciate any general player feedback, so maybe if you're bored you could write a little review or something - we'll see to collect players' voices on an own page eventually, so that other players know in advance what to think about the thing they're getting into :)

P.P.S. Some further smaller problems you mentioned will be fixed soon, so that every goes smoothly for future players! :D


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Ta`lia of the Seven Jewels on 11 May 2011, 16:29:45
Art, this happened with my actual relatively new Mac, which runs the Snow leopard and as a browser the firefox, newest version also. Here I have a this old Mac(G3), running with Mac OS X version 10.3.9 and an old firefox . Back at home, I can use another browser to see, if it happens with it as well. I had a couple of days, where it did not happen though.

Maybe ask Oni, what for system he/she uses.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 11 May 2011, 16:48:19
It could be a memory problem. What you could try is to give Flash more memory. Usually you accomplish this by right-clicking on the Flash application (anywhere on the Santhworld screen) and then you can increase memory in the options there. Usually Flash has 100 KB available. Try adjusting that to a higher value.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Shabakuk Zeborius Anfang on 12 May 2011, 01:54:09
Congratulations to Oni for being the first to make it through Nepris II alive!

Or should that be: almost alive?


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Oni the Beautiful on 12 May 2011, 03:54:35
Oni opens his eyes, having a dizzy sensation as droplets of water and unknown liquids are sprayed on his(!) face. Although the apparent conscious state is about to alter to faintness again as he watches the legendary Bard Judith staring at him with her enthusiastic full eyes.

Bard, seemingly guessing his mental condition, tries to appease him, "Hello there stranger.. I see you have gone through some tough time or terrible places recently as your condition says" and with a serene smile continues, "Anyway whatever happened earlier out there; you are in a safe place now and can feel at home."

Oni feels a sense of relief to hear that as he vaguely recollects, this is the same Bard he had heard of even while in his adventure through the swamps in pursuation of the black slimer, although he doesnt happen to acquaint with her directly till now...


@Arti: Thanks! Anyway I dont know about review, but I do know that I will write a thing or two regarding the last battle when the other players will go that far. Because with due respect to them I cannnot help saying that the last battle is virtually unwinnable and I really rwonder how many will cross the last hurdle if the difficulty remains the same as it is now.. just my feeling though

And playing other modules now?? Yeah maybe, but I was wondering if none is ever gonna reckon that perhaps I might be just good enough to contribute in santharia too? by writing entries maybe?? I mean comeon.. the newbies are always advised and patronised how and why they should start and I am not given the slightest of inkling about that even after gaining 6 aura and finishing no.1 in the Nepris(Now I dont consider myself a newbie though :evil: )!! So sad....

@Grinch:Hi Grinch.. I dont know if u follow this thread. But if u do(hopefully!) I'd like to kindly(!) ask you that did you design the last battle having in mind that every player will go there with 16 health serum and 3 elixirs in hand accompanied by 2 fireshake-cube and 3 mesmerize-scroll and others??!! And that every player will plan the first 9-10 moves in this battle lilke a game of chess?? And that players will not commit a single wrong move in a 38 round battle??Well, if u did want to design this such a way then congrats, u pulled it off!! But if u didnt then I'm afraid u've designed something virtually invincible.

(P.S. Grinch what i said was from general POV.. but my personal POV is it was one of the most enjoyable battles along with the swamp-stalker battle if not the most :) )

@Shabakuk: thanks! alive or almost alive? Let me tell u my story.. Its weird that I actually finished it twice!! how? first time after trying 2.15 hours I managed to win the last battle(33 rounds) with 3 health serums in hand.. so I was alive!  But unfortunately my browser made problem and the game hanged.. And so I had to start the game again.. The second time(after 45 minutes later) I won the battle again(38 round this time)! But it was pretty close though.. I didnt have any health serum or elixir left and I would almost surely die had the battle continued for 1-2 more round.. so I was merely alive!



Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 12 May 2011, 04:15:27
:lol: I really wonder how you could pull off the last battle the way you describe it, because there's a much simpler way to do it... I'lmgonna PM you in a minute!

Anyway, if you want to contribute to the Dream, we'd be happy to have you of course as well!  :thumbup:


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Athviaro Shyu-eck-Silfayr on 12 May 2011, 06:54:07
Yes! Yes! Lure them in and catch them with the developing bug! *Capers - I love that word, Caper - Capers madly*

In all seriousness, if you want to contribute please, please do. We're all happy to welcome newcomers.

Ath


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Grinch on 13 May 2011, 03:15:46
Congratulations Oni for being the first to finish the second part. Not an easy task at all to put it short.

Of course I do follow this thread and I heared you had already some PM with Artimidor about the confusion of the final fight. I don't have much time right now and will comment on it later, but for now just let me say that the effort you put in to win the fight in this constellation was not for nothing, because I even considered this scenario and defined a special item as reward.

I don't want to reveal to much for now, but there will be a small hall of fame module coming soon with some statistic - and you probably are the only one with all the special items you can acquire up to now. At least something  ;)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 13 May 2011, 04:04:14
BTW: I've also implemented a few things dealing with the final passages which make it easier for the player to see how to approach that part. One more adjustment is still to come, and then I think this part shouldn't be that much of a problem anymore for everyone. Challenging and tough, but definitely manageable! :)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Shabakuk Zeborius Anfang on 13 May 2011, 05:16:30
And playing other modules now?? Yeah maybe, but I was wondering if none is ever gonna reckon that perhaps I might be just good enough to contribute in santharia too? by writing entries maybe?? I mean comeon.. the newbies are always advised and patronised how and why they should start and I am not given the slightest of inkling about that even after gaining 6 aura and finishing no.1 in the Nepris(Now I dont consider myself a newbie though :evil: )!! So sad....
Oni, I'd be delighted if you decided to join the development team. Newbie or not, you could make a thread in the Newbie & Joining Forum (http://www.santharia.com/dev/index.php/board,36.0.html) and tell us about your interests and/or ideas ... and about yourself, if you want...


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Oni the Beautiful on 15 May 2011, 04:38:17
@Grinch: While playing Nepris again in order to fulfill some additional quests I missed earlier, this time I used the so-called 'simple' strategy(that Arti had pointed me out through PM) in the final battle . And now I see the difference between rewards for playing it the easy-way and the hard-way.. And considering the reward, I think its worthwhile to play it the hard-way. But what I am impressed about is that u considered the possibility of sm1 playing it the hard-way and gave them something 'extra' too.. Because I think one of the measurement of how standard a game is, is its diversity and versatility in letting the player do the same task in numerous ways.

@Shabakuk: Thank you for your support :)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Deklitch Hardin on 16 May 2011, 18:36:19
hmmmm ... I am sick of dying in Nepris II.

I think I shall instead write entries :D


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Ta`lia of the Seven Jewels on 16 May 2011, 19:07:20
Come on, Dek, you have several lives there!

Though writing entries is a good idea also *looks guiltily at her unfinished projects*


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Deklitch Hardin on 16 May 2011, 19:11:03
If I was a cat, I would have already had all 9 of my lives

If I was a time lord, I would have well and truly burnt through all of my regenerations :D


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Ta`lia of the Seven Jewels on 16 May 2011, 19:14:21
Ah, come on, look over your fighting style, what you could do better! If you got already skills, see, if you have used all etc.. :)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Deklitch Hardin on 16 May 2011, 19:17:44
well ... I could die less ... I've got no skills


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 16 May 2011, 19:18:50
You've only died once with your Dek character as far as I can see (with a score of 2010)... I guess you also play/ed Transcin (?), but even with that one you only died twice...

So stop whining and be a man!  :cool:


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Deklitch Hardin on 16 May 2011, 19:21:30
there were also the times I was close to dying and quit out of the program before I did so as I could tell it was going to happen, Artimidior. I suppose your ability to follow everyone's progress doesn't extend to that :)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Ta`lia of the Seven Jewels on 16 May 2011, 20:18:43
Oh Dek! I don't even know, how often I died! ;)

Currently I think I will die of how hard I twist my brain...or getting dizzy..  LOL

But so far I'm not ready to ask Art for a hint...  :evil:


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 16 May 2011, 21:35:40
@Dek: Had a brief look at your latest savegame, and I notice that you have collected already a much better weapon than you have actually equipped. You also haven't properly used the Equipment (Q) feature, otherwise you'd have noticed the scimitar. So make sure that you're always wearing the best equipment. Makes a big difference!


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Deklitch Hardin on 16 May 2011, 22:13:08
I believe that weapon is too high a level for me to use, Artimidor ...

Looking at Q and the scimitar ...

Scimitar ... Level required 5

Looking at my character overview

Deklitch Hardin ... Level 4 ... 86% to level 5

I do actually know how to use the Q, Artimidor ... and I use it regularly ... each time I pick up anything new, infact. I've tried several times to use the scimitar, each time, it doesn't permit me to use it


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 16 May 2011, 22:29:06
Ok, missed that. However, you are not far away from leveling up, and I'm sure some of the monsters in that area can be defeated - then you get additional health and can equip that weapon.
   
One more thing, which I think I've already mentioned here on the Forum and in the detailed instructions on the site:

One-handed weapon skills are only available if you only equip one weapon (e.g. a sword, and maybe a shield, because a shield is not a weapon). One-handed weapons skills are most efficiently combined with a shield skill.

Dual wield skills are not compatible with one-handed weapon skills. The one-handed weapon skills are not available in battle if you have two weapons equipped - and vice versa. So better focus on a certain branch (e.g. either one-handed weapons + shield, dual wield + body stuff, twohanded weapons + body etc.), otherwise you waste your skill points.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Ta`lia of the Seven Jewels on 16 May 2011, 23:13:01
Ah, then I wasted one skillpoint last time, I thought the disarm would work with my primary weapon. Hmm, but if I reskill, I loose a point also. Thinking about it, it should have appeared in my list of fighting skills.

What do I loose, if I reskill? Is that arbitrarily decided, or fixed? Dexterity might hurt less than strength. How many skill-points?


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Grinch on 17 May 2011, 00:33:21
Try it out Talia. It should exactly indicate the penalty. There won't be any hidden things. I would suggest to reskill - load and do it again until you can live with the consequences  ;)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Oni the Beautiful on 17 May 2011, 05:48:54
Hey guys.. :)

It seems everyone has forgot that there's a Nepris Spoiler thread...  :grin:
(including Ta'lia who once 'advised' us to use only Nepris Spoiler for game related help...lolz)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Ta`lia of the Seven Jewels on 17 May 2011, 05:51:56
Hey, Oni, I don't spoil, that is general needed knowledge!  :buck:


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Oni the Beautiful on 17 May 2011, 06:00:50
**Oni feels highly enlightened to know the latest definition of 'general knowledge'  :P


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Ta`lia of the Seven Jewels on 17 May 2011, 06:10:51
Glad I could be of help!  :grin:


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Deklitch Hardin on 17 May 2011, 06:14:39
Tried another thing, died another time ... how exciting! :D


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Grinch on 17 May 2011, 17:10:12
You mean you quit again, Deklitch. Sorry, couldn't resist :grin:

I would suggest to find some easier encounters first to gain the needed experience to use the scimitar. I hope that will make your life a lot easier. It should be dangerous down there but by no means frustrate you by dying again and again. If that is the case don't hesitate to tell me and I'll have a word with that beast!

The story is the important thing, fights should only add some variety to it. When you get out of the dilemma you and Jeremy are in, there will be a lot less of them. So don't give up or you'll miss many of the great things Shabakuk has came up in the last part of that module!


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Deklitch Hardin on 17 May 2011, 19:05:54
All the fights that are there are currently all handing my backside to me on a platter. I've tried them all ... there don't seem to be any way for me to get the necessary experience needed to use the scimitar.

So ... I've been around, I've fought everything i can find, I've gone as far as I can ... and I can't get the experience needed to get to the next level ... what do you suggest?

Yeah, experiencing what Master Anfang did is what interests me most and is the only thing that is making me endure the current garbage I'm enduring in it. I dislike fights in all text based games ... that's why I generally gain my experience in them doing non fight things like mining or fishing or making things out of hides and sinew.

I'm so pleased that this is so amusing to you and Artimidor, Grinch.

Deklitch


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Ta`lia of the Seven Jewels on 17 May 2011, 19:14:24
Dek, just take the monster which you think is the easiest and try it again some times. Flee, if they have spotted you and give it another turn. Try a different tactic. I complained a lot about a monster which will come later, but finally, with the right tactic and luck I managed to kill it. Right now it seems to me, that I have not enough health elixirs to fight the one I'm recently struggling with, I think I died 5 times in the last half hour, or more often. I'll try it again later. It is a pity though, that health elixirs seem often too limited. Then again, the last time I replayed a whole section to save them up I didn't need all of them. Post your problems in the Nepris spoiler thread and maybe I can help you. :)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 17 May 2011, 19:48:54
@Dek: I've checked your last savegame, walked a few steps to the SE where the bloodslimer awaits and killed it instantly with no effort at all. Leveled up etc. Didn't change equipment either to win. The fight is no problem, really. It might be challenging, but winnable.

Drink your smaller health potions before you enter the fight. Save first. Make proper use of Burning Regeneration, which increases your health constantly over the next three rounds. Use your skills. There's not much more advice I can give.

P.S. Nepris is a role playing game, not an adventure. It has a strong strategical battle component at the heart of it. If you don't like that, then this game is clearly not for you.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Oni the Beautiful on 17 May 2011, 22:31:09
Hey everyone..

Grinch, I'm kinda sad to hear from you that the story is the important thing here, not the fight... :undecided:

I've played out Nepris avidly because I liked the hard battles very much and that the promise given in the interesting Nepris teaser "that the fights will be tougher" is kept to some extent to say the least(thanks to Grinch for that)...

Let me share something about me with all of you!! Although Nepris is the first and only turn-based game that I've ever played/finished, from childhood I happen to develop myself into a passionate gamer of the genres real-time roleplaying, first & third person shooting, real-time strategy, racing and obviously sports simulation and where player's ability to act fast mattered(because they are real-time) and  the main part is to defeat your opponent and the story helps the game to carry along till the end. And the funny thing is I kept pressing the 'escape' button in keyboard repeatedly as soon as there was some in-game movie showing some dialogues/conversation and just skipped it! Then I clicked the 'objective' icon to know what I actually have to do and do it with all my eagerness...

Also English is not my mother-tongue and when I was young I wasn't good enough to fully understand the in-game dialogues they said in English( I still find it very difficult to understand a English movie without subtitles)...
so while I was young I naturally thought why should I 'waste' my time watching those in-game 'weird' dialogues anyway??!! lolz... just shared some personal experience of mine  :)  


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Ta`lia of the Seven Jewels on 18 May 2011, 00:45:40
Thanks Oni!

So how long do you play such games ?  :grin:

I'm the contrary. Though my gaming experience started with a real time browser game also (Planetarion - those adrenalin shocks when I had INCOMMING!) I always looked for some kind of RP. In Utopia we had accompanying a forum with some roleplay, Sorren was more meagre regarding that, but now I'm mainly on a RP-server for WoW. It makes the play so more interesting, if you know, why you are doing something - or even restrict yourself regarding your abilities, because it does not fit to your role. (Not in Raids though ;))


I think the Nepris team has done an excellent job. The fights are sometimes tough, though I know by now, that the impossible is possible, if you only try hard enough (a little complaining helps ;) ). But what has surprised me so pleasantly was the depth of that story, the idea alone, so Santharian! Those ideas!

A big applause to Artimidor! :worship: :worship: :worship: :clap2: :clap2: :clap2: :clap2: :clap2:

And to Grinch of course also! :D

Now I'm looking forward to Shaba's part!


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Grinch on 18 May 2011, 01:24:51
Well, I take that as a compliment Oni :)

I think the whole module was not an easy task to do. Because some like the battles others prefer the riddles and stories. The difficulty was to combine both in an enjoyable way for everyone. So there is much more about it than just the fights, the story is and will always remain the core of this module. But that does not imply that the fights and character progression did not get much attention, because they definitely did, and it seems you enjoyed them overall.

You have to see the whole context. The battle system is just a tool that already has more than 9000 lines of code. That is a lot. And if you design a new module you have to choose the balance between action and story. But that does not necessarily affect the quality of both. So hopefully there is something for everyone in the nepris module.

That is the reason why I always like to know if there are problems with encounters you have to defeat, because they should not result in countless deaths and hinder you to enjoy the story. There are some you can avoid though, and I tried to make them more challenging because of it.

And judging from your other part of the post the story part did not fail on you either.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Ta`lia of the Seven Jewels on 18 May 2011, 02:45:50
Now if I only knew, which ones can be avoided - and how many there are. ;)  But don't tell me!

Grinch, but you get rewards, if you battle your extra monsters - do these rewards not make life easier, does one get past others without those rewards?


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 18 May 2011, 02:52:58
Glad you like the story, Talia :) Puzzles and fights might be tough every now and then, but there needs to be certain challenges, it shouldn't be a simple game you can walk through half asleep. :cool: BTW: We'll probably make the fight you had today a tad easier - it is now a tad too tough indeed.

Concerning the rewards, if I can answer that a bit for Grinch: It depends. See, you've got a certain artifact now, which is definitely a great help (it helped me e.g. win that fight you just had some trouble with). On the other hand you could have avoided the fight and saved lots of health potions, which would have made this particular fight probably much easier to win. But in the long run you have the artifact in future encounters as well (you also got an extra skill) . So depends on how you look at it - it can be a help or a curse doing it this way or that way...  :evil:


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Ta`lia of the Seven Jewels on 18 May 2011, 04:48:18
Oh no, now that I passed it you make it easier. ;) Don't ! If I can manage it, most others will be able to do it also. I don't mind dying some times, to find out the right tactic for this or that boss...


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Deklitch Hardin on 18 May 2011, 05:25:25
As I know I have said previously ... I have played lots of other 'role playing' games, and few of them are as irritating as this. And I also love strategy games ... taking time to plan what I'm going to do steps in advance.

I can understand why you would find it easy to complete the fights, Artimidor, after all ... you were involved in the development of the game, weren't you?

And what ... you don't think I was already using things in the way you were saying? You think I wasn't healing myself before battles? Honestly? Well, I was! I also have tried fleeing from battles ... and I've never once been able to after the battle started. Oh, and btw I was also using Jeremy's burning regeneration spell as well ...

Sorry if that is taken as offensive, but at times it feels as though you think I'm incapable of doing that kind of stuff myself ... and oh yes ... I died another 4 or 5 times, last night, I believe ... oh what joy!


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Ta`lia of the Seven Jewels on 18 May 2011, 06:28:32
Dek, which score are you? Post your special problems in the spoiler thread and I'll try to help you, though I can't look into your saved games as Art does. If I got past it, you can do it as well. This kind of game was new to me. I think I had something like 98% experience and was looking for a smaller foe to get over that border to the higher level - and the scimitar.. I don't remember, how I did it though, need to do another char..



Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 18 May 2011, 14:46:35
Well, honestly, if you approach the game that way and say that the fights are "garbage", Dek, then I seriously have to recommend to leave the game. It's not for you. Try Seeker's "Enemy" e.g. Because clearly you expect something different. And that's perfectly alright. Much tougher fights are still coming. Be warned if you continue playing, Dek!

At a role playing game you need to pay close attention to your stats. If you want to flee battles e.g. all you need is Luck, Luck, Luck, not so much Strength, Strength, Strength. The effects of the stats are all explained at your level up screen BTW. You can also e.g. increase the chances of landing a critical hit considerably by pushing other character stats. Strength doesn't help you that much if you miss constantly. Or you can increase your maximum health etc. You need to improve the stats on your weak spots and make sure to use spells and scrolls efficiently. The fights are still winnable regardless on what aspect you decide to focus, but they aren't fights to just click through, you really need to think about your strategy at some points.

BTW: One of our next projects is a training area module for fighting to get used to the round-based system with a fight instructor and stuff to help newbies along the way. Guess that might be useful for some players :)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Ta`lia of the Seven Jewels on 18 May 2011, 21:11:30
As I don't give too much away and it is of general interest for the game (Oni :buck:), I wanted to ask, how I can compare armour and stats. I didn't find anything else how to calculate, though I don't want to go too deep in theorycrafting.

Example 1.:

I have assassin's cloak with
80 armour
+ 2% Dodge
+ 10% Res Magic
+ 5 Dexterity
+ 1 Stamina

Quilted tunic: Armour 135

Ok, in this case, the cloak is lvl6 and the tunic lvl 5, that hints at what is better.
But generally, what does this mitigation, which gets higher with armour, help in the fight?
Quote
mitigation, which is the percentage your character can absorb any dealt damage according to the armour he/she is wearing.

If I have more armour, I last longer, if I have more dexterity,  my critchance is higher.. but how should one balance that?

Example 2.:

Hands:
Bone Gauntlets, lvl 6, armour 50
Bearclaw gloves, lvl 5, 15 armour , 2% more damage + 10 Hitpoints.

How much is 2 % more damage compared to the reduction of of 31% Mitigation to 29%?

Summary - should I always wear the item which is listed on top?



Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Grinch on 19 May 2011, 15:46:26
There are no winning numbers actually, not even the combination of "4 8 15 16 23 42" will work, but maybe the following will help you out a bit:

The mitigation percentage simply reduces the final melee damage you would have received otherwise. Try to aim for a value around 30%. It is easier to achieve this value with a shield and the respective skills compared to a two-handed or dual-handed weapon. To give you a hint, 33% is the value that lets you mitigate exactly the amount of damage creatures should do to you. You receive more or less than expected if your value deviates.

If you are around that value, go for stamina/health or damage/dexterity/str. Stamina and health are very important and make your life much easier. You do play WoW, you should know the saying: A dead rogue does no damage at all ;)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Bard Judith on 19 May 2011, 18:07:41
Grinch:  Now, with one percent EXTRA POSTING!   

Oops, wait, I aura'ed him again.....

(evilishly grinchy grin)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Ta`lia of the Seven Jewels on 19 May 2011, 18:37:12
Thanks Grinch! :) Maybe I give me an additional stamina point next time!

Concerning aura - thanks for reminding me,  Judy .. you can do another post, Grinch! :)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Deklitch Hardin on 19 May 2011, 20:50:26
So, based on what Grinch says, would I be correct in assuming mitigation of 35% means I should be trying to use some different equipment, to keep it at 33% and be more effective in other areas? Or is there some bonus of having a higher mitigation level?


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Grinch on 19 May 2011, 21:40:12
It will just reduce the damage taken by physical attacks. There is no other benefit from it. So the higher the better. But at some point you may want to focus on other things too. I suggest to increase your maximum health. Try to spend some points on stamina the next time you level up. I always felt much more comfortable with an extra load of health points.

If you level up and spend your points you can immediately see the effect of it on your health bar or on your statistics in the lower left.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Oni the Beautiful on 19 May 2011, 23:50:40
Hey everyone! Some quick battle-related tricks in general that might give an edge.

Playing with the dual-wield weapons untill you've found the spike shield and the later ones(whose aromor value will be considerably large than the that of others u've found earliers) is pretty convenient.
 
Also I believe trying to emphasize on armor and less on secondary weapon will prove to be smart once you reach the swamp area or the areas after u've passed the puzzle of passing through the ''eye that cast firballs' (because there the enemies have large hitpoints and they have a tendency to come in a bunch and makes huge damage per round) but before reaching that area (Khrumm Scimitar+ Erph sword) and (Runorian dagger+Erph sword) is a pretty useful combination. After progressing a bit u'll find one-handed weapons whose DPR is equal to the dual-wield weapon combinations u've previously used/are using and as I said u'll find some shields whose armor value are quite large.

And mind it, the game was biased in giving equal values to all kinds of weapons(i.e. one handed/dual-wield/two-handed). So make some analysis and u'll know which should you continue playing with and use your gained skillpoints according to it.

@Talia:late answer! I started played them since I was seven.  :)
Btw I sent u a PM writing some general battle-related tips(probably 7 points). Please send a PM to me copy-pasting those tips(that wasnt saved in my outbox). So then I'd be able to help Deklitch and others who seems to be having kinda tough time.

@Grinch: something technical I'd like to know. I thought Mitigation was calculated as:

Mitigation= 100* (DPR of an enemy - damage inflicted on player by that enemy per round) / (DPR of the enemy)

But as u wrote "33% mitigation means the enemy will inflict me the exact amount of damage that it is supposed to do" means that I was wrong.

So, is it that:

3*(Mitigation/100)*Damage inflicted on player per round= DPR of the enemy.

But still that seems inconsistent. Because if at the start of the game the player starts with 0% mitigation in that case the above equation wont hold as u can see.

or the player is given some small mitigation when the game starts??

Or I am actually wrong(i think so) in guessing the mitigation calculation? If so then I'd like to know the equation on which it was based!!

Oni.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Ta`lia of the Seven Jewels on 20 May 2011, 03:11:59
Hmm, I thought I stay with dual wield, but if you say, that there are so many good things to come which will be more helpful in my battles, I might reconsider to change that. But, I haven't actual looked - don't you get experience points in your chosen skill, so when you reskill entirely, you need to start from scratch. Haven't looked into the matter though.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Grinch on 20 May 2011, 04:05:07
Well, this will get a bit technical I guess, so please only read if you are interested in it.

When your mitigation is calculated it is solely based on your armour class and the level of the attacker. It has nothing to do with the damage someone or something does. The mitigation percentage shown in the character overview is always against an even creature - a creature that is the same level as you. That means e.g. if you have 500 AC at level 6 you will have a mitigation percentage of 35% against a level 6, only 33% against a level 7, and 40% agains a level 4 attacker. Higher creatures are stronger and you need more armour class to achieve the same mitigation level against them.

The damage a creature does is always based on your predicted health points on that level (x). In addition there is a constant, one of the most important one actually, that defines in how many rounds a creature can kill a player in the best possible case, and vice versa (y). The balanced value for a monster is three attacks per round (z). To keep it really simple now you can say: Max. DPR = x/y and Max. Damage p. hit = x/y/z.

Now the important thing, you actually wanted to know, is that the max damage p. hit (x/y/z) is multiplied by 1.33 (33% = your predicted mitigation on any level) for monsters. The final damage range is then (max/2) to (max). The damage you receive is now damage/(1+mitigationperc/100). So whatever your mitigation percentage is, if it is lower than 33% you will receive more damage than intended and the monster will be very happy about that.

Stats on items like (stamina, health, strength, dex, etc..) are never calculated into your predicted values otherwise they would become meaningless. That way you can move away from the balance curve. To give you another hint - your predicted health includes two stamina points each level so 12 on level 6. If you are way above that you might turn into a fortress, who knows, but you will certainly feel it if your value is much lower than that.

*Walks away silently as everybody has fallen to sleep in the room*


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 20 May 2011, 04:16:28
Ah yes, exactly what I wanted to say as well!  :grin:


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Ta`lia of the Seven Jewels on 20 May 2011, 05:09:06

Ah, yes, I will give stamina more attention!
Thanks, Grinch, was interesting to read. :)

Unfortunately Oni is through already, but maybe he runs another char through, just to test the fights ;)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Athviaro Shyu-eck-Silfayr on 20 May 2011, 05:47:24
*Notices Grinch is in danger of reaching his post limit*

*Admiring frustration aura*

*Realises he really should be doing German prep.*

*Decides to "Damn German prep. Cauldron!"*


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Deklitch Hardin on 20 May 2011, 05:50:56
Thank you for that Grinch ... now I can plan my strategy a bit more ... and probably restart from the beginning again ... through changing my skills focus, I've now hit 0 Stamina. :(


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Deklitch Hardin on 01 June 2011, 20:02:45
Oops .. I posted this originally in the wrong thread.  :sorry:

Dying sucks ... although you'd think I must enjoy it ... I do it so often. You know, the best thing about dying in my favourite MUD, Ancient Anguish, is their death scene ... Death comes and collects you, checks you out through one of his eyes, and is ready to toss you into a pit called eternity when a fellow called Lars comes along and rescues you from death ... as they do it ... Lars and Death sings the song "Always look on the bright side of Life" ... I think the whole thing is designed to cakn people down enough (death in ancient anguish comes at a cost ... loss of a level, experience, magic spells, weapon skills and so forth) and you get a black mark and a scar. then you reappear in a temple and have to pray to return to life. Some people take dying in that game far too seriously ... me ... I just compose a song about it ... and laugh uproariously at it ... however with a damage mitigation of 35% (or there abouts) and a fire slimer skin and skills in body ... it is pretty unfortunate to get hit in two blows for well over 100 hps and die as a result in Santhworld. At least it took my attention away from work today ... so that's a good thing,, I guess.

Hmm ... I'll have to try something different next time against that thing ... but for now ... it is almost time for my hour of writing today ... yeah ... I'm giving myself an hour a day to write ... not about santharia necessarily  ... just about something ... and see where my writing goes ... so far it has taken me to weird places ... and I have no intention of sharing it ... as it is also rather ... disturbing. :D

Edit: I refuse to let this game beat me. I'll continue to be annoyed by it (or at least by my attempts to complete it) ... but I'm determined to do so ... and through my own efforts as mucha as possible ... I mean, if I can solve the quests in Ancient Anguish, I should be able to solve the quests in here, I think. :D


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Shabakuk Zeborius Anfang on 05 June 2011, 22:50:02
How are things in Nepris, by the way? Is anyone through yet, apart from Oni and Talia?

Anyone close to through?


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 05 June 2011, 23:03:01
Lots of people are still in the section after Jeremy joins the player, where there are the most diffcult puzzles - so no others are close to finishing yet.

In the long run BTW we'll see to make the Help button more like an online help feature, so that you get to a page where you get help on various topics in multiple steps (you can then expand more concrete hints bit by bit). That way it will be easier to find help without needing to post somewhere on the Dev board, because most players are passers-by - so making that more accessible is one of our priorities for future updates.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Ta`lia of the Seven Jewels on 06 June 2011, 01:42:05
The problem will be, that then everybody can come back to these hints and there is no real need to solve the puzzle for yourself. Your own fault, if you miss the fun, but on the other side, if not everybody gets through the game,  that might be a recommendation also.

Maybe I can help with those questions, so that they don't reveal too much..

HE has just too much to do in school in the moment, and I won't help her too much ;)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 06 June 2011, 01:59:12
Well, the player then can choose how many hints he/she wants to have. I'm thinking the way a typical Infocom hintbook did it back in the days: You have a question, then you can have just a slight, vague hint, if that isn't enough you can open a more precise hint, and so on, until the solution is eventually spelled out. All the answers are hidden of course once you open the page. So while the answers are all there, it's all up to the player how much he/she wants to spoil the game. Most hopefully will try to find an answer only when they're really stuck and tried to solve a problem for a while already with no avail.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Seeker on 06 June 2011, 08:25:59
Art I think this is a great idea.  I am finding that playing the game for an hour or two in my spare time is detrimental to remembering all the scrolls, objects, and hints that I picked up along the way, some of which I found weeks ago.  So having a way to get hints is very helpful.  For now everyone is very helpful with the hints on the boards, but two years from now when someone new comes along and tries to play the game we will be glad for a hints page.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 06 June 2011, 14:37:53
Long term we also plan a Quest Log (button is already there in the interface), where you see what quests are still open and what's the next thing you're supposed to do - in case the player didn't pay proper attention or returns a while later. That should also help, but is more complicated to integrate...


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Shabakuk Zeborius Anfang on 07 June 2011, 04:39:56
I, too, think that hints are a good idea. Seeker's observation is very valid: some players might pause for weeks in the middle of the game, and they will find it invaluable to have a questlog AND a few readily available tips.

We could even add a few strategy tips for specific key battles? Fights, also, have been a topic of discussion in the spoiler thread ...

Arti, let me know if you want me to compose a hint-cascade (from gentle tip to solution-spelled-out) relating to any of the puzzles I created.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 07 June 2011, 04:48:18
It probably will take a while until we get to that, because we need to make the separate Santhworld page first I guess. And there's lots of design work to be done there first. At the same time we make a Facebook page. Strategy tips is also a good idea, a fighting tutorial in Santhworld itself where you are instructed is also an option (maybe in combination with an Area module, where you can try to defeat stronger and stronger monsters as you go along).

We plan some sort of Hall of Fame module however as one of the next things, where you'll find several statistics per module, high score lists of player scores, those who have gathered the most special items, things like that... - We'd need some sort of castle hallway for that BTW - in case an artist has some spare time that would be helpful ;)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Ta`lia of the Seven Jewels on 07 June 2011, 05:27:20
I'm glad I had to ask you, when I was stuck! With all those hints and fighting strategies you are planning I would have been tempted to look earlier than needed. And that was part of the fun: thinking - that will never work! How on Caelereth has Oni managed to win  - and then - ping - something surprising happened and the fight was to win. :)

It is practise - now that I run through a second time I nearly don't die, and if, then because I did something stupid, was distracted etc.. Even the different fightingstyle with shield and one-hand weapon is not a problem.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Bard Judith on 07 June 2011, 11:31:11
I know I'd be very thankful for a hint cascade or a complete walk-through.

  While I'm just not a games player and can't keep my Freezing Potion distinct from my Squillpowder, I would like to see my pictures in situ, not to mention all the other wonderful art and creative text that so many people have contributed to the game!   I would find it quite enough of a thrill, thanks, to follow a step-by-step, blow-by-blow walkthrough and complete the game...it wouldn't be about the points, just to be able to experience the visuals and the situations.

  As it is, I barely survived a rat-infested basement...I'm pretty sure my player would just faint at the mere sight of a Swamp Le....er...never mind....


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Ta`lia of the Seven Jewels on 07 June 2011, 14:07:33
Judy, everybody would give you a special treatment including hints and fighting strategies to get through. No need for you to rely on an official guide.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 07 June 2011, 14:50:32
Well, I guess there are some nice "brainy" puzzles in there as well, Judy, which I think you'd enjoy. And especially for Santharian verterans there's a lot to discover, so I really would recommend playing through. After all, your pics are just a (large, but nevertheless only a) part of the whole thing. And there are even some of your pics in the game you probably don't know we used them...

I'm happy to help you with every question you might have, Judy. And as for fights: Make sure to drink your health potions in time, check your weapons and armour and see it as a strategical challenge rather than blind bashing and it's all doable!


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Ta`lia of the Seven Jewels on 07 June 2011, 18:56:11
And, the advice of Oni helped a lot: Use Jeremy wisely!  :)

Somehow I envy all, who haven't unravelled the mystery yet, and I think there should not leak so many things through, not yet, e.g.... will coloured the next grey..

It was such a pleasant surprise, when I met the hut and Hildula first. I think I had seen her on the board already, but to find her in the swamps, cool as she is and to be able to interact with her -- and Kassandra's cousin - was such a pleasant surprise. I smiled from ear to ear. When you know, you will meet her, then half the fun is gone.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Deklitch Hardin on 09 June 2011, 05:26:44
Santhworld doesn't want to open for me tonight for some reason ... and I was so looking forward to seeing if I could win the battle that I couldn't win last time. :D

I am able to click on the Santhworld booik along the top of the screen, and then click on the appropriate link under Santhworld veterans ... then it goes to a black screen and stays there. :(

I'm using the same computer, same everything that I've always used ... with Windows 7, Firefox and so forth ... never had this problem before. :

Dek

Edit: Weird! I've just tried it with the Google Chrome browser and it opened without a hitch ... now that I think of it ... Firefox did funny things in Youtube today as well ... the sound and actions didn't sync ... so I can at least attempt to get back into the fray ... and the breach, dear friends! :D

Edit 2: I upgraded recently to Firefox 4 ... and I don't think I tried Santhworld since I did so ... maybe that had something to do with it?

Edit 3: I almost died ... in three separate fights, but the RNG gods and goddesses were smiling on me :)

Edit 4: I have tried this morning to log into Santhworld in Firefox 4 ... and it worked! Hmmm ... I wonder if I can do a bit of Nepris today prior to going to work :D


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Shabakuk Zeborius Anfang on 09 June 2011, 05:29:34
Go Dek!


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Ta`lia of the Seven Jewels on 09 June 2011, 06:16:17
Now he is addicted too!  :rofl:


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Deklitch Hardin on 09 June 2011, 06:16:50
Aha! So that is what that stuff is used for my holey dagger and the watr ... interesting ... pleased I took the time to retry that stuff ... enjoying these challenges ... rather than simply the fighting :) and those two additional strength points were nice as well ... makes me pleased that I focused my points on the other two stats. :)

Ta'lia, I was always addicted ... now that I'm not dying as much (I am even more careful now about health than I was previously, and I have a better understanding of what Jeremy can do for me ... and I double check my health prior to going into battles) ... I am enjoying it much more ... and I am enjoying the non-combat aspects ... as I always do. :)

There is a reason why only one of my characters is a mage over on the rping side (and that one is mostly a metal crafter whose magic helps her with that), a former butterfly rover who was an acrobat and singer, a merchant and his nephew, a Ximax cat and a hobbit whittler who is inflicted with longstriding ... and that is I like doing things outside of combat in my rping. Don't get me wrong ... in Civilization, there is nothing I like more than to whip the backsides of the computer players into next week, but in general terms, I love the non combat aspects of rping, weird, I know, but it is me. :D


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 03 July 2011, 18:17:57
Short note: In the course of time we'll try to make small adjustments at the beginning of the game, so that we have more graphical diversity and some animations in it (so that it more resembles the highly illustrated later parts of the game), make it easier for the player to find his/her way to the first quests in the Prosperous Farmhouse etc.

- I've now updated for example Pinn's appearance on the shore - with added background, enlarging the pic when you look at him etc.
- Also there's a text in the western room telling the player that a boy is to the east.
- Pinn then also drops a hint where his father can be found, so if the player has read the instructions sheet he/she should know where to go next.

More changes to come - looking for a graphical representation of a sandy shore with some shells... Maybe that's something Seeker will also have in his Shoals game he's working on, then we could add a part of such a picture here as well.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Ta`lia of the Seven Jewels on 03 July 2011, 19:25:45
I fear I have to start a forth char to see the changes! ;)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 28 July 2011, 03:01:35
Short note:

Coming up next will be a detailed walkthrough of "The Mysteries of Nepris", put together by Grinch. Well, at least we'll start that off soon with a first part of it, where we'll also add some pics, maybe advice on battle strategies on certain enemies, all that stuff. This is basically to have it all covered when you're really stuck and prefer to get spoiled and move on. If you want a challenge, you shouldn't play with the walkthrough of course, but that's the player's choice. We'll offer you that opportunity.

That said, the long term plan of course is to have a hint system on the site which is accessible through the help function in the game, rather than the walkthrough only. With an expandable hint system where the answers are all hidden at first you can open a minor hint on a problem, then a larger one until you have it spelled out. But that's for the future, for now the walkthrough has priority, and Grinch is already diligently working on writing it down.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 07 August 2011, 17:32:13
Grinch has by now finished the first part of the walkthrough (see here (http://www.santharia.com/santhworld_modules/nepris/nepris_walkthrough.htm)). It comprises the first part of the adventure until Jeremy's rescue, has all important maps integrated, some pics and loads of hints to get through this part. There is also a very nice Word document version you can download if you want to print the solution out. The "Maps" section in the Nepris game menu was now changed to "Walkthrough", linking to this page, as an own map section isn't necessary now anymore - it's all in there.

Further parts are still to come of course, but will last a while. Problems with finding the sigils or questions on what ingredients are needed in the final experiment or which buttons need to be pushed should now be history :)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 15 August 2011, 17:14:07
Further smaller changes have been implemented at the beginning of the game: Seeker's seagulls might now be circling from time to time over the player's head when he/she is out in the open - three different animations, appearing randomly from time to time, so this adds a few touches to the environment's atmosphere.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Shabakuk Zeborius Anfang on 20 September 2011, 05:21:10
What's happening in Nepris, by the way? Is it still being played? I've looked at the Hall of Fame statistics occasionally over the last few weeks, and it seemed to me that some players who are very close to finishing have not progressed for a while. Was there a certain point in the game where people got stuck and stopped playing? Or have I got the wrong impression?


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Seeker on 20 September 2011, 05:48:39
As for me I got stuck in the tower.  I got out quite by accident but when I found out I had to go back in again I moved on to other things.   I will get back to the game of course, but getting past that tower is more of a daunting task then one I look forward to.

The map I was provided as a help didn't seem to help me for some reason.  I think I missing the logic of this puzzle.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Deklitch Hardin on 20 September 2011, 05:55:25
the duties of the real world have taken much of my attention in recent times, sad to say.

if I remember rightly, I'm stuck with something in the catacombs ... a cauldron or some such thing if I remember rightly.

Who knows ... maybe when I'm able to return to Mysteries of Nepris, it'll become apparent to me what I need to do ... or that might just be wishful thinking on my part. ;)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 20 September 2011, 14:58:37
A couple of players made it pretty far already, Shabakuk, they're definitely deep in the swamp area.  I've seen some of those logging in a while ago again after a break, which most likely has to do with the fact that people went on holidays and need to get bored again to get back to playing ;)

The most difficult part for sure is the tower thingy, though it is quite a logical puzzle actually - and with all the additional hints we provided not impossible. There should be some challenge to get out there after all... Don't know how we could make it easier - no plans in this regard as of yet. But there definitely are a bunch who ploughed easily through the game and got stuck there. But if you have a map this shouldn't be very complicated anymore, just a bit long-winded perhaps to make it to the various rooms and do the right things. Well, Grinch's walkthrough, part 2 has already progressed pretty far as I saw yesterday, there things are explained very thoroughly. And a direct link to the walkthrough will be available eventually directly via the game help pages.

BTW: Check out Grinch's Walkthrough, Part 1 (http://www.santharia.com/santhworld_modules/nepris/nepris_walkthrough.htm), where Grinch has seriously improved the design - note the two columns, which makes the paragraphs less cluttered and reading easier. Also at the maps we're testing a new script (click on the map links to open them up). Internet Explorer has some compatibility issues if the page is opened within the Santharian mainframe (not the case when you click the link above), but this page is supposed to eventually end up on a frameless Santhworld page anyway. Though there's only little progress on that front as of yet. But I've started :)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Shabakuk Zeborius Anfang on 23 September 2011, 03:13:22
Three cheers for Grinch!

And thanks for updating me, everyone. I really recommend making the effort to get through the tower or the catacombs - or just to look in the Spoiler thread or ask Arti for a hint (I think there's no shame in that - not everyone needs to enjoy those tricky puzzles). It pays to play the whole way through, for the storyline Arti has put together is really rewarding, and the ending is spectacular!


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Grinch on 24 September 2011, 03:31:53
Thanks Shab.

We are about to release a downloadable word document of the second part in the upcoming site update and the HTML version will follow soon also. The second part was a great deal of work, more than expected actually. But it's rather cool because it not only helps you out if you are stuck, but also tries to explain the whole story and why the protagonists act like they do.

Now we need someone do write the last part.
*Looks around*
Someone that is familiar with swampy areas in general ;)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Shabakuk Zeborius Anfang on 25 September 2011, 21:28:10
Quote
Now we need someone do write the last part.
*Looks around*
Someone that is familiar with swampy areas in general ;)

I would recommend my colleague Fu Luft, who has researched the Nepris swamps in some depth. However, since I sent him through Arti's Tower of Death, he has refused to talk to me, so I might have to offer my own insufficient services instead.

I'd be delighted to collaborate, Grinch. It won't be quick, though - I've got a busy autumn ahead. Email me with details if you see fit.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Deklitch Hardin on 27 September 2011, 05:27:58
I died  :( Big Stoney Came to life and kind of killed me stone dead.  :lol: :rofl: :rolling: :fish:

At least I had the foresight to save the game some time earlier.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Elron Sylver on 16 October 2011, 06:22:13
I really like the game so far as i have currently played, Ill finish it and then think up suggestions or praise worthy of the work that has been put into it.  And Dek if its the earth golem its not impossible to defeat him ;) i did on my second try :grin:.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Grinch on 16 October 2011, 08:48:55
A review would be very much appreciated. Take a look at http://www.santharia.com/santhworld_modules/nepris/nepris_reviews.htm (http://www.santharia.com/santhworld_modules/nepris/nepris_reviews.htm) to have some impressions of what others had to say in theirs.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Elron Sylver on 19 October 2011, 05:06:19
Finished nepris and will work on a reveiw. but i know it wont give it the praise it deserves!


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Shabakuk Zeborius Anfang on 19 October 2011, 05:26:26
Krroa'haxpattl (http://www.santharia.com/bestiary/krrroa_haxpattl.htm)-sized congratulations, Eldor! You're only the third person to ever finish this part of the game. Whereby I think you've won Talia's prize.

Like Grinch and Arti, I would very much appreciate a review from you! And don't be shy to be critical where you think it's appropriate. I don't always enjoy learning from my mistakes, but I accept that I won't get anywhere if I don't do it.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Elron Sylver on 20 October 2011, 03:58:19
 Thanks to you, If you hadnt helped I'd be banging my head agaisn a cabinet. :)   
      touches his head which has a good sized goose egg from such activities


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 13 December 2011, 04:27:29
Latest news from the game front: The next one has made it to the very end and beat the game yesterday in a final fight for life and death... :) Congrats go to Francis Armando!

With a complete amount of "only" 16 deaths during the whole run he's also one of the most efficient players so far! Well done! :thumbup:


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Grinch on 15 December 2011, 01:28:32
Oh, nice. He kinda slipped through my radar! Grats from me as well. We are slowly moving towards an outrageous number of players that have finished the Nepris module.  :lol:


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Neckbone on 06 December 2015, 13:25:36
Hi,
I'm stuck.    I'm out of the tower but can't cross the creek to get to the swamp.

I can't find the last game piece  (in the tunnel?) or any chocolate to give to Mimi.    Assistance please :)

Note:


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 06 December 2015, 16:46:06
Hello there, Neckbone!

I guess all you need is chocolate... And I bet a certain hermit has stashed away some. One with a socks problem. I recommend having a look in the kitchen, a very thorough look... :)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Neckbone on 07 December 2015, 15:52:09
Thank you.    This is going to sound stupid but...    I visited Hieronimus 4 or 5 times and missed seeing the area map or finding the kitchen every time(?) - maybe playing too long without a break.    Anyway, lets see what happens next, cheers  Neckbone. :D


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Neckbone on 12 December 2015, 12:19:48
Hi,
Another clue please.  I've been wandering around the swamp for hours and haven't been able to talk to Kunigunde ( Kunigunde is not the gossiper bird - right?).  Where do I find her?    Also were is the loved thing belonging to the thief?   

Thanks,

Neckbone


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 12 December 2015, 15:55:36
Hello there, Neckbone! :wave:

You've made quite a bit of progress already methinks... Well done! You're getting there! :grin:

As for your question: Well, as far as I can see if you talk to Hildula she clearly mentions what you need to do when you ask her about QUEST. She also suggests to consult her library to learn more. And you can also ask Jeremy about it... I'm guessing you might have a certain book that may help you out in your inventory already. If you want to know about swampdwellers, you better read up on them. :)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 12 December 2015, 16:11:26
Oh, just checked your save game, Neckbone... And I see you already got the key... Well, then use it. E.g. in a hut with a couple of bees swirling around...


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Neckbone on 12 December 2015, 16:23:04
Oh, that chest....  Please disregard my last post.

Cheers,

Neckbone


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Neckbone on 12 December 2015, 18:26:58
Me again.

Two things:

1.    I think I've broken something.    I can't move - the keypad doesn't do anything.  Oh. the 8 button scrolls me back through a list of the last things I typed...    I tried loading a saved game but it doesn't make any difference.  Suggestions?

2.    I can't find Olf.    I went back to the grave he was digging and Kunigunde said North West, so I've been back and forth across the top part of the swamp...   I've wandered around all over the place - I can't find him.     Clue please!

Thanks,

Neckbone :)


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 12 December 2015, 18:58:35
Hello there Neckbone!  :cool: Some suggestions/answers:

1. Well, I don't know exactly what's going on at your computer, but maybe you've CAPS-LOCK activated or turned off NUM LOCK or something at the Num Pad. Open up a text editor program and see if that's the case. Otherwise maybe reopen your browser or restart the computer. I've checked if there's a problem with your save game, but it looks just fine from here.

2. To look for Olf try the cemetery. He might have moved somewhere else, though. It's boring digging all day the same grave.;) If you do a thorough search, Kunigunde will help and give you a crucial pointer. There will be a problem at this location you have to solve still. I recommend a little magic in paper form.


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Neckbone on 12 December 2015, 20:48:38
First problem fixed - it was the NumLock :rolleyes:

Still no joy with Olf though.    I searched the graveyard (mapped it to make sure I wasn't missing something) - didn't find anything new and Kunigunde hasn't said anything new.    North West:    I already looked there before the previous post.    There was also "hole or "whole"?    I checked the hole in the fallen tree SW of Hildula's hut - nope.   I've probably missed something obvious but  I've tried everything I can think of and I'm stuck.    Assistance please.

Thanks,

Neckbone   


Title: Re: Santhworld - The Mysteries of Nepris Project
Post by: Artimidor Federkiel on 12 December 2015, 21:28:28
Check out the "hole" room. Kunigunde sits on a tombstone there. And your hint is right there in my previous post, Neckbone. Try MOVE TOMBSTONE and you'll see the problem. And then: I recommend a little magic in paper form. You have a scroll with you.