Santharian Development

Organization and General Discussions => Active Projects => Topic started by: Artimidor Federkiel on 24 April 2008, 04:48:45



Title: Santhworld - Program Development
Post by: Artimidor Federkiel on 24 April 2008, 04:48:45
This thread was opened to deal with development of the Santhworld program only. New general features will be announced and discussed here before and after their implementation. So everything technical goes here, all kinds of suggestions and ideas on what the program should be able to do, how to do it, what could be improved and what new modules should be added etc. should be posted here.

The latest features that was implemented is the sound support, so I post details how to test it below, by taking the post about it from the Lorehold thread:

Ok, guys, there's now a Santhworld version online that supports music and sound effects... - We need people checking this out - go here (http://www.santharia.com/santhworld/santhworld.htm) as usual! 

You can try now the things I've described above in the Nepris module. - Note that we're testing how this works, so I assume you need to have a fast internet connection, a 56K modem probably won't do you any good. Well, please report back if you hear the music, if there is a lag etc. (You can still play without music, see command at the end of this post. By default the music is on, and it will start in the NEPRIS module.)

To test it, do this:

- START NEPRIS

- Click through and you'll hear the Nepris music start. There are 2 Vladeptus pieces that will play in a loop, and it is random which one is picked first to start.

- You can hear simple sound effects once you have reached Nepris by looking in your inventory (command INVENTORY) and then READ INSTRUCTIONS. There are three different sound effects if you go through that.

- You can go until the bridge (north all the way), and if you go to the east one step before the bridge you get to a cliff. You will experience that the volume of the background music is reduced and that you'll hear the crashing waves. Go back and the waves will fade out and the background musci will increase.

- Then you have some sounds in the Prosperous Farmhouse. Just head all the way north, then east from your start point and then ENTER. Explore the area, try OPEN TRAPDOOR when you find it and hunt down the snoring...

- You can turn off the sound completely by typing SOUND OFF and turn it on with SOUND ON. Note that SOUND ON will turn the sound on, but it will only start again if a sound event is fired.

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

We are aware of one small problem - namely that the decreasing of the volume is abrupt (e.g. if you enter the farmhouse), while the increasing is gradually. We'll fix that.

Anyway, feedback needed now.


Title: Re: Santhworld - Program Development
Post by: Artimidor Federkiel on 24 April 2008, 04:54:05
Santhworld Mysteries of Nepris and Santhworld Program Development were now both added as own project threads and can also be accessed directly via the Masterplans/Project menu to the left.


Title: Re: Santhworld - Program Development
Post by: Gaffin on 24 April 2008, 04:59:25
I can hear all the sound effects mentioned; very pretty!  :grin: Anyway, there is no lag on my end, and I run on Cable [Broadband]. Never mind my comment about SOUND OFF, it was a mistake. All seems to run smoothly.


Title: Re: Santhworld - Program Development
Post by: Artimidor Federkiel on 24 April 2008, 05:04:07
Hmmm... No, both music and sound effects should fade out and disappear into nothingness. I have experienced something similar as well, but wasn't sure if it wasn't just a testing environment problem. In which room did you turn off the sound? What effect were you hearing? And does it happen as well if you start fresh, enter Nepris and then say SOUND OFF?  :huh:


Title: Re: Santhworld - Program Development
Post by: Artimidor Federkiel on 24 April 2008, 05:05:27
Aha... I see you edited out your problem, so the problem seems to have disappeared - maybe the fade out took a while? (longer than you needed for posting) :lol:


Title: Re: Santhworld - Program Development
Post by: Gaffin on 24 April 2008, 05:08:28
I guess it did, because it took longer for it to fade out than it took me to type in INVENTORY and READ INSTRUCTIONS to see if the sound effects were turned off... but I swear I never heard it fade out until I re-entered the page!  :undecided:


Title: Re: Santhworld - Program Development
Post by: Artimidor Federkiel on 24 April 2008, 05:12:16
Well, we'll keep an eye on that - fade out time could also be reduced somewhat mayhaps.


Title: Re: Santhworld - Program Development
Post by: Artimidor Federkiel on 28 April 2008, 03:54:44
I've made a Santhworld introductory page (http://www.santharia.com/santhworld/santhworld_intro.htm) now for the site, which will be opened if you click the Santhworld Experience link on the Website menu. From there you can open the program itself (opens now always in a new window) and have all the information needed presented on the page. Well, at least most of it, as module info and some more stuff still will be added, but the most important things should now be easily accessible. And if you want to look something up while you play, the main site is still open displaying the help page.

The Help module will also be somewhat changed to accomodate the final changes (eliminating the GOTO command and stuff), and the program will start eventually directly with the module selection as the introductory page already provides most of the help you need anyway.

BTW: Grinch has something else regarding the interface design up his sleeve that I planned right from the beginning, but had no time to get it done properly.Sso I'm happy that realization of this has pretty much progressed already. Should be up in a while, though there is still some work to do. :)


Title: Re: Santhworld - Program Development
Post by: Artimidor Federkiel on 04 May 2008, 23:34:59
Ok, I've uploaded the latest version now which bring a good deal of more stuff in Nepris. More about that in the Nepris thread.

So what's new in general:

- First of all, this version features what Grinch has been working on in this week - a first version of the soft/blur scroller. If you have more in the textbox (or in the keywords list) as can be displayed, you see the scrollars. If you scroll now you will see a pixel-by-pixel instead of a line-by-line scrolling. There's also a blur effect if you scroll quickly and the scroller slows down if it gets to the scroll target.

Note that the scroller isn't completely finished yet. There's a problem with bold texts that will display in the text from time to time as if there is no space between the bold text and the previous words. Grinch is working on this.

You can also use your mousewheel to scroll (if you're in the area of the textbox or keyword list) and you can also scroll up/down via Page Up/Down (currently works only if you don't have a combobox selection displayed!).

- We can now also smoothly decrease music volume and can determine by parameters how long sound should fade in and out (depending on the situation).

- Santhworld also now starts with the module selection, not with the Help menu anymore. Use e.g. START NEPRIS to start the Nepris module.

- We also have the possibility to define generic rooms, which serve as templates. For example I've created a forest room and a graveyard room and can place these rooms with a few mouseclicks multiple times on the map. We then only need to change specific room descriptions which differ from the template. If I change the template (pic or text etc.) all rooms change instantly :)

- The scroller is only the first part of changes in this respect. What we plan next is to clear the text window only if you enter a new room or talk to a person. Otherwise command and resulting text should be added at the bottom and the program will scroill that upwards. Still in the works, but we hope we can accomplish this soon as well, though it's not so easy as it sounds.

Ok, more details on Nepris content in the Nepris thread. Questions, comments on general stuff - please post here. Nepris stuff e.g. should be posted in the Nepris thread.

BTW: Grinch will be awarded with his own team page soon for his dedicated work - so watch out for his member page :)


Title: Re: Santhworld - Program Development
Post by: Bard Judith on 05 May 2008, 01:48:19
I was just about to ask, dear sage.... what are we paying Grinch, as he seems to be toiling mightily on our behalf?  :)   Perhaps I should dedicate my next song to him?  Speaking of which, there's still a couple available for download.  I'll go get you one right now....


Title: Re: Santhworld - Program Development
Post by: Artimidor Federkiel on 06 May 2008, 06:21:01
Ah yes, I'll buy Grinch a candy bar tomorrow for his effort... :lol: - And well, if you dedicate a song to him, he'll be delighted as well.

Anyway, we're having a lot of fun together developing Santhworld, and Grinch has turned in a real pro in the last months :D

That said, I'm happy to announce that we've made the decisive breakthrough today in the final real important scroll-design element that we thought essential. We can be pretty proud of that I think, but it will last a few more days until we can put that online, as we need to test things and I need to write proper questions now in the dialogues.

How it works now is this: The textbox doesn't clear the text every time you enter a keyword, but adds the command (as bold text) and then the answer it to the bottom of the textbox and then scrolls it up smoothly. Only if you move into another room the textbox will be cleared.

This allows also very cool dialogue handling, because if you write a keyword now in a dialogue you won't get a command, but actually a full question (as bold text) and then the answer to it. That's the way I intended it right from the start, but we didn't have the means for it yet - now the dialogues are very much alive, it's just marvelous interactivity, I think :) - Stay tuned, an update will be coming within the next days!


Title: Re: Santhworld - Program Development
Post by: Artimidor Federkiel on 08 May 2008, 06:24:49
Okeydokey - it is done!  :computer:

Grinch and I have finalized the technical changes I talked about above, and the content was now adjusted to reflect the program changes.

What has changed is hard to miss actually, so check it out - walk around, examine things and talk with characters to notice the design changes in the interface. Summarized:

- Room descriptions now fade/roll in
- In a room/during the duscussions with characters commands will be displayed in the main text window, corresponding text is added below and it will scroll up softly.
- If a text is larger than the text window, the scroll will stop at the first line you haven't read.
- Dialogues are still lead with keywords, but you get fuil questions and player actions based on the keyword displayed.
- Commands and player dialogue is displayed in bold to serve as an anchor point for the eye.
- Santhworld can now be played solely by keyboard only. Which means: You can scroll the main text window with the Page Up/Down keys, also if there is a combobox selection displayed. You can change a combo selection still with the Cursor Up/Down keys. You can confirm in combos with ENTER, nothing new here. You can move around with the Numpad keys (see Santhworld Introduction here (http://www.santharia.com/santhworld/santhworld_intro.htm)). All this combined this means that you don't need the mouse anymore :)
- In the process handling was "normalized" as good as possible, so that commands should display consistently throughout the game (e.g. "Examine Ship" instead of "Looking at Ship" etc.) Part of this "normalization" was also to add proper questions at all existing dialogues, which of course contributes mainly to the overall atmopshere.

All this was a lot of work to finally get going, and it was mostly Grinch's devoted commitment to make all those little details work perfectly (and of which you are lucky not to know what they actually were, saves hair loss). I really have to commend him on the fantastic job he did - without him it wouldn't have been possible to reach such a level of interactivity and atmosphere with Santhworld within such a short period of time.

So I hope you enjoy the new version as much as we do, and can provide us with desperately needed feedback!

And here you go: Santhworld 2.0 (http://www.santharia.com/santhworld/santhworld.htm) - have fun! :cool:


Title: Re: Santhworld - Program Development
Post by: Artimidor Federkiel on 16 May 2008, 03:18:19
Feedback still needed guys, Grinch has been working his *beep* off on this! :D

Grinch has now delivered another version, which I just uploaded. It has the following problems fixed:

- Clicking the OK button as fast as possible or hitting RETURN repeatedly even while the program still loads stuff won't lead to a possible undefined state anymore. This was a major issue as it could throw you out of a combo selection and in the worst case leave you in no man's land...

- Smaller interface corrections were done, so that transition from loading screen to interface now works more smoothly.

- Mouseclicks on the scrollbar arrows sometimes didn't really trigger, this should now be a problem of the past as well.

A few things we will also fix in the next version is that in the Trivia module the window is cleared again regularly when new questions are posed or quizzes are started. Currently it is treated like a single room and the text is added and added etc.

It will also be possible technically to base quest conditions on the amount of items you have collected, which means: Someone could tell you to collect three plants, and only if you have all three the quest is completed and you get a reward.

We also plan to expand the Score a bit. Currently it displays e.g. that you have achieved 30 out of 340 points in the module, we also want to compute the percentage you have solved based on these numbers and put it out. Based on the amount of percentage we also want to display a funny title and perhaps a little explanation, e.g. if you have a score between 0 and 10 you could get the text

You have completed 7% of the game, which earns you the title Good-for-Nothing. Well, see it the positive way: If nothing would be your objective you could consider yourself quite good.

Something like that. - We could use some creative minds thinking up titles and explanations, e.g. for each 10%... - Help appreciated!

We could also need more quests and stuff to implement, now that we can turn full attention to the implementation of content. I still have a quest from Alysse, so that will come soon - what about the greenhouse, Mira?

Note: Even sound effects (or ideas on sound effects) are helpful - Lorehold is next to get sound!  :cool:


Title: Re: Santhworld - Program Development
Post by: Artimidor Federkiel on 21 May 2008, 03:08:49
I'm talking to myself, but I'm a good listener :)

New small fixes from Grinch:

- Trivia now clears the scroll once again with the new system (which means we can clear and fill the scroll at will)
- Combined maniacal ENTER and mouse-OK click could still cause a problem at combos when played online - is now fixed.

I've added by now:
- Mini-cheese quest added to the Lorehold
- Editor now can put out precisely the files that have changed, thus making updating a simple process (so far I had to upload all Santhworld files, ca. 20 MB)
- The Santhworld Introduction (accessibke through the website menu) has also a further link on top to the Lorehold module - there you find a Lorehold introduction, a quest list (so that you can check if you've completed all quests so far) and a maps overview for that module (was updated as well)

Grinch is already planning role playing elements with a battle system. Not to be expected within the next months, nevertheless. Even with a minimal version this is a massive effort. We're preparing more in this respect though.


Title: Re: Santhworld - Program Development
Post by: Rookie Brownbark on 21 May 2008, 04:35:31
Oh!  I had a play around the other day, and the only thing I noticed was that there were certain rooms on the little map which I didn't seem to be able to get to - the ones diagonally linked from the box I was in.  Is it not possible to go South-East, or North-West?  Or am I (probably) just missing something?

And how do you pick stuff up to put in your inventory?

Nice Music btw, I feel all relaxed.  I also love Pinn and his little ship - the picture is so mournful and kinda cute.


Title: Re: Santhworld - Program Development
Post by: Miraran Tehuriden on 21 May 2008, 04:41:17
Uhm... yes.. greenhouses... they are more or less laid out in my mind.. will write room descs as soon as possible.. (but i have no idea when that will be, i just promise that it will be the first constructive bit of writing i present.)


Title: Re: Santhworld - Program Development
Post by: Artimidor Federkiel on 21 May 2008, 04:47:38
@Rookie: Well, that's what the Introduction page (http://www.santharia.com/santhworld_modules/santhworld_frame.htm) is for. Click on Navigation on top to read details on how to move around. Personally I recommend using the numpad only - you don't need a mouse at all.

Picking up stuff: Also explained on that page, try GET or TAKE [ITEM] and DROP [ITEM]. Note that only things that are defined as items can be picked up, the rest is static at the moment. You will see that you can take itme when the room descriptions show at the bottom:

You see the following items:
- A piece of cheese

In Nepris for example we only have the items you are carrying - so you can try dropping them, taking them again, etc. In the Lorehold you find a piece of cheese in the cheese room near the kitchen, a note as part of the Gamoren quest etc. But there's a lot more we need to add content-wise. We've focused fully on the program engine for now.

@Mira: Yup, greenhouse would be fine :D


Title: Re: Santhworld - Program Development
Post by: Rookie Brownbark on 21 May 2008, 05:10:39
*looks sheepish*

I knew there was something I was missing....sorry!


Title: Re: Santhworld - Program Development
Post by: Artimidor Federkiel on 30 May 2008, 16:16:17
Santhworld Ranks will soon be available, where the percentage of your achieved score ia analyzed compared to the maximum points available per module. At the moment these ranks are not module specific, but this might change later. So that's why we keep the titles general for now.

Broken down the text that will be displayed by entering the SCORE command will look like this:

You currently have achieved a score of [Player score] out of a possible [Maximum module score] points. This qualifies you for the rank of

0%: Utterly Lost Person
0-10%: Good-For-Nothing
10-20%: Aimless Rambler
20-30%: Rookie Traveller
30-40%: Hobby Quest Collector
40-50%: Ambitious Explorer
50-60%: Aspiring Adventurer
60-70%: Respected Santharian
70-80%: Master of Puzzle Solving
80-90%: Valiant Santhworld Hero
90-100%: Official Santhworld Grandmaster
100%: True Santharian Legend

Not entirely happy with "Master of Puzzle Solving" e.g., so if there are suggestions what to adjust or add, please let me know.


Title: Re: Santhworld - Program Development
Post by: Ta`lia of the Seven Jewels on 30 May 2008, 16:38:40
Quiz' master (or take the grammatically right expression ;) )


Title: Re: Santhworld - Program Development
Post by: Irid alMenie on 30 May 2008, 16:55:30
Arti: this is probably just me, but the introduction page is *really* hard to find if you don't have a direct link to it. Which heading in the site menu is it under? (even with the search function it's really hard to find).


Title: Re: Santhworld - Program Development
Post by: Bard Judith on 30 May 2008, 16:55:48
Quizmaster is grammatically fine but perhaps a bit too modern - why not 'Puzzlemaster' or "Mage of Puzzlery"?  :)


Title: Re: Santhworld - Program Development
Post by: Artimidor Federkiel on 30 May 2008, 17:16:31
Er... "Quizmaster" sounds more like a game show host, doesn't it? :lol: Completing quests is more what we seek. I'm not such an English pro to know if "Mage of Puzzlery" would fit that bill (it could as well mean that you are somewhat making puzzles...). But it sounds quite cool nevertheless.

@Irid: The introduction page is directly available from the site menu by now. Just enter the site and then enter Santhworld through the Santworld link. You get the introduction page then, and from there to the program itself.


Title: Re: Santhworld - Program Development
Post by: Irid alMenie on 30 May 2008, 17:24:07
Oh >.> Obviously, I was trying to make it too difficult :lol: I didn't realise you could access it from the first page you get when entering, so I was looking under 'Treasures and Oddities' and couldn't find it :P


Title: Re: Santhworld - Program Development
Post by: Alysse the Likely on 31 May 2008, 10:34:30

Are you going with "Mage of Puzzlery"?  (it does sound cool) 

If not, what about "Questmaster"?  I guess "The Riddler" is already taken, right?  (All together now:  "WRONG FANTASY UNIVERSE!) 

Perhaps  "Lord of the Puzzles"?  or "Puzzleknight"? (starts giggling helplessly and runs away before somebody brings out the whacking fish)




Title: Re: Santhworld - Program Development
Post by: Artimidor Federkiel on 31 May 2008, 15:07:53
Ok, let's keep "Mage of Puzzlery" then - it has a certain ring to it, I'd say :) - Will send these details to Grinch for integration!


Title: Re: Santhworld - Program Development
Post by: Grinch on 06 June 2008, 20:06:08
Hello all!

I want to give you a quick overview of the upcoming changes of the santhworld-program:

We redesigned the parsing of what the user types in. There are now pre-defined keywords. All of them have synonyms.
Every synonym links to its pre-defined keyword. E.g. speak. Synonymes are discuss, converse, discourse, chat, talk.
The outcome is, that there will be very few cases in which we don't understand what you just typed in.

Your achieved score will grant you a special title. You can print it out and nail it right over your bed ;)

You will be able to equip armor and weapons or turn on lantern. Simply, you can interact with your items. We can base conditions then to make quests more in depth.

In addition to all of that, there will be an all new battlesystem. Hopefully it will make quests, items and player progression much more interesting.

Features of the first version will be:

- Dynamically calculation of stats and attack values based on your equipment like:
hit/miss/critical/block/riposte chances and mitigation

- Experience points, level up and point distribution.

- Skills/spells for player and monsters like: debuff/damage/mesmerization/healing

- Area of effect attacks, both based on range and amount of targets affected

- Useable items with effects like: healing/manarefresh/buffs

- Coordinate system for players and monsters. They move on an invisible chessboard, interesting for displaying the battle
graphically later on.

- Range attacks with bows or slings

- Pictures and sounds for monsters and player

Actually we are pretty far with all of this but its still some work to do before this goes live. :D But keep an eye on this thread ;)


Title: Re: Santhworld - Program Development
Post by: Bard Judith on 06 June 2008, 21:01:57
(jaw drops)

Are we talking about the same game here?  Santhworld?  Our little text-based room by room walk through with a hobbit chef, some mad mushrooms, and a room of cheeses?

(looks warily over her shoulder) 

Obviously I will need more than my dictionary and my belt knife the next time I visit...


Title: Re: Santhworld - Program Development
Post by: Grinch on 06 June 2008, 21:39:35
As long as you keep playing your music and charm everything, you'll be just fine judith ;)

Actually it won't be all new, it's still a step by step project :)


Title: Re: Santhworld - Program Development
Post by: Artimidor Federkiel on 07 June 2008, 02:13:35
I assume there won't be monsters lurking in the Lorehold, but the Nepris module will get the role playing stuff integrated bit by bit. :)

Grinch does a lot of work with the battle system, so the code already exceeds the whole main Santhworld program code! But until we can make it available for you to fight with a few zombies a lot of water will still run down the Danube - it's all a pretty complex thing, we need to define items according to certain types, items need be to equipable, the player needs to have varies properties and abilities as well, items need to affect those properties, monsters need to have other properties and abilities, and there are dozens of battle options... - So quite a task Grinch is tackling here!  :cool:


Title: Re: Santhworld - Program Development
Post by: Miraran Tehuriden on 07 June 2008, 02:21:53
Quote
I assume there won't be monsters lurking in the Lorehold

Art dear, you DO realise i'm the one designing the Greenhouse, do you? Not to mention i might do the Stables, eventually..


Title: Re: Santhworld - Program Development
Post by: Artimidor Federkiel on 07 June 2008, 02:24:33
:lol: Yeah, when I read all that talk about the dangers of the Greenhouses, then things could turn out rather scary there indeed! ;)


Title: Re: Santhworld - Program Development
Post by: Artimidor Federkiel on 07 June 2008, 16:53:57
Here's just a little update on Grinch's battle system:

Yesterday Grinch sent me a first test version and in general it works already really great :D Of course there are some things that need a bit of tweaking, but it is very entertaining and has enough strategical potential already! You can choose e.g. between various attack forms already, pick the opponents you want to focus on, distances are involved as a tactical component etc.  It also poses a certain challenge to deal with the first monsters in that test area (a zombie, a skeleton and an ogre), but once I adjusted my strategy they were history, also due to "Arti's Mesmerization" spell and the use of some health potions... :evil:

In case you know a bit of old-school RPG stuff: The battle system we implement is inspired by the old Bard's Tale series, which is a pretty neat system, but of course it needs a few adjustments. But as I said: it is suspenseful and entertaining enough already! Grinch has also got a battle background music from sites that allow free usage of their material, and we have sounds of monsters getting hurt, of potions being drunk, and a little lose and win piece as well - looks really cool, Grinch!  :thumbup:

Little bug report: There are a few smaller problems though - for example at some point in an advanced round the text disappears shortly for whatever reason, but you can still select the options and things get back to normal. I assume you're aware of this. Distances perhaps could also be shown in the keyword list, e.g. "Ogre (30")" (we need to Santhariarize the distances somewhat, though). But we'll discuss this in detail later. -  In general this looks really fascinating the way it is! Great work!  :grin:


Title: Re: Santhworld - Program Development
Post by: Grinch on 07 June 2008, 19:47:37
Ah, you got to know the "lose-sound", what does this tell us ;)

Great that you kinda like it. As it was the first test version for Arti too, and I withheld it for quite a long time, I was kinda nervous somehow ;) It is always easier to work on something that has a potential to begin with! There are a lot of things that will get integrated in the next days. Like rewards or character progression. AI is high on my list too. I want the monsters to kinda react upon what you are doing.

But of course we have to adjust the editor first, to be able to define items, skills, spells and monsters.

About the music and sounds. That is kinda tough for me. It is hard to find sounds that fit, are free to use and most of all are in a good quality. That few sounds took me endless hours to edit etc... eeek. And I'm not good at making music or sounds or drawing pictures. Last time I saw an elephant on youtube making pictures better than me ;)

About the bug, haven't had that happen to me. Maybe we can investigate that later.
I guess it is now time to fine tune the first version a bit.

*walks off, thinking a bit about flesh-eating plants that terrorize the lorehold, hmmmm ;)*


Title: Re: Santhworld - Program Development
Post by: Artimidor Federkiel on 07 June 2008, 23:14:13
Most of the sounds BTW are very fitting however (even the lose one, but also the win piece) and it therefore makes a pretty complete impression, Grinch :D Of course some bone crushing sound for skeletons would be pretty cool and once you provide the monster's demise with a heavy blow there could be some final death sound (e.g. the bones falling to pieces). Well, we'll have to search for more, some are really hard to come by, but perhaps at some our sound expert Macar could perhaps help out. We'll see.


Title: Re: Santhworld - Program Development
Post by: Miraran Tehuriden on 08 June 2008, 19:38:37
Art, can the new quest-triggers add or remove items/people to locations?


Title: Re: Santhworld - Program Development
Post by: Artimidor Federkiel on 08 June 2008, 19:39:51
Yep, that should be all possible with our script engine :)


Title: Re: Santhworld - Program Development
Post by: Miraran Tehuriden on 08 June 2008, 19:41:55
Cool!That is going to make various bits of my quest design much easier!


Title: Re: Santhworld - Program Development
Post by: Bard Judith on 08 June 2008, 20:34:31
Ok, so what do you need created for this expansive expansion?  A list of items, for example?  Some relative costs?   A chart of possible monster types and weighings?  Weapons versus abilities? 

Please let me know how exactly I could help creatively.  This is our review week coming up and my last chance until after I give, mark, and grade final exams.....


Title: Re: Santhworld - Program Development
Post by: Artimidor Federkiel on 08 June 2008, 20:59:57
Well, we're still in the process of defining what precisely we need. Weapons and prices aren't yet important, because we don't have a trading system or something at the moment - so the player will find some weapons and armour as he/she goes along, and will replace these items bit by bit in order to get more protction and be able to make more damage.

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

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

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

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

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

The other things we're focusing on at the moment of course are monsters. We have some nice pictures by Faugar which we can use in a Nepris scenario, e.g. when the player explores Dead Fisherman's Grotto for example (a skeleton, a zombie, a spider, we've got a rat, and we can use a bunch of stuff from Quellion's skeleton warriors as well, maybe we can even use your bat drawing, Judy, and explain it with certain circumstances why they are attacking the player). Nevertheless we need more drawn monsters in the long run, especially smaller things that help the player to gain experience.

For example the story in Fizzlefist's Laboratory can continue with battle elements if we have something to put there. I planned to put in a certain kind of slime monster, which was generated by an experiment that went awry - and you will have to get Fizzlefist's apprentice out of his distress, get rid of the monsters and eventually reach him down there on the lower level. A drawing of this monster would bring the story a good deal forward, and perhaps it's not even so difficult to do, as it's just a piece of slime. We can change the colour of that monster and its form slightly and voliá we'd have different kinds of monsters of a category, each of them with its own unique abilities (some could be spitting acid and stuff etc.). Combined with a spider or two here and there and a rat Fizzlefist's Laboratory could already be quite a challenge.

So yeah, at some point we'll have to do such a monster - so there's a possibility to try your hand on that if you have time, otherwise I'll do it, I guess it shouldn't be too difficult.


Title: Re: Santhworld - Program Development
Post by: Bard Judith on 08 June 2008, 23:21:23
One Slime Monster, Green, coming up....



Title: Re: Santhworld - Program Development
Post by: Rookie Brownbark on 09 June 2008, 01:00:50
Eek!


Title: Re: Santhworld - Program Development
Post by: Artimidor Federkiel on 09 June 2008, 04:44:39
Yeah, this looks marvelous, Judy, and was delivered pretty fast as well :D Just what we need here!

Short note: In Santhworld we ideally use pictures that have a ratio as they are shown in the program, so if the picture has more height then widith then I don't need to cut it unnecessarily. But that's just a general pointer.

Ok.. Now that we have a green monster, maybe you could try (as you said via PM) some other varieties by changing the colour and making it appear slightly different. Then we'll have several of those monsters and can use them for different purposes. At any rate this is great already, Judy! Very much needed! ;)


Title: Re: Santhworld - Program Development
Post by: Bard Judith on 09 June 2008, 23:53:09
Sure!  Equally crude, but you don't need very high-res images for Santhworld atm, right?   At some point they can be upgraded or replaced, but at least you've got a couple of monster images... so here you go...


Title: Re: Santhworld - Program Development
Post by: Bard Judith on 09 June 2008, 23:54:10
And one a bit more different....


Title: Re: Santhworld - Program Development
Post by: Bard Judith on 09 June 2008, 23:57:07
Ooooops, forgot about the ratio. You want taller, not longer, and I'm just not used to designing in that format.   Never mind, I'll do some cropping and adding background so you can have the right proportions.  Just out of curiosity, what's the measurement of the display field in pixels, please?


Title: Re: Santhworld - Program Development
Post by: Artimidor Federkiel on 10 June 2008, 01:52:29
*hehe* The two new ones look great as well :) - More beasty than slimy, though, but that shouldn't be that much of a problem. Same with the size - we'll quench it in somehow. Thanks again, Judy :D  :thumbup:

Usually I use pictures that are 250x319 pixels in size - so if you draw something it should at least be that ratio. Could be of course larger, because I'll shrink the picture then.


Title: Re: Santhworld - Program Development
Post by: Ta`lia of the Seven Jewels on 10 June 2008, 04:53:09
The first one made me sick, Judy!  Brrr


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

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

These gaining of items and clothes and becoming stronger with using them, that sounds a lot like WoW ;) I'm still ... doubting the outcome..  sorry..


Title: Re: Santhworld - Program Development
Post by: Artimidor Federkiel on 10 June 2008, 05:54:12
Things can be reused, sure, but I have to hold a creative hand over it personally and cut down long descriptions and make quests accomplishable - because the whole thing needs to be playable. We lacked that severely last time, and a lot still has to be done in this respect.

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

People who see the potential are welcome to participate :)


Title: Re: Santhworld - Program Development
Post by: Miraran Tehuriden on 10 June 2008, 06:30:07
Yes, yes, i'm working on it! But each time i'm starting to feel like im slowly getting to a congruent piece, you give me more options to play with, and i start redesigning stuff! How can a guy resist such fabulous new toys?


Title: Re: Santhworld - Program Development
Post by: Grinch on 10 June 2008, 19:17:37
Heh, the Slime Monsters look really great !  :D :thumbup:

I guess we will see them in action sooner or later.


Title: Re: Santhworld - Program Development
Post by: Artimidor Federkiel on 19 July 2008, 17:42:53
Just a note: I'm adjusting a bunch of things in various rooms at the moment, as due to the changes we need for the battle system, we're also updating the interpretation of the commands in the parser a bit. Grinch has already mentioned that somewhere, so now's the time to make the necessary adjustments.

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

In the meantime Grinch is steadily working on the Battle System and its integration in the game. There has been quite a bit of progress by now, but bear with us until we get to a point where you can send those vicious slime bastard back to mommy! :)


Title: Re: Santhworld - Program Development
Post by: Bard Judith on 19 July 2008, 22:42:50
Art: in a previous post regarding needs for Santhworld you say:

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

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

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

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

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


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

Stuff like this is already available:

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

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

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

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

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


Title: Re: Santhworld - Program Development
Post by: Artimidor Federkiel on 19 July 2008, 23:04:02
This will be very helpful indeed, Judy! :)

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

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

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

We could also use some kinds of (smaller) artifacts for a start, like rings, amulets etc., stuff that changes your attributes a bit, e.g. give you more luck etc.


Title: Re: Santhworld - Program Development
Post by: Bard Judith on 19 July 2008, 23:17:45
I checked the 'Areas of Interest' AKA 'sign-up list' for the Master Goods Team Project (yes, Talia, we DO have too many open projects right now to start New Santhala, but it's a shame, isn't it?  Sigh....) and I see that Arceon & Drasil had volunteered to do Weapons & Armour.  I know Arceon hasn't been spotted for a while - how about Drasil?  MIA?

I should be happy to do it myself if necessary, but it's not one of my strengths, and I'm sure there are far more qualified people who'd LOVE to put together a simple weapons list.  Let's see if they are out there and can be tempted.... :)


Title: Re: Santhworld - Program Development
Post by: Tharoc Wargrider on 20 July 2008, 02:35:12
I'm busy with many Orc things ATM, including a rough draft of "Weapons & Armour of the Northern Sarvonian Orc tribes", otherwise I'd love to help.


Title: Re: Santhworld - Program Development
Post by: Mannix on 20 July 2008, 13:33:43
Drasil hasn't been on for even longer than Arceon.  Sadly, my focus tribes are relatively peacful, so I can't help much with the weapons.  but I guess I could think of a fewpotions and what not.  Once I get greeenflash done, I'll know how to do alchemy entries better, so I'll be able to do some more. :grin:  I was thinking about doing Gnomish Fire, if you wanted to include that Arti.

Mannix


Title: Re: Santhworld - Program Development
Post by: Artimidor Federkiel on 20 July 2008, 14:41:15
It's not as difficult as one might think , BTW. All that we need for example for weapons is a name and a 1-2 line long description, and that's it. There won't be any shops etc. in the first versions, so we also don't need any prices for now. Also how much more damage a weapon can make will need to be defined as soon as we have a bunch of such weapons.

I will upload screenshots today to show you how far the editor has progressed in the meantime - this will give you an idea what's going on in order to implement the battle system.


Title: Re: Santhworld - Program Development
Post by: Ta`lia of the Seven Jewels on 20 July 2008, 16:45:51
We need armour as well, not just weapons, so that the damage done by beasts is not as severe... can we die?  Or what happens if we do not defend ourselves? Or what purpose do weapons have?


*thinks only in WoW terms..*


Title: Re: Santhworld - Program Development
Post by: Artimidor Federkiel on 20 July 2008, 17:20:19
Yes, it's pretty common that you die if your health reaches zero in a role playing game... Thus wearing armour is strongly advised. :) And to have some health potions with you is recommended as well.

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

Here some new screenshots from the editor BTW as promised:

(click on images to enlarge)

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

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

(http://stuff.santharia.com/santhworld/1/3_small.gif) (http://stuff.santharia.com/santhworld/1/3.gif)

(http://stuff.santharia.com/santhworld/1/4_small.gif) (http://stuff.santharia.com/santhworld/1/4.gif)

(http://stuff.santharia.com/santhworld/1/5_small.gif) (http://stuff.santharia.com/santhworld/1/5.gif)

(http://stuff.santharia.com/santhworld/1/6_small.gif) (http://stuff.santharia.com/santhworld/1/6.gif)

(http://stuff.santharia.com/santhworld/1/7_small.gif) (http://stuff.santharia.com/santhworld/1/7.gif)

(http://stuff.santharia.com/santhworld/1/8_small.gif) (http://stuff.santharia.com/santhworld/1/8.gif)

(http://stuff.santharia.com/santhworld/1/9_small.gif) (http://stuff.santharia.com/santhworld/1/9.gif)

(http://stuff.santharia.com/santhworld/1/10_small.gif) (http://stuff.santharia.com/santhworld/1/10.gif)

(http://stuff.santharia.com/santhworld/1/11_small.gif) (http://stuff.santharia.com/santhworld/1/11.gif)

(http://stuff.santharia.com/santhworld/1/12_small.gif) (http://stuff.santharia.com/santhworld/1/12.gif)

(http://stuff.santharia.com/santhworld/1/13_small.gif) (http://stuff.santharia.com/santhworld/1/13.gif)


Title: Re: Santhworld - Program Development
Post by: Ta`lia of the Seven Jewels on 20 July 2008, 17:35:16
I will have a look at them later.

*sigh* Again I'm torn between commenting Fox's submission, give Azhira's religion a last look through, do my own Religious magic and go and steal some ideas from WoW.

Let's see, what I get done next week, after that I might be occupied for two weeks with important guests , especially with one who demands playing in our new sandpit we set up yesterday :)


Title: Re: Santhworld - Program Development
Post by: Ta`lia of the Seven Jewels on 21 July 2008, 07:00:21
I don't have to fill in those forms, but I can just come up with a small description only - which contains the damage done or any attributes a weapon or an armour gives?


Title: Re: Santhworld - Program Development
Post by: Artimidor Federkiel on 21 July 2008, 14:49:03
How much damage can be dealt etc. is of course relative to how much health we give the player and the monsters, which still needs to be decided in detail.

However, you can give a direction for that. So if you make two daggers, you could say that one dagger provides 10-12 damage (so if you hit you get at least 10 damage) and another is more difficult to handle and has a damage range from 7-18 (so you could score a good hit, but no guarantee on it). The exact numbers then have to be adjusted later, but approximate ratio would be perfectly fine.

BTW: Weapon descriptions should be short and to the point, they shouldn't really be exceptionally long.


Title: Re: Santhworld - Program Development
Post by: Miraran Tehuriden on 21 July 2008, 16:06:52
I do hope that was a No Pun Intended, Art..

Can i just post a list here? With about fifteen seconds per desc, i could write a fairly long list before my internal list of items runs dry ;)  (I used to write for the MUD game Sharune. A lot.)


Title: Re: Santhworld - Program Development
Post by: Artimidor Federkiel on 21 July 2008, 16:59:04
Well, then you're perfect for this, Mira :)


Title: Re: Santhworld - Program Development
Post by: Miraran Tehuriden on 21 July 2008, 17:02:28
An old, worn dagger
This dagger is of the all to well-known thirteen'a'dozen kind. It's worn with age and use, and you'd possibly have more effect just kicking something, than trying to stick this rusty piece of metal in it.

A fine steel dirk
This slender dirk, about a span and a half long, is made from fine steel and has been nicely polished. In the hands of a trained man (or woman!), this could be a deadly object indeed, or one of the implements with which a fne meal is made.

A short blade of bronze
This broad-bladed dagger is made of bronze. It has accumulated a few stains over the years, but otherwise seems to be in excellent condition. If you were so inclined, you could shave with just the sharp edge of this weapon, but you'd better have a steady hand!

A brownie's sword
This brownie-sized sword is actually more of a small dagger to the larger races. Nonetheless, it is extremely sharp, polished and sharpened with an eye for detail only a brownie can muster. It's good it comes with a sheath, for it would be dangerous to just hang from your waist!

A dented iron sword
This piece of weaponry is nothing special, and should probably be fed to the ironworks in order to be recast. It is dented, rusty, and the wrappings of the handle are all but gone. Not much of a weapon, but usable enough in times of need.

A shortsword of fine steel
This well-crafted steel shortsword feels light and well-balanced. It is made of fine Varcopas steel, known for it's durability and sharpness throughout the kingdom. While not suitable for the fineries of a court duel, this is the kind of sword most soldiers of Santharia are using.

An engraved shortsword
This weapon is a wonderfull piece of work. It is made of blue steel and sharp as a razorblade. Delicate vines and flowers are engraved along the centre of the blade itself, in a design most likely wrought by the Elves.

A dull-edged longsword
This sturdy, albeit old looking longsword seems to be an old piece of standard military equipment. Long years of standing around unused have dulled the blade however, and much of its original shining splendour has been lost.

A sharp-looking longsword
This pristine example of modern forgery is most certainly a usefull piece of equipment. It encompasses a leather-wrapped hilt, and at least a fore-and-a-half of metal sharpy goodness designed to slash and cleave through all that opposes the wielder.

A silver-etched longsword
Now this is truely a masterpiece. Crafted from the finest steel in the kingdom, this blade has not only been polished to a shine, but also engraved with the angular runes of the Thergerim, which have then been inlaid with silver.

A longsword set with gems
Someone seems to have spend a lot of money on this sword. Fine Varcopas steel has been etched with a flowery design, and the heart of each such flower has been set with a small precious stone. The hilt has been capped off with silver and wrapped with specially prepared lizardskin for both comfort as grip. In all, it is a true masterpiece for the worthy swordsmaster that may wield it!

An antique claymore
The engraved sigil on this huge blade dates it back to the old kingdom of Enthronia, making it a museumpiece rather than a usefull weapon. It must have been cuite a good piece of work back in its days, but it has obviously not been kept ready for anything ore than display value.

A blue steel claymore
A weapon of massive destruction, this two-handed claymore is crafted from shiny blue steel, and engraved with the words "I Bring Peace To All" along the blade. One would be wise to wonder whether the original creator was referring to the threathening appearance of the weapon, or merely to the fact that Queprur's peace befalls all those opposing the wielder.

An exotic-looking Kyráss
Imported from faraway Nybelmar, this slightly curved blade inspires awe and reluctant respect in all who behold it. It is well-kept and razor sharp, and looks like it could cleave an Ogre without and effort at all. Small dark-red stans in the crevices of the hilt seem to suggest it would not be the first time it would do so, either.


Title: Re: Santhworld - Program Development
Post by: Artimidor Federkiel on 21 July 2008, 17:47:19
Looks cool, Mira :) This is precisely what we need! Still a bunch of technical things we have to look into, e.g. how to refer to similar items, as they cannot have the exact same keyword etc. - But one after the other...

I can also post a general item type list, so that you all get an idea what kind of stuff we can handle/need. E.g. what kind of body parts we have where we need armour and things like that.


Title: Re: Santhworld - Program Development
Post by: Miraran Tehuriden on 21 July 2008, 17:52:40
well, many games use the #.itemname system to deal with multiple items under one keyword.. can we implement something like that?

Item types would be good.. it'll make it easier to write similar lists for armor and such.. I'll try to come up with mace and axe-class weapons as well, and maybe some safe-man's stickers (polearms and spears ;) )


Title: Re: Santhworld - Program Development
Post by: Artimidor Federkiel on 21 July 2008, 18:13:55
#.itemname? How would that work exactly if we have, say, two daggers in a room? You'd refer to the first one with "1.dagger"?


Title: Re: Santhworld - Program Development
Post by: Miraran Tehuriden on 21 July 2008, 18:22:11
yes, something like that.. it gets better looking the more advanced your coding is, but i suppose you'd have to ask the Grinch about the possibilities..


Title: Re: Santhworld - Program Development
Post by: Ta`lia of the Seven Jewels on 21 July 2008, 18:27:27
Good that I have not yet started with this!

But - should there not some attributes coming with each? Like

"An old, worn dagger
This dagger is of the all to well-known thirteen'a'dozen kind. It's worn with age and use, and you'd possibly have more effect just kicking something, than trying to stick this rusty piece of metal in it."
Dexterity 0 - Strenght 1 - Damage 1- luck 1 ; Range 1ped , attackspeed 1 (out of ??)

"A fine steel dirk
This slender dirk, about a span and a half long, is made from fine steel and has been nicely polished. In the hands of a trained man (or woman!), this could be a deadly object indeed, or one of the implements with which a fne meal is made."
Dexterity 2, Strength 1, Stamina 1, damage 2, luck 1, range, 1,5 peds, attackspeed 2


A short blade of bronze
This broad-bladed dagger is made of bronze. It has accumulated a few stains over the years, but otherwise seems to be in excellent condition. If you were so inclined, you could shave with just the sharp edge of this weapon, but you'd better have a steady hand!
Dexterity 0, Strength 1, Stamina 1, damage 1, luck 3, range, 1,5 peds, attackspeed 2



A brownie's sword
This brownie-sized sword is actually more of a small dagger to the larger races. Nonetheless, it is extremely sharp, polished and sharpened with an eye for detail only a brownie can muster. It's good it comes with a sheath, for it would be dangerous to just hang from your waist!
Dexterity 3, Strength 1, Stamina 1, damage 2, luck 1, range, 1 peds, attackspeed 3

A dented iron sword
This piece of weaponry is nothing special, and should probably be fed to the ironworks in order to be recast. It is dented, rusty, and the wrappings of the handle are all but gone. Not much of a weapon, but usable enough in times of need
Dexterity 0, Strength 1, Stamina 2, damage 1, luck 2, range, 1,5 peds, attackspeed 2

???


Title: Re: Santhworld - Program Development
Post by: Artimidor Federkiel on 21 July 2008, 18:32:34
I'll have to explain a bit on how the battle system works (will get to that when I have some time), Talia, so that you get an idea on how we'll integrate this. Exact numbers etc. can only be added once we know the relations of weapons to each other and what attributes we actually plan to use. However, if you make a weapon/a piece of armour etc. you can add such things in a line containing said technical specification, and later we'll translate it to our definitions.


Title: Re: Santhworld - Program Development
Post by: Artimidor Federkiel on 21 July 2008, 18:34:11
P.S. If you take a look at the screenshots of the editor on the previous (especially Effects) you already have some indication on what we can do.


Title: Re: Santhworld - Program Development
Post by: Ta`lia of the Seven Jewels on 21 July 2008, 19:11:39
I had a look already, not all was clear to me. I have to step on Christoph's toes to get me finally this cheap windows from his friend who works at microsoft (and earns an indecent amount of money). The partition on my comp is already done and waiting.

Then I leave it to Mira to come up with armour as well, I would be only tempted to use some of the cool weapon names of WoW anyway.

(I had a very cool polearm called Steinrabe and a bow called Weltenwandler, unfortunately I have leveled up too much by now to use them. The names they created are sometimes so great - and funny.)


Title: Re: Santhworld - Program Development
Post by: Artimidor Federkiel on 21 July 2008, 19:27:57
Here's the promised list of item types we plan to support:

iy_nr   iy_name
1   Activateable Item
3   Container
4   Consumeable Item: Food
18   Consumeable Item: Drink
5   Key
6   Readable Item
7   Weapon: Single-Handed/Blunt
8   Weapon: Single-Handed/Slash
9   Weapon: Single-Handed/Stab
10   Weapon: Two-Handed/Slash
2   Armour: Arm
11   Armour: Chest
12   Armour: Feet
13   Armour: Finger
14   Armour: Head
15   Armour: Legs
16   Armour: Neck
17   Armour: Waist
21   Armour: Hand
22   Armour: Shield
20   Light
19   Standard Item


Title: Re: Santhworld - Program Development
Post by: Miraran Tehuriden on 21 July 2008, 20:02:22
Thats why i only provided plain text, the stats can be adde dindependently, i merely provide 3-4 different quality levels of each type..


Title: Re: Santhworld - Program Development
Post by: Artimidor Federkiel on 21 July 2008, 20:15:26
Just a little hint for item design:

In general we need 3 things at items - a keyword name (A), a properly formulated (B) name and the description. The first one is the name how you would address it in the game and should have two words maxium. The second one is how you'd see the item displayed in your inventory or when you see it in a room.

For example:
(A) STEEL SHORTSWORD
(B) A fine steel shortsword

(A) always needs to be part of (B), so "A shortsword of fine steel" wouldn't be possible. This is just a technical issue - just wanted to let you know, so that you can construct the names properly based on that scheme.


Title: Re: Santhworld - Program Development
Post by: Bard Judith on 21 July 2008, 20:30:13
I call 18!  :D


Title: Re: Santhworld - Program Development
Post by: Artimidor Federkiel on 21 July 2008, 20:47:31
I've got "permission" from Grinch to post a little live demo on how fights will look like in Santhworld, just to give you an idea. Note that I can only show you a version how it looked like two months ago or so, but it should serve the purpose perfectly to see how entertaining and challenging such fights can be. That is, Grinch gave consent only after I've tortured him to allow me to post such a kind of version, which was still very roughback then. :)

But it really helps to understand the mechanics a bit if you fight against a skeleton, a zombie and an oger, cast a spell and drink a potion etc., otherwise I'd need to explain it all in detail to you what you can actually already experience to a degree.

I will try to upload this and give some instructions in the evening. Hopefully my internet connection/computer works properly, though, as I couldn't get on the site yesterday evening, there's some trouble, which I still need to fix. :D


Title: Re: Santhworld - Program Development
Post by: Artimidor Federkiel on 22 July 2008, 06:22:30
Further progress has been made by Grinch, so that we can soon upload an updated program, which doesn't bring a lot of changes for you directly, but the program can understand a lot more words now, which link to the proper verbs, which we can integrate.

I will try to make it possible to walk with a lit lamp now through the dark rooms in the wine cellar in the Lorehold when I upload this version. A small step for mankind perhaps, a bigger one for Santhworld - woohoo! :D

Don't forget to check out the Battle Demo (http://www.santharia.com/dev/index.php/topic,12771.msg153482/topicseen.html#new) - or are you afraid of a gang of monsters? *muhahah*


Title: Re: Santhworld - Program Development
Post by: Artimidor Federkiel on 24 July 2008, 06:25:19
A new version has been uploaded, though there isn't really much new that is very obvious at the first glance.

- Important is that we can now activate and deactivate items and that we can react to that. Example: Go to the scullery, where you will find a pie and a lamp. Take the lamp with you and head down to Nolan's cellar section. You will notice that there are rooms that you cannot access once you've turned the lamp off. If you carry the lamp and it is turned on you can enter those rooms and move on. If you check your inventory the status "(lit)" will be displayed next to the lamp.

I've added some (not overly spectacular) rooms down there now to be able to test the lamp behaviour - eventually the Gamorren section will be connected to the Nolan section and you will be able to open that closed door from the other side. A quest will also require that you go down into this part of the cellar.

- Other additions: The "Score" command also shows you a title according to the percentage you have solved of the game.

- Lots of command redirectiions are now handled directly by the program, so you can now say LIGHT or TURN ON lamp, type DROP or THROW AWAY, DISCARD or whatever to get rid of an item, and many other smaller details were done as well.Uploading this version was necessary as it simplifies handling in the editor, so everything was adjusted that it works (again) now, despite the changes in program structure.

- The Hubert picture is now in (3 zooms), you can also taste some sauce from the cauldron. The Loreholdhold plays alternately Macar's and Gean's themes.

- More content to come hopefully once Mira finishes his rooms and we can put in Judy's new pictures! If someone has an idea where e.g. to use little Nicholas-hobbit, feel free to provide a short dialogue!


Title: Re: Santhworld - Program Development
Post by: Artimidor Federkiel on 25 November 2008, 17:48:26
Short update on Santhworld progress if anyone actually cares:

- Problem with sounds not restoring upon saving is now fixed. Of course only once you've saved your progress with the new version you will be able to restore the sound properly.
- A glitch with fading sound in and out properly once a certain point of progress in the game is reached, is now fixed.
- Smooth fade transitions between pictures now implemented ("fade over" instead "fade in"). This ensures that pictures are still being displayed while the previous is still in the process of loading, which constitutes a very atmospheric design improvement compared to previous versions where the picture was just eliminated and then faded in.
- The last unillustrated person in the Nepris module now got a face as well - thanks to our always active illustrating person :)


Title: Re: Santhworld - Program Development
Post by: Bard Judith on 25 November 2008, 21:04:02
Um, I care...

Would some formatted items and their descriptions help at all?  I did say I'd do the food - I know you probably need weapons more, but I'm not exactly an expert in the area.  However, I could try - I still have some old descriptions from the Nepris incarnation of the game, so please just let me know if you've got that covered already or not.

Here are the lists for food and drink - and a hug from Judy.... 

"In general we need 3 things at items - a keyword name (A)
, a properly formulated (B) name
 and the description. The first one is the name how you would address it in the game and should have two words maximum.
The second one is how you'd see the item displayed in your inventory or when you see it in a room."

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

Number 4 Items - Consumable Item: Food

APPLE  A juicy red apple  - this apple looks crisp and refreshing, its ruddy cheeks freckled with pale green dapples and flushed with gold

BACON FLITCH A fat bacon flitch - This is a heavy piece of cured pig meat, the fat nicely yellowed and the meat a dark pink colour, ready to slice and grill

BARDAVOS GRAPES  Bardavos grapes  - A small basket of lush purple grapes, the bloom still on them and a few vine leaves tucked in the bottom to keep them fresh.

BARLEY BREAD Dark barley bread - Heavy and sustaining, this loaf of blackish barley bread with grains scattered on its top will keep you going all day

BUTTER Butter - Creamy yellow butter is carefully sealed inside a little clay pot, keeping it fresh and cool

CLOEWEN HONEY Cloewen Honey - Simply sealed inside its original honeycomb, this delicious dark honey can be drizzled on bread or added to drinks for its sweet energy

DOCHNUTS Dochnuts - One bag of crunchy, addictive round nuts with a salty aftertaste and a buttery flavour

DRIED APPLES Dried Apples   - A short length of twine has been threaded through a handful of chewy, spiced, dried apple rings to hold them tightly together

DRIED BARSA Dried Barsa Fish  - One fore-long fish, shriveled and grey but nonetheless edible - if you soak it at least overnight

SUNSET FISH Fresh Sunset Fish - Two unscaled raw fillets, boned and wrapped in leaves, which should probably be cooked promptly

YELLOWTAIL  Yellowtail Fish   - One forelength fish, ungutted and unscaled, with a strongly 'fishy' smell.  You might want to deal with this before you begin attracting cats....

BREAD Golden Rain Bread -The expensive grain bakes up into a full, round loaf with a golden crust and a white, airy interior

OATS A sack of oats -    This head-sized bag is full of flaked oats - your horse might really appreciate a feed of these, or you could boil them up for a simple porridge for yourself…

HERB CHEESE Herb Cheese  -A soft curded cheese, crusted with herbs on the outside and just barely moist on the inside

KAOKAO KaoKao Bar - A sweet chocolate slab of confectionary - don't eat it all at once, or your teeth might begin to ache!           

PICKLED EGGS Pickled Eggs - These five Taenish eggs have been peeled and soaked in apple vinegar, pepper, and seasalt until they are thoroughly pickled, and will last a while

RAISINS Raisins - One scup of dried Bardavos grapes, sweetly wrinkled, and a great source of energy for a tired wanderer.

REDBERRIES Redberries - A dipper of tart scarlet berries, very flavorful and just beginning to leak their bright juices

ROAST BEEF Roast Beef - A thick slab of beef cut off the rare end of the roast, still juicy with a rich salty aroma

GARTHOOK Roast Garthook - One nicely-browned piece of poultry, which looks like a quarter of a roasted garthook - the breast section.  Hope you like white meat!

TAENISH Roast Taenish - One well-cooked chicken carcass, though oddly, one drumstick appears to be missing...

BONEHEAD Smoked Bonehead Fish  - Twelve small brownish fillets, smoked over oak wood, with a tangy woodsmoke scent that tantalizes your nose.

SUN CHEESE Sun Cheese - One rondel of a bright yellow, buttery cheese, dipped in beeswax to protect it.

SUNSEEDS Sunseeds - One generous bag of salty, tiny, grayish nuts, unassuming in appearance but almost as addictively tasty as dochnuts

EYREN Some Taenish eyren - Wrapped in a quickly-braided twist of straw, these five eggs appear to have been boiled already and can be eaten at any time.

TAREP A Tarep haunch - A roasted leg of wild Sarvonian rabbit, crusted with herbs and the remnants of the mud crust it was baked in.  Really, it's delicious that way...

TRYSTERS A bag of trysters - A nice woven bag of still-damp, salt-smelling mollusks with triparate shells, truly a feast for kings when cooked properly

WATERBERRIES Fresh Waterberries -A dipperful of sweet blue berries, each about the size of a child’s fingernail, plump with juice - look out, they will stain your mouth and fingers, but it's worth it!

WHEAT BREAD  Wheat Bread - One loaf of a dark wheat bread, its grainy aroma rising from its speckled crust, and small scorch marks on the bottom.

Number 18 Items: Consumable Item: Drink

APPLE ALE A flagon of appleale – Mashed malusapples may not sound appetizing, but mix them with dwarven ale and let the stuff ferment a while longer... the Mossy Rocks Cove people are very proud of this local product!
   
ARTWINE  A bottle of Artwine  - How did this expensive liquor show up here?  This is a sweet-bodied wine with a light maple overtone, enjoyed primarily by nobles in the Bardavos region.

CHA'AH   Cha'ah tea  - A small paper sack of dried cha'ah leaves for making a delectable tisane – this appears to be Baian-cha, or Golden Tea, a very pleasant type.
   
MILCH  a horn of fresh cow milch – This stoppered horn seems to contain fresh milk, though it's not particularly cool and should probably be drunk before it turns to yoghurt.

DWARVEN ALE – Dwarven ale, really?  - You've actually acquired a flagon of dwarven ale – congratulations.  This nutty dark beer is sought after by humans from one end of Sarvonia to the other.

GOAT MILCH Goat milch – Hope you like your milk strongly flavoured, because this seems to be goat milch, with its characteristic pungency...
   
KLAAF A covered mug of klaaf – the peppery, stimulating scent of this hot 'kafe' alone would wake you up in the morning, but drinking it is even better.

MALUS CIDER a hide sack of Malus Cider – cheap, tart, and sustaining, but be aware that it is mildly alcoholic, so don't drink too much at one time.

 NEW ALE  New Ale – Your standard beer, nothing particularly outstanding, but refreshing and safer than water in some parts. 

BRANDY – R'unorian Brandy -  A very tiny bottle of a very concentrated liqueur which is said to be able to revive corpses – or possibly create them. Approximately 82 proof.
   
SCUTCH – A tinware flask of Scutch – Mmm, a rough-edged, robust golden tipple that will leave you feeling happy, brewed by the Kurakim from 'scutchgrass'.
     
WATER – a full sack of water – a carefully tanned and supple leather bag holds a good day's worth of fresh water.


Title: Re: Santhworld - Program Development
Post by: Artimidor Federkiel on 25 November 2008, 23:02:45
Good to see that you have your ideas at hand, Judy. Help is always appreciated :)

However, keep also in mind that I said when we were finishing this first chapter of the Nepris module that we first needed to have that chapter done, and that we then need people to check it out - and from there we'll move on in terms of what we need to fix next and where we need support and how. Now that this first chapter is done, we're in phase two and still waiting for the response before we can decide how to go on after that.

If you see how the game actually works you will also see much better how things fit together in there and where one can contribute to make it better.


Title: Re: Santhworld - Program Development
Post by: Alysse the Likely on 26 November 2008, 00:35:56
I'm right in the middle of the Nepris game right now, and am enjoying it immensely, Art.  But it's taking me awhile due to RL concerns (we're in the middle of renovations here, tearing down and replacing drywall, rebuilding, plastering, painting, etc) so you will get more feedback from me once I actually get through.  I'm currently trying to release someone "from durance vile", as they say. But I don't want to spoil it for anyone, so I shall say no more just yet...

If I can help with descriptions, dialogues, quest suggestions etc., please feel free to ask, okay? Without exactly knowing what needs doing, I'm hesitant to make suggestions that may just end up duplicating effort.

Alysse


Title: Re: Santhworld - Program Development
Post by: Miés´efér Lytherá on 26 November 2008, 04:13:40
I am no where near as talented as the rest of you lot, but if there is any thing I can do to help here in this development, I am all ears and work. Then again, if I will only hinder progress with silly questions and a lack of productivity, I will offer my hand elsewhere. ;)

Mifer


Title: Re: Santhworld - Program Development
Post by: Artimidor Federkiel on 26 November 2008, 04:16:43
@Alysse: Ah, good to see that you're making progress in Nepris, Alysse :) Make sure to use SAVE and RESTORE to keep your game status intact and be able to continue at the same point later.  Should you require a hint to solve a riddle or a combat strategy against a vicious foe let me know and I can PM you help should you get stuck. :)

@Everyone: Help in Santhworld is always needed, but you can only help if you know what this is all about. Therefore you first need to play the Nepris game until the end of Chapter I, then report back to me on what you think of it, if you have suggestions, quest ideas and what not.


Title: Re: Santhworld - Program Development
Post by: Tharoc Wargrider on 26 November 2008, 04:25:08
Never mind Nepris! How do I kill that bloody Brownie who stands guard outside the greenhouses? It must be easier than answering all those damn questions! ;)


Title: Re: Santhworld - Program Development
Post by: Artimidor Federkiel on 26 November 2008, 04:32:56
Well, sorry, but the Lorehold is for audiences of any age, no Brownies or other similar monsters can be dealt with there (unless you concept a Beat-up-the-Brownie competition in one of the rooms). If you have a grudge against slimers and other nasty critters, Nepris might be worth a visit. There you can grab a rusty knife, or a lousy hoe - or even a Brownie sword to show these guys that you're from the fierce North!  :cool:


Title: Re: Santhworld - Program Development
Post by: Alysse the Likely on 27 November 2008, 01:38:31
Do try it out, guys, the Santhworld chapter one is an absolutely fantastic adventure!  I'm nowhere nearly done (which is why I didn't post a response yet) but it's heaps of fun.  I haven't encountered any huge problems yet--a few revolting slimers of various types and, some scary spiders--but nothing I haven't been able to cope with.  Mind, I'm only level 2, so my weapons aren't super powerful yet...I'm really looking forwards to the chance to finish my adventure, and I'm being egged on enthusiastically by  my sons Thomas and Daniel (respectively 10 and 8 years old) who have begged me not to play it while they're in school so they can watch too.  :D

Two thumbs up and three cheers from me, Art and Grinch!   I'll be sure to post if I encounter any issues.  I apologize for not posting before, but had to try it out first and didn't realize it would take longer than I expected (for various aforementioned reasons).



Title: Re: Santhworld - Program Development
Post by: Artimidor Federkiel on 27 November 2008, 03:37:23
Nice to see that you're sharpening your weapon, Alysse :) The game was properly tested, so even someone who doesn't know the program perfectly well should be able to complete it without getting collected by Queprur. Just use your skills, spells, potions and that certain companion whenever it seems appropriate. Of course you also need your wits, so put them in the adventurer's lunchbox. :)

P.S. There's a small known bug Grinch is currently fixing that a picture might pop up out of nowhere a while after a fight. Just ignore that in case you notice that, it will soon be gone.


Title: Re: Santhworld - Program Development
Post by: Miés´efér Lytherá on 27 November 2008, 03:43:18
  Ok, how do I find this Nepris game?


Title: Re: Santhworld - Program Development
Post by: Artimidor Federkiel on 27 November 2008, 03:52:12
It's described in the last week's update, isn't it?

Santhworld description here (http://www.santharia.com/santhworld_modules/santhworld_frame.htm). Click the graphic on the top right there to enter Santhworld, then start the Nepris module with START NEPRIS. On the introduction page by clicking the top link of the Nepris module will also show you a lot of screenshots from the game BTW.

A fast internet connection and having sound turned on is recommended.


Title: Re: Santhworld - Program Development
Post by: Miés´efér Lytherá on 27 November 2008, 06:00:53
Ah what a treat.  I thoroughly enjoyed myself, that is until I was taken out be a Fireslimer. I'll have to experiment much more before I have anything to offer, but I do think it is quite a great creation.  :thumbup:

Mifer


Title: Re: Santhworld - Program Development
Post by: Artimidor Federkiel on 27 November 2008, 06:08:06
:lol: The fireslimer from hell took you out? Watch your skills, keep your potions at hand and use some items to get rid of your opponents... Make sure to visit all rooms of a level before you move on to the next as well - you might find some stuff to help you.


Title: Re: Santhworld - Program Development
Post by: Morden Peshirgolz on 27 November 2008, 06:11:29
Yeah, Art, I made that mistake with the vicious slime on the lab's first level.  :D
Completely forgot that I had plenty of potions and scrolls with. Oh well, thanks for including the save option, didn't have to start over at least.

And a little idea, could you add a "hardcore" mode, where you if you die your game progress is completely lost? Would be more challineging that way, as well as add some appeal for rogue-like players.


Title: Re: Santhworld - Program Development
Post by: Artimidor Federkiel on 27 November 2008, 06:14:56
And you say that while a vicious slimer munches happily on your bones, Morden? :lol: Well, then better make use of your stuff next time, cause you might meet some more challenges to chew on your way...


Title: Re: Santhworld - Program Development
Post by: Mannix on 27 November 2008, 17:30:27
Ack, this gets hard Arti. That bloody enemy got me, hint hint. ;) I need to use more items, me thinks. The only thing I have found wrong with it is the occasional typo. Other than that, it is positively awesome. :grin:

Mannix


Title: Re: Santhworld - Program Development
Post by: Artimidor Federkiel on 27 November 2008, 17:46:14
Hint, hint: Try conjuring up a companion in that particular fight for additional magical support, Mannix... That one can cast some very important spells...


Title: Re: Santhworld - Program Development
Post by: Mannix on 27 November 2008, 17:56:02
Ah, I get ya. Thanks for the tip Arti.

Edit: It worked! Only the wind to go!


Title: Re: Santhworld - Program Development
Post by: Mannix on 27 November 2008, 18:41:30
Umm... Art. Aren't I meant to get some points when I do the copper key part. And when I find out what happened. Because I am still on zero.


Title: Re: Santhworld - Program Development
Post by: Artimidor Federkiel on 27 November 2008, 19:43:37
Yep, that score thing is still not implemented that way, but it wasn't essential to get the mission done. On the wind Jeremy has a hint... Take a closer look around just in that room...


Title: Re: Santhworld - Program Development
Post by: Mannix on 27 November 2008, 20:26:23
Okay Arti, no probs.


Title: Re: Santhworld - Program Development
Post by: Alysse the Likely on 28 November 2008, 00:18:26
Is there a way to get into the storage room without using the trapdoor?


Alysse


Title: Re: Santhworld - Program Development
Post by: Artimidor Federkiel on 28 November 2008, 00:20:01
No, not that I know of... Note that there's magic on the trapdoor. Make sure to visit Level 3 first...


Title: Re: Santhworld - Program Development
Post by: Alysse the Likely on 28 November 2008, 01:09:16
Thanks, Art!


This is really fun!  Can you convey my appreciation to Grinch for his work as well, please?


Alysse


Title: Re: Santhworld - Program Development
Post by: Grinch on 28 November 2008, 03:36:28
Thanks milady, glad you like it. You finally found a way through the trapdoor ? ;)


Title: Re: Santhworld - Program Development
Post by: Alysse the Likely on 28 November 2008, 04:00:56
Yes, thank you!  (curtseys, then blows a kiss)


Title: Re: Santhworld - Program Development
Post by: Mannix on 28 November 2008, 10:56:34
Argh! Arti any tips for the wall in the abode. I can't think of anything.


Title: Re: Santhworld - Program Development
Post by: Artimidor Federkiel on 28 November 2008, 15:58:41
Did you manage to get into the abode already, Mannix? Then don't bother with that second wall inside yet. This will be of relevance in an expansion. Better use something that you find in that abode at the right spot...


Title: Re: Santhworld - Program Development
Post by: Mannix on 28 November 2008, 17:23:28
Okay. Thanks a million Arti. BTW, I'm lovin the game so Bravo!


Title: Santhworld - an Old Farmhouse
Post by: Bard Judith on 28 November 2008, 22:23:46
As per Alysse's request/hint/whack with Quennys paddle, here is another little illustration for Santhworld.  It's in the proper format but should be shrunk to about sixty percent (60) to make it crisper and fit the program size.   Yes, it's fuzzy.  I'm still learning my brushes, AND this took me just three hours non-stop this evening.  I don't have any more energy for it tonight.  If it's good enough for the size it needs to be, great... if it needs more work, let me know GRACIOUSLY and be prepared to wait a couple of weeks.

Got a big team meeting / workshop tomorrow with all my fellow teacher and the boss and I should be in bed.... so goodnight all!



Title: Re: Santhworld - Program Development
Post by: Artimidor Federkiel on 29 November 2008, 01:44:11
This looks perfectly fine, Judy, and will be another nice illustration that adds further atmopshere. :) Of course I'll have to think how to use parts of it properly, so there could be a zoom in on the beds, and maybe I could actually show the pic itself in a split version with the hoe leaning on the house actually in another room? Then I could zoom in a bit better... The hoe is also something the player can take with him/her in order to beat up some monsters if he/she chooses, so maybe I have to display another picture once the player takes it. Something to test some scripts perhaps ;) Anyway, great picture, very helpful, Judy! Big thanks from there!  :thumbup:

@Mannix: Need another hint or is Jeremy already freed? Where's the rest? Got beaten up by a spiderling?  :P


Title: Re: Santhworld - Program Development
Post by: Alysse the Likely on 29 November 2008, 06:18:14
Do I actually need to get into Thalanis's bedroom?  I can't get past the imp-wall, and the quickest way I can think of to get a guy to invite me into his room is not exactly an option in Santhworld.    :evil:


Alysse


Title: Re: Santhworld - Program Development
Post by: Mannix on 29 November 2008, 08:19:25
Arti I just need to work out the buttons. I'll have a try at it, and if I can't figure it out I'll come back. Oh, and Judy, that is a very good picture. Photoshop has been a gift to all of us. And Alysse, you do need to get into the room. If the imp is stopping you, just touch everything you can find, you're bound to annoy him. I hope that is subtle enough.

Mannix


Title: Re: Santhworld - Program Development
Post by: Grinch on 29 November 2008, 08:50:09
Just like Mannix said, you need to get into that room. Try to disturb that little pestering imp somehow. The answer might be in the house in one of the rooms. And btw, the thing with the "quickest way", can you explain that further. Maybe we can implement it as an alternative way ?  :evil:  :rolleyes:

And Judith, the picture is great, we already adored it at work. It adds so much to illustrate the rooms  :thumbup:


Title: Re: Santhworld - Program Development
Post by: Mannix on 29 November 2008, 09:26:20
I did it! All done, Jeremy is safe, I hope. I'll give some feedback later, but I've gotta run to the city. Well drive, but same thing.

Mannix


Title: Re: Santhworld - Program Development
Post by: Artimidor Federkiel on 29 November 2008, 15:45:11
 :number1:

Congrats then, Mannix! :clap: *hands out virtual Santhworld gold medal* So it seems that button riddle wasn't too complicated after all. :)

Quote
...and the quickest way I can think of to get a guy to invite me into his room is not exactly an option in Santhworld.

No dirty mode implemented so far in Santhworld, I fear, Alysse ;)

Ok, so Alysse's question has already been dealt with - but once people are through it is of course important to get some feedback where you got stuck and expected more help from the program, where there were problems with fights, where you tried to use commands that you think the program should have understood etc. What else you missed, and so on. If any of you has comments, suggestions and ideas on what could be improved, just let me know.

Though you're right: One never knows if Jeremy is really safe the way he behaves!


Title: Re: Santhworld - Program Development
Post by: Mannix on 29 November 2008, 16:15:06
Okay, nearly everything about it was good. There were a few typos, some I have pointed out. Umm, I did try nap instead of rest, so maybe that could be added I guess. I was wondering about the use item bit in battles. It says equipables, or something like that, but it was faded. Does this mean it isn't ready yet? Also, once you complete it would it be able to say something like 'would you like to save'. Jeremy is also still inside the cell when you go back , bt I'm guessing tht is just because there isn't anything else to do. So except for those small thing, it was excellent. The battling was good, and the riddles weren't to hard, when you actually think. Everything in it is achievable, you just have to take a look a you inventory whenever you can't figure something out, and you'll probably find something. So well done to Arti and Grinch on the good work, and if I think of anything else I'll be sure to come back.

Mannix


Title: Re: Santhworld - Program Development
Post by: Artimidor Federkiel on 29 November 2008, 16:46:54
Thanks for the things you pointed out, we will see to fix the typos, get the score in and e.g. support words like NAP or SLEEP etc.

Regarding the combat part there are of course a bunch of things we plan to add. Among them:

- Equipable items
Yep, not implemented yet. Right now you cannot change your weapon during battle. That's of course not ideal, because if you forgot to equip a mighty sword and are running around with a rusty dagger, well, during combat it is too late. So that's something that needs to be done.

- Advance
You cannot walk towards monsters at the moment, you have to wait until they come near. At the moment this doesn't really hurt, because you can build up action points again by waiting until a monster comes into your range.

However, if we have a monster that, say, spits acid at you from 2 peds away and doesn't move and is very vulnerable to melee attacks, then advancing fast to get to it, is important.

- Distance attacks
You can do range attacks right now already if you find the proper item, but there's unlimited ammunition. We plan to have different arrows/bolts, which you use up, can equip during combat etc. to maximize your damage.

- Attack range/monster intelligence
There are also some things that can be done in terms of monster intelligence, or for example attack range. E.g. that a spell can hit a whole row of foes (all that are two peds away for example) or that there is a target getting the whole damage (e.g. in row 2) and that the impact also spreads to row 1 and 3 (depending how defined) where enemies take a portion of that damage. Right now that's not handled perfectly, so you might hit a monster that is much further away with a fireball for example even if you target a monster close by.

I don't exactly know what you mean with "would you like to save", because your actions and talks with Jeremy actually make it obvious what you want, right? And how do you get back to Jeremy after you completed it I don't know - the game ends then, doesn't it?


Title: Re: Santhworld - Program Development
Post by: Mannix on 29 November 2008, 17:00:49
That sounds like it is going to be positively awesome Arti. Grinch and you must have a lot of work ahead of you. By the save thing I meant a message asking you if you wanted to save because, if you go on the module again Jeremy is still in the door, yet you can't do the quest again. I'm guessing this is just because the game is over for now, so when there is a new quest in Nepris the problem will probably not be there. We'll see what its like when that happens, because right now its not affecting anything.


Title: Re: Santhworld - Program Development
Post by: Artimidor Federkiel on 29 November 2008, 17:17:42
For one - so far it was only designed until Jeremy's release, so some things after that will need to be adjusted so that the game can continue from there. Jeremy most likely will accompany you then for a while, so that we have someone who can assist you with some spells.

Yet what you describe shouldn't really be able to happen. What exactly do you do? You finish the game and are returned to the main module selection, right? Then you "go on the module" (how exactly?) and play it all over? Is that what you're trying to do? Because if you start the module again, everything is reset of course and you should be able to do it all again.

P.S. If an expansion is added I'll probably give players a secret code or something so that you get all items you need in order to continue the quest at the point where you left off.


Title: Re: Santhworld - Program Development
Post by: Bard Judith on 29 November 2008, 19:39:01
Everytime I enter Santhworld I start from the beginning again, which is frustrating.  Doesn't it save the game automatically - and if not, why not, or why isn't there a 'save' option?


Title: Re: Santhworld - Program Development
Post by: Artimidor Federkiel on 29 November 2008, 19:50:48
How about typing SAVE, Judy? And then RESTORE to get back next time? Remember, you have one save state only, though.


Title: Re: Santhworld - Program Development
Post by: Alysse the Likely on 29 November 2008, 23:59:26

I finished the game!  And I second Mannix's Bravo!


I really look forwards to the rest of the adventure, it's going to be totally awesome.  Can I help with some of the writing (besides coming up with "I don't know what you're taking about" statements)?  I could write dialogues, or descriptive pieces...I just need to know what you need.  Maybe I could help with research, like finding monsters to fight that have usable pictures?


This is really fun, people, do try it!  Mannix and I can drop you hints if you need them... :D


Title: Re: Santhworld - Program Development
Post by: Artimidor Federkiel on 30 November 2008, 00:13:35
Congratulations to you as well, Alysse! *hands out Santhworld silver medal* Glad that you as well enjoyed it!

And sure you could help, Alysse :) Basic idea in that section of the game is that Jeremy will open that steeldoor in level 2 and that the laboratory (or whatever else there might be) continues several rooms there. Jeremy will then be available and fight on your side, so that there could be other, more and tougher enemies as well, because you're two people then and have some more magical capabilites.

I have a very rough idea in what direction the whole Mysteries of Nepris module will go, but basically a Laboratory part II could be any interesting side story we want. So whatever ideas anyone brings in is welcomed. These could be room descriptions, item descriptions, monster pics, dialogues, sound pieces you find at soundsnap.com - or ideas for whole puzzles or sets of rooms that fit together. Whatever you can contribute, it's all appreciated to make an expansion as entertaining as the current stuff we already have :)


Title: Re: Santhworld - Program Development
Post by: Tharoc Wargrider on 30 November 2008, 10:58:04
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.


Title: Re: Santhworld - Program Development
Post by: Ringan on 10 December 2008, 00:58:03
Greatj!!

In the farmhouse, the title of the woman is the same as the man...

Also small fix needed with dialogue of the stories from the man - just the ending.

Very lovely otherwise!


Title: Re: Santhworld - Program Development
Post by: Artimidor Federkiel on 10 December 2008, 03:43:51
Can't see any problem, Ringan. The man is called "Andulf Istherin (Fisherman)" and his wife "Meghrin Istherin (Fisherman's Wife))". Where do you see the same titles?

Also: What needs fixing at the ending? Maybe you can be more precise?


Title: Re: Santhworld - Program Development
Post by: Artimidor Federkiel on 27 January 2009, 04:18:33
Just a note: Grinch, Quellion and I have been working on an interface update of the Santhworld program, and we are confident to get this version up within the coming weeks. It will feature clickable icons, a much more detailed background (the current version looks pretty washed out) and some new ornamental stuff as well. There are still a bunch of issues to take care, but I guess we'll resolve most of the remaining ones pretty soon.


Title: Re: Santhworld - Program Development
Post by: Artimidor Federkiel on 02 February 2009, 03:42:22
Also as announced a few days ago and just uploaded: An enhanced version of the Santhworld interface, thanks to Quellion and Grinch. We had some performance issues to deal with to get it done properly, but now ir's working the way we planned it.

What's new:
  • The whole frame has been re-done with a much higher resolution, so it will look much better
  • Quellion completely redrew the lower right part with some dragon ornaments
  • Quellion also contributed the icons you can see now above the input textbox
  • Grinch realized tooltip texts, mouseover the icons to see them. The tooltiptexts also show the shortcut you can use (like "I" for "Inventory")
  • Click on the buttons to use the functions :) The sound on/off icon for example changes, so that you can see how it toggles between then options. Also, the Load and Save functions ask the user if he/she really wants to do it (so that you don't press a button by accident).
  • The toolbar also supports entering a sub-menu and returning to the previous location. You see that e.g. if you enter Nepris by typing START NEPRIS, then the whole toolbar will be displayed. Now if you click e.g. the Help or the Exit button to the right you enter the Help menu or the Module selection. Note that the toolbar will disappear and a single icon called "Return" will be displayed. Click on it to leave the Help/Module selection again.
  • Note that at the beginning the toolbar will be empty - you first need to enter a module to display it. Here some additional adjustments will be necessary, so that you can Load/Save without entering a module etc. Or stuff like Inventory can be removed from the Trivia module. The commands still work, though.
  • You might also notice a button called "Questlog" that doesn't have  proper function yet, so you only get a "not implemented" text as of yet. This will come in handy sooner or later, and will do exactly what the name promises to do.


Title: Re: Santhworld - Program Development
Post by: Altario Shialt-eck-Gorrin on 02 February 2009, 03:53:59
Looks Great, Gentlemen.  *sigh*  Now I'll be playing all day again, and not get anything else done.  BTW, I'm horrible at this.  I still haven't freed the kid in the cell.


Title: Re: Santhworld - Program Development
Post by: Ta`lia of the Seven Jewels on 02 February 2009, 04:56:52
Oh, I posted in the wrong thread (Nepris). A kid to free?



Title: Re: Santhworld - Program Development
Post by: Artimidor Federkiel on 09 October 2009, 03:35:23
A new Santhworld program version has just been uploaded thanks to the diligent work of Grinch. While there were some minor things changed/updated (nothing you might notice at the first glance), the new version was uploaded only because of one new key feature, the new Load/Save function.

What you can do now is to save and load up to 5 game states per module, the date and time of the saving is stored as well as well as the room's name, which makes it easier to find the proper savegame you want to load. Once you type LOAD or SAVE you get the full list of currently saved games for this module displayed. The combo items can easily be accessed by typing 1, 2, 3 etc. and confirming that with ENTER.

You will also notice a special slot in the save games which is called AUTOSAVE. This feature will save your game state automatically where we define it, e.g. once you enter a new house, a cellar, new level etc. So in case you forgot to save, you always have something to rely on. Note that the Autosave feature will of course only work once we have defined those spots where those autosaves happen, and we'll do that later, probably with the release of the next Nepris edition, which can still last quite a while.

Also: So far you could only save one game state, so if you have an old game state on your hard drive you can load it with the new version, then the program converts it to the new format when you save for the first time.

BTW: If you type LOAD when Santhworld starts it will offer you the savegames of the last module you played. If you want to load the savegames of another module, first enter that module by tying START [MODULENAME] :)


Title: Re: Santhworld - Program Development
Post by: Jenna Silverbirch on 09 October 2009, 04:54:43
Hooray! Excellent work as ever. Time to get stuck into some santhworld again, methinks.


Title: Re: Santhworld - Program Development
Post by: Seeker on 09 October 2009, 11:16:44
I am going to go find that Grinch and give him an Aura point.  Alas he his probably hiding in his cave at the top of the mountain. 


Title: Re: Santhworld - Program Development
Post by: Grinch on 09 October 2009, 20:25:01
Ah, Mr. Seeker! Arti only spoke well of you and your paintings, let me tell you that. *points to his aura points* - I wonder if I can trade them in for a price at the end of the year *g


Title: Re: Santhworld - Program Development
Post by: Bard Judith on 10 October 2009, 09:00:18
(Adds another one, just in case he can....)


Title: Re: Santhworld - Program Development
Post by: Alysse the Likely on 10 October 2009, 13:28:31
And one from me, for all the work Grinch did (wishes she could give more)


Title: Re: Santhworld - Program Development
Post by: Grinch on 12 October 2009, 06:45:37
Alarm! *grouphug incoming*  :grin:


Title: Re: Santhworld - Program Development
Post by: Artimidor Federkiel on 14 April 2011, 21:30:27
While we're still not promoting Santhworld, here's a nice review (http://www.fighunter.com/?page=review&r=60) someone wrote :) - Well, it's a start! :D


Title: Re: Santhworld - Program Development
Post by: Ta`lia of the Seven Jewels on 14 April 2011, 21:54:50
Hey, that is a nice review, hopefully it will be published! How did you find it, with google?


Title: Re: Santhworld - Program Development
Post by: Artimidor Federkiel on 14 April 2011, 22:01:52
Yeah, Google - just searching for Santhworld. We should make sure that the amount of entries that can be found that way increases in the future...


Title: Re: Santhworld - Program Development
Post by: Seeker on 15 April 2011, 07:35:06
I read that review.  GREAT!


Title: Re: Santhworld - Program Development
Post by: Artimidor Federkiel on 19 May 2011, 00:03:47
A few notes on some Santhworld program updates:

We're implementing a bunch of smaller things in these days that fix minor bugs, prepare better handling of player statistics and improve accessibility, interface handling. That sort of thing. You won't notice some things, but others are better visible. So I mention those we've uploaded today:

The starting of the module is now standardised. Which means: Whatever module you access you first get an introductory page with title, year(s) when it was made, (main) creator, type of game, duration, description etc. to help players to orientate themselves. Click continue and you'll get the options:

- (S)tart a new game
- (L)oad game
- (C)ancel

The LOAD feature is new here, so you can switch easily between modules that way in order to load a save game of another module. Please note as well - in case you aren't aware of that - that typing LOAD at the start screen brings up the LOAD dialogue in order to continue with a save game of the last module you loaded. (There aren't any buttons there, but LOAD works - we'll fix that buttons issue in the coming weeks as well.)

These module screens appear either if you type in a game name in the Start dialogue, like NEPRIS, ENEMY or UNINVITED, or if you are in a game and type START NEPRIS or START UNINVITED etc.

Also fixed: Modules that don't have a score will now not display "You've achieved 0 out of 0 points", but rather tell you that there's no score available. Make sure to load the new version of Santhworld, it should work if you're clicking here (http://www.santharia.com/santhworld/santhworld.htm) (if the loading percentage is displayed at the beginning you definitely will load the new and not a cache version).


Title: Re: Santhworld - Program Development
Post by: Artimidor Federkiel on 25 May 2011, 03:47:31
Ok, some further updates here (all thanks to Grinch!):

- Various module related commands are now not available anymore in the module selection (INVENTORY, CHAR, EQUIPMENT etc.)
- The module selection didn't show buttons which make sense to have there (LOAD, SOUND ON/OFF, HELP). The are back there now! (Right now the deactivated buttons are also displayed when you start modules, this will be updated, so that the whole button rows shows. Will be done soon.)
- Flickering of buttons when switching to the module selection now eliminated.
- Various smaller fixes at Nepris items, monsters, spell effects - all done for the good cause. One major bug was killed, a swamp bug so to speak. :)
- If a monster uses a skill the type of damage is now also displayed if it's not just physical damage.
- Skills which make physical damage are also reduced by armour protection
- The current physical resistance is now displayed at Page 2 of the Character Overview, which is the value you find on various armour pieces which reduces damage further.

Ok, that's it for now. I see Talia is already nearing the endgame in the Nepris module - good luck with that!  :grin:


Title: Re: Santhworld - Program Development
Post by: Shabakuk Zeborius Anfang on 25 May 2011, 05:59:10
Go Talia!


Title: Re: Santhworld - Program Development
Post by: Ta`lia of the Seven Jewels on 25 May 2011, 17:14:41
Yeah! Thanks! With a little help from Art and Shaba I am now a 'Valiant Santhworld Hero' !  :grin:

But I'm definitely thinking in too complicated patterns...

I'm so internally split (does one say so?) - I want to go on playing all day, without having the time, then again, I fear the day, I'm through...


Title: Re: Santhworld - Program Development
Post by: Artimidor Federkiel on 29 May 2011, 20:46:39
New Santhworld program updates were uploaded!

The important thing for the users is the fact that we can now save in Multiple Choice modules, so "The Enemy Stirreth" was updated accordingly. The "Enemy" was split into three chapters, once you complete a chapter there is an Intermission, where you have options like Continue, Load, Save, Restart and Quit module. Once you reach a savepoint the game is autosaved, just like in other modules. But of course you can save the game now as well in a slot and start a chapter from a certain point later. If you just want to continue playing, just press return and the game will continue as usual.

If you load a saved game in a Multiple Choice module you will also directly start with the next chapter, so you don't actually end at the savepoint, but the next room :)

With this new save option multiple choice games get much easier, as dying isn't as frustrating as before - you only need to replay a chapter, not the whole thing.

Side effect: After saving you have to press ENTER now (also in other modules), which shouldn't be a noticeable change however.

The feature was also implemented so that a chapter structure can be implemented in future Multiple Choice adventure projects like Seeker's "Treasure Shoals", which will have 7 chapters as far as I've heard :)


Title: Re: Santhworld - Program Development
Post by: Ta`lia of the Seven Jewels on 29 May 2011, 21:46:46
Oh, thanks, that's great, now I will finally be able to get through Enemy!  :D


Title: Re: Santhworld - Program Development
Post by: Artimidor Federkiel on 29 June 2011, 03:53:46
We're making a few adjustments here and there in the Santhworld program to make the game a bit more accessible for new players. Especially those who have little or no experience with text based games like this, and from what we know reading instructions before you actually make a character isn't everyone's forte. :)

So we changed a few things (more will be done in the course of time). What we did now were two things:

1) A reminder at the first Nepris room that you need to type HELP if you have no idea what to do next.

2) We threw out the old Help Menu and replaced it with a combo selection, where you can learn all about the necessary commands. It's much more precise and straight to the point now. A link to a detailed Hint page will be added there sooner or later, right now there's only a placeholder for that. But the rest of the information should get across to the player better now.


Title: Re: Santhworld - Program Development
Post by: Deklitch Hardin on 29 June 2011, 05:25:25
EEK

Grinch's posts matched his aura level ... so I auried him so that his aura was ahead once more ... come on ... help him get to 100 aura before he gets to 100 posts :D


Title: Re: Santhworld - Program Development
Post by: Grinch on 29 June 2011, 06:03:59
The conspiracy spreads! Even you Deklitch. I think I can't trust anyone anymore!   :grin:


Title: Re: Santhworld - Program Development
Post by: Athviaro Shyu-eck-Silfayr on 29 June 2011, 06:35:27
Grinch! Stop posting! I had to aura you now as well!

:P



Title: Re: Santhworld - Program Development
Post by: Artimidor Federkiel on 05 July 2011, 03:37:41
General note: The next Santhworld module that will go online is the Hall of Fame, a series of rooms you can actually walk through. There you can learn about who completed which games so far and/or how much score they've achieved as of yet, who found the most artifacts, was the best fighter etc. and all that jazz. Of course the data is only available from the point on when we updated the program version to Nepris II.

Grinch is working on a few scripts to display the proper tables and I'll add a few graphics to spicy things up a bit. Maybe we'll activate module by module in this Hall to get it started, so we'll see. This is more a matter of days than weeks as it won't be that complex, but it should provide some fun and offer some insights :)

P.S. If you want your name in a completed list, make sure to play the main games that are available :) Maybe we'll also add a special list of heroes of all those who have completed all available games (so far Enemy, Uninvited and Nepris, as the Lorehold is more a playground than a game).