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Santhworld - Program Development
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Miraran Tehuriden
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Re: Santhworld - Program Development
«
Reply #15 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.)
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Avrah Kehabhra
"The whole POINT of Nybelmar is that no one has any idea whats going on, overly long entries keep it that way." - Decipher Ziron
Artimidor Federkiel
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Re: Santhworld - Program Development
«
Reply #16 on:
21 May 2008, 04:47:38 »
@Rookie: Well, that's what the
Introduction page
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
«
Last Edit: 21 May 2008, 04:49:43 by Artimidor Federkiel
»
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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)
Rookie Brownbark
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Re: Santhworld - Program Development
«
Reply #17 on:
21 May 2008, 05:10:39 »
*looks sheepish*
I knew there was something I was missing....sorry!
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Artimidor Federkiel
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Re: Santhworld - Program Development
«
Reply #18 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.
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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)
Ta`lia of the Seven Jewels
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Re: Santhworld - Program Development
«
Reply #19 on:
30 May 2008, 16:38:40 »
Quiz' master (or take the grammatically right expression
)
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Irid alMenie
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Re: Santhworld - Program Development
«
Reply #20 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).
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Irid al'Menie
Bard Judith
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Re: Santhworld - Program Development
«
Reply #21 on:
30 May 2008, 16:55:48 »
Quizmaster is grammatically fine but perhaps a bit too modern - why not 'Puzzlemaster' or "Mage of Puzzlery"?
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Artimidor Federkiel
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Re: Santhworld - Program Development
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Reply #22 on:
30 May 2008, 17:16:31 »
Er... "Quizmaster" sounds more like a game show host, doesn't it?
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.
«
Last Edit: 30 May 2008, 17:34:21 by Artimidor Federkiel
»
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-- Maria (Metropolis)
Irid alMenie
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Re: Santhworld - Program Development
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Reply #23 on:
30 May 2008, 17:24:07 »
Oh >.> Obviously, I was trying to make it too difficult
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
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Irid al'Menie
Alysse the Likely
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Re: Santhworld - Program Development
«
Reply #24 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)
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Alysse the Likely
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Re: Santhworld - Program Development
«
Reply #25 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!
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-- Maria (Metropolis)
Grinch
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Re: Santhworld - Program Development
«
Reply #26 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.
But keep an eye on this thread
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Bard Judith
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Dwarvenmistress
Re: Santhworld - Program Development
«
Reply #27 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...
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Grinch
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Re: Santhworld - Program Development
«
Reply #28 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
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Artimidor Federkiel
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Re: Santhworld - Program Development
«
Reply #29 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!
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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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