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Author Topic: Santhworld - The Mysteries of Nepris Project  (Read 282692 times)
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Artimidor Federkiel
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« on: 24 April 2008, 04:40:10 »

This thread deals with the Mysteries of Nepris Project for Santhworld. This first post is actually a placeholder at the moment and will at some point contain all maps and details on this project, so it will be changed eventually.

If you have something specific to propose/talk about concerning this project, feel free to reply to this thread, as long as it is directly related to the Nepris module.
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Artimidor Federkiel
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« Reply #1 on: 24 April 2008, 05:18:57 »

A general note has to made on the Nepris project: Unlike the Lorehold or the Trivia modules the Nepris module at the moment is still pretty much a pure testing area. The Lorehold and Trivia modules - even though constantly in expansion - pretty much work as far as they are defined.

Nepris might have some undefined areas and characters, which are just not put in yet or still need to be developed by someone, so it might happen that you run into a problem here and there, and we're aware of that. If you encounter such a problem you might have to reload Santhworld or jump back to the first room of the Nepris module by typing GOTO NEPRIS.
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« Reply #2 on: 04 May 2008, 16:17:07 »

I'm currently adding the graveyard area to the Nepris module, which you reach after crossing a larger dark forest area (we now have generic rooms :) ) - and I'd need some small help with that.

In particular I'm looking far a few things the player can read on the tombstones. Some two-liners like with "here lies ..." and the second life telling us a bit of his/her life, perhaps with a bunch line, a gruesome insight in the circumstances of his/her death etc. Things like that. Any help would be welcome. Note that this is Avennorian territory, so names should ideally follow Avennorian nomenclature (see this thread for examples of what names could be used).
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« Reply #3 on: 04 May 2008, 19:52:24 »

Thanks for the bunch you PMed me, Judy - very funny and fitting... lol

I'll see to make a new version this evening, which will have several characters in it that we had defined already for the previously abandoned game(s). See this as a little expanded Nepris demo. You will also be able to make a stroll through forest and graveyard (based on generic room definitions) and get a bunch of new sound effects and music.
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Alysse the Likely
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« Reply #4 on: 04 May 2008, 20:27:10 »

I haven't done much Nepris exploration, all of my Santhworld work has been confined to Lorehold.  Will have to go exploring--in my extensive free time, of course.  rolleyes

Looks like fun, though...
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Alysse the Likely
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« Reply #5 on: 04 May 2008, 20:53:56 »

Nepris is the main testing ground for music and stuff we need to test properly before using it in the Lorehold (but also Trivia well get some music today BTW, e.g. at the Orcish quiz playing Macar's orcish theme in the background). Music and sound effects are especially cool to handle in my point of view, as you get tools in your hand now like a movie director (as you can use several musical layers, fade in and out etc.). The possibilities are endless - and there will be more examples today on that :)
« Last Edit: 04 May 2008, 20:55:37 by Artimidor Federkiel » Logged



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« Reply #6 on: 04 May 2008, 23:36:24 »

Ok, general details on what program improvement have been made are summarized in the Santhworld Program Development thread, so here are a few things what you can explore in Nepris now. Note that Nepris is a testing area, so if you find "undefined" rooms, that's pretty much ok.

Updated things in detail:

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

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

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

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

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

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

- Anyway, that's it basically. Please note that this is just an extended demo, not a fully functioning game. Up in the graveyard there's the entrance to Gordoth's house for example, but the rooms in there are all undefined (could use some help there). But Gordoth is in one of those rooms, so you can walk around in that undefined house and talk to him, his dialogue is already done.
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« Reply #7 on: 10 August 2008, 03:45:01 »

Added more content to the Nepris area - I've added some Fizzlefist rooms and played around with a few scripts.  cool

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

Hope you enjoy these little additions - should you have problems because vocabulary isn't understood by the program, let me know and I'll see if we can update some words.
« Last Edit: 10 August 2008, 03:53:44 by Artimidor Federkiel » Logged



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« Reply #8 on: 18 August 2008, 05:47:56 »

I've further updated the Fizzlefist area with a lot more sounds and a secret passage that you can discover in Fizzlefist's bedroom - if you're smart. It's not too difficult to find, but maybe the player gets a hint somewhere to look for it. Anyway, such additions give a glimpse on a much more complex environment we're now integrating bit by bit. At the same time I reduce initial room descriptions as good as I can in order to increase playability.

If you have comments, suggestions, ideas, problems finding the passage or know a good sound effect that could be used here or there, let me know :)
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« Reply #9 on: 11 October 2008, 01:25:05 »

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

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

I still have vacations including next Monday, so until then I will remain busy with Santhworld stuff. It's not likely that a version can be put out after Monday however, simply because there's a lot to fix and improve. But I think that a nice little adventure is developing by now. While it won't be perfect, we make major steps in the right direction :)
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« Reply #10 on: 14 October 2008, 03:26:37 »

Okeydokey, I get back now officially to development again after a very productive Santhworld week :)

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

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

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

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

Unless a certain magician has other plans...
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Alysse the Likely
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« Reply #11 on: 15 October 2008, 03:41:59 »

It sounds really great, Art!  I'm looking forwards to exploring in there when I have more than ten minutes at a time to actually do something (is drowning in RL responsibilities and really ought to be dealing with them...)


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Alysse the Likely
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« Reply #12 on: 23 October 2008, 03:10:13 »

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

Most likely release date of the first major role playing area will be around November 10th! Train your muscles until then, so that you aren't eliminated by a lousy, but nasty vilerat! :D
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« Reply #13 on: 23 October 2008, 03:47:51 »

I really need to get my profile finished, as these changes make iit sound soooo tempting!
But, I've got a ton of work to do on this side before I even think about RPG'ing. *sigh*

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

And if that doesn't work, try switching it off and back on again.
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« Reply #14 on: 23 October 2008, 04:06:23 »

You mean that you aren't logged in permanently on the Forum, Thar? Make sure to accept cookies in your internet security options, and even better to add www.santharia.com to your trusted websites on that Security tab (if you're using Internet Explorer for example) - that should do the job.
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"Between the mind that plans and the hands that build there must be a mediator, and this must be the heart." -- Maria (Metropolis)
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