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Author Topic: Room descriptions for the region around Baveras shrine  (Read 23252 times)
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Ta`lia of the Seven Jewels
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« on: 26 May 2003, 12:42:00 »

OK, I split up the two things, room description and Mimi. Some comments to Mimi are still here though.

The room descrptions starts  from the already developped room 6, just  the one with the NPC I posted first . Later however 4 rooms I described first and are located farther west are following.

I like to mention, that these are the basic descriptions, I want to add things like snakes and herbs and other interesting interactive things later.

Edited by: Artimidor Federkiel at: 7/8/03 19:57
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"For me there is only the traveling on paths that have heart, on any path  that may have heart. There I travel, and the only worthwhile challenge is to traverse its full length. And there I travel looking,  breathlessly. ~Don Juan"
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« Reply #1 on: 26 May 2003, 12:45:00 »

Filename: room_0054_path_to_tomb_fork
                   

Introduction:
None

Long Description:

You are standing at a small crossing. The main path leads from east to west, coming from Nepris leading to Norgerinths tomb, but  it takes a short turn to the north at this point. A sidepath leads, crossing Toran‘s creek,  over a bride to the southwest to the herbwomans house. The arms of a sign post show in all three directions. A girl is turning the sign post around.

Options: EXAMINE
             TALK

EXAMINE:
The girl seems to be about six, seven years old, though her small stature may fool you. Red curly hair frames a little pretty looking, but dirty face. Especially around her mouth traces of the meals of today can be seen. The freckles on her nose harmonise very well with it.  Her huge green eyes however let you forget the dirt in her face. She wears her worn out, once green  dress  like the daughter of the King herself and her bandanna like a crown. Her lack of shoes come in handy when she gets up and climbs the sign post.

While you are standing to read the sign, she slips down again, holds on to the sign post while turning around it. You recognise, that the sign post turns around with her, not showing properly anymore the direction.

TALK: see NPC



Short Description:
Small crossing Nepris/Norgerinths tomb/Herbwoman
Little red-haired girl.



Characters:
NPC: Mimi, small red-haired girl.

Static Objects:
Sign post: Three wooden signs showing in each direction, one saying Nepris, the other Norgerinths Tomb , the third Herbwoman

Special Texts:
None



Go:
North: Norgerinths tomb
East: Nepris
South-West: Bridge to Herbw

Edited by: Talia Sturmwind  at: 6/9/03 11:04 pm
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"For me there is only the traveling on paths that have heart, on any path  that may have heart. There I travel, and the only worthwhile challenge is to traverse its full length. And there I travel looking,  breathlessly. ~Don Juan"
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« Reply #2 on: 26 May 2003, 13:50:00 »

Mimi moved

Edited by: Talia Sturmwind  at: 5/26/03 10:42:04 pm
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"For me there is only the traveling on paths that have heart, on any path  that may have heart. There I travel, and the only worthwhile challenge is to traverse its full length. And there I travel looking,  breathlessly. ~Don Juan"
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« Reply #3 on: 26 May 2003, 23:33:00 »

Filename: room_0028_path_to_tomb
                    room_0027_path_to_tomb

Introduction:
None

Long Description:
A small sandy path is leading west to the mountains, it is still quite flat and agreeably to walk, though not as broad as the main road. To the left side Toran‘s creek is running down to the sea, framed by short grass and some shrubs, on the right side some fields are stretching to the next houses

Short Description:
Small sandy path is leading west to the mountains.

Characters:
None

Static Objects:
None

Inventory Items


Special Texts:
None

************************

Filename: room_0055_path_to_tomb
                   

Introduction:
None

Long Description:
The small sandy path is leading in general to the west in the direction of the mountains, though it makes a slight turn now to the southwest. It  is still quite flat and agreeable to walk, though not as broad as the main road. To the left side Toran‘s creek is running down to the sea, framed by short grass and some shrubs, on the right side some fields are stretching to the next houses.

Short Description:
The small path leading to the west turns to the southwest for a short time.

Characters:
None

Static Objects:
None


Special Texts:
None

**************************

Filename:
room_0058_path_to_tomb
room_0059_path_to_tomb
room_0060_path_to_tomb

Introduction:
None

Long Description:
A small sandy path is leading from east to west to the mountains, it is still quite flat and agreable to walk. Short grass mixed with little shrubs is growing on both sides.

Short Description:
A small sandy path is leading west to the mountains, east to Nepris.

Characters:
None

Static Objects
None:


Inventory Items:
None


Special Texts:
None

**************
Filename:
room_0061_path_to_tomb


Introduction:
None


Long Description:
The small sandy path is leading from east to west to the mountains, it is still quite flat and agreeable to walk . On the right side are fields, on the left short grass mixed with little shrubs. Following it to Nepris, it runs straight to the east, going to the Mithral mountains it turns to north west.



Short Description:
Following the sandy path to Nepris, it runs straight to the east, going to the Mithral mountains it turns to north west.


Characters:
None


Static Objects:
None


Inventory Items:



Special Texts:



Go:
Northeast: Mithral Mountains
East: Nepris

Edited by: Artimidor Federkiel at: 7/21/03 19:16
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"For me there is only the traveling on paths that have heart, on any path  that may have heart. There I travel, and the only worthwhile challenge is to traverse its full length. And there I travel looking,  breathlessly. ~Don Juan"
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« Reply #4 on: 27 May 2003, 04:34:00 »

Just a comment about room 54. I think the description of the girl should go to the girl and presented to the player when he examines her. Only basic features of the girl should go into the general description of the room such as the color of her hair or the dress she wears.

Now, to the questions. I think it should be better that the player does not know about the cave or about anything else. The more things that are revealed to the player in the course of the game the more interesting it will be.

We can add an item named "Candies" or "Packet of Sweets" and let the player use it as many times as needed without mentioning the exact number of candies. When the player asks all questions necessary to proceed then the item will diasappear from the inventory. We can also give the option to the player to give all the sweets to the girl or some of them. If he gives herall the sweets at once he will have to buy some more sweets to get more answers. This will make things a little more interesting. The more options the player has the more interesting and challenging the game will be.

The rest depend on the fact if the entrance should be accessible ONLY if the girl tells the player about it. Perhaps we should let a player with a certain "Search for Hidden Doors" skill to also be able to detect the cave entrance but we must still reward the player somehow for talking to the girl. So I suggest that we make the ivy poisonous. A player who removes it without knowing anything about it gets poisoned (not too much as to be killed though) but a player that has spoken to the girl will be more careful, get some gloves or something.

All actions that you mention though are possible.

I also think that the girl should not reveal all those things about the dangers that are waiting the player in such detail and let the player go find the dangers himself.

Death is certain, life is not.

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Artimidor Federkiel
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« Reply #5 on: 27 May 2003, 04:52:00 »

Dialogue also needs some general comments concerning design issues, will get to that this evening!


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Ta`lia of the Seven Jewels
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« Reply #6 on: 27 May 2003, 09:07:00 »

Thanks, Humangus.
I was not sure about what to put in room 0054, had the description first with the girl.

That was just the start of my questions though :D

Next issue: The map around Baveras shrine:

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"For me there is only the traveling on paths that have heart, on any path  that may have heart. There I travel, and the only worthwhile challenge is to traverse its full length. And there I travel looking,  breathlessly. ~Don Juan"
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« Reply #7 on: 27 May 2003, 09:23:00 »

Here is the map of the region around Baveras shrine. I added some more spaces for rooms in the east-west direction. Nothing finished though.

Map Baveras shrine

Art told me, I set the rooms too tight and should remove some to give it a similar appearance to the other parts.
I kept it as a working platform. (Don't want to spent all my time on this map!) I did it this way, because I always hated it when a game didn't allow me access to interesting looking regions which were not developed. (Mainly quite different games though as the Myst trilogy).
What about allowing me to write a first draft of these rooms descriptions (this week hopefully) and then we go on?


.....Again these RL issues interfering..going to pick up daughter..

Edited by: Talia Sturmwind  at: 5/29/03 12:08:44 am
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"For me there is only the traveling on paths that have heart, on any path  that may have heart. There I travel, and the only worthwhile challenge is to traverse its full length. And there I travel looking,  breathlessly. ~Don Juan"
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« Reply #8 on: 27 May 2003, 11:33:00 »

Hmm, I didn't think that Mimi tells you real dangers apart of the robbers, which are not exactly located anyway. There are no Mithril cats (NO, I don't do an entry!), no trees eating you up and the eagle isn't described as to be able to carry a human body. So I don't give away anything, maybe the snakes, even the mentioned ghosts are too vague to tell anything (what are ghosts anyway , lol, seem I have go to the site to look for some terrific threats !)

Mimi could mention only the cave vaguely, so the player wants to look for it. The entrance could be from the water however, not from the meadow. Maybe you can see from the meadow, that there is a cave and have to find the entrance only accessible from the water??
More questions later..

Edited by: Talia Sturmwind  at: 5/26/03 6:43:22 pm
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"For me there is only the traveling on paths that have heart, on any path  that may have heart. There I travel, and the only worthwhile challenge is to traverse its full length. And there I travel looking,  breathlessly. ~Don Juan"
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« Reply #9 on: 27 May 2003, 12:11:00 »

:(   :eek  :  There are none of the dangers mentioned? This is so not appropriate. I really think ALL of those dangers should be there. At least they sound interestinging to me. Otherwise it will be a stroll to Norgerinth's tomb.

Death is certain, life is not.

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Ta`lia of the Seven Jewels
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« Reply #10 on: 27 May 2003, 13:23:00 »

Well, there will be of course others, but you don't want them mentioned, do you? This is just to misguide the player!

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"For me there is only the traveling on paths that have heart, on any path  that may have heart. There I travel, and the only worthwhile challenge is to traverse its full length. And there I travel looking,  breathlessly. ~Don Juan"
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« Reply #11 on: 27 May 2003, 13:45:00 »

I like to mention that all the room descriptions are drafts so far, not ready to integrate. Until I have done most in an area I don't know where an item to use may be a good idea

Edited by: Talia Sturmwind  at: 5/26/03 10:33:27 pm
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"For me there is only the traveling on paths that have heart, on any path  that may have heart. There I travel, and the only worthwhile challenge is to traverse its full length. And there I travel looking,  breathlessly. ~Don Juan"
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Ta`lia of the Seven Jewels
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« Reply #12 on: 27 May 2003, 13:07:00 »

Filename:
room_327_path_to_falls

Introduction:

The path continues to run under these lovely baych trees. But now suddenly an view opens for you to the south through an alley of baychtrees. You see a building at the end standing in the water.

Long Description:

You are  still on the small path in the middle of these lovely little grove of baychtrees, leading from the village to Torán‘s Falls. The trees are standing tall here, it is cool, but not cold - and it is quiet apart from some chanting birds. No wind is bothering you, only a soft breeze coming from the water is playing with your hair. There are only the whispers of the light green leaves in the canopy above you. To the west you will reach Torin‘s Falls, to the east Nepris, or the bridge to the tomb. But to the south a small path is waiting for you which will lead you through this cathedral of trees to the building.

Short Description:

You are on  the small path in the middle of these lovely little grove of baychtrees, leading from the Nepris to Torán‘s Falls, you may however leave it and choose a side path leading to a small grey building.


Characters:

None

Static Objects:

None so far

Inventory Items:

None so far

Special Texts:

None

Go: East: Nepris
     West: Torin‘s Falls
     South : The Building

Edited by: Artimidor Federkiel at: 7/10/03 16:50
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"For me there is only the traveling on paths that have heart, on any path  that may have heart. There I travel, and the only worthwhile challenge is to traverse its full length. And there I travel looking,  breathlessly. ~Don Juan"
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Ta`lia of the Seven Jewels
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« Reply #13 on: 27 May 2003, 13:27:00 »

Filename:
room_308_Baychtree Alley

Introduction:

Though you are still under the same trees as on the main path, you have now the feeling to be in a sacred building. It is even quieter than before, all your senses are working clearer than ever, the light, though dim, is of a brilliant quality, the air clean , giving you the impression to breath in life itself and you are not sure if this heavenly music you hear is real or not.


Long Description:

The trees are standing fairly wide apart to form a huge alley, but the path under your feet is very small now, there is just enough space to set your foot. Unlike between the trees, a light silvery grey moss, the moon moss is covering the ground, growing here like a thick carpet. Its delicate finger-long strands reflect the  light in a prismatic sparkle.It must be a marvelous view at night when the moos mirrors the light of the stars.

The grey tall boles of the baychtrees seem to be the pillars of a cathedral. And before you, still in the near distance, this little grey stonebuilding is standing  at the end of your path. A boat is waiting for you to bring you to the shrine if you wish so.

EXAMINE: Moon Moss


Short Description:
Huge baychtrees with boles like the pillars of a cathedral are forming an alley leading you to the bay with the shrine.


Characters:
None so far


Static Objects:
Moon Moss

Inventory Items:
Boat


Special Texts:


Go: South : Bay leading to the building
        North: Back to path Nepris-Toran‘s Falls
        [West: forest
        East: forest]

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Edited by: Talia Sturmwind  at: 8/13/03 16:52
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"For me there is only the traveling on paths that have heart, on any path  that may have heart. There I travel, and the only worthwhile challenge is to traverse its full length. And there I travel looking,  breathlessly. ~Don Juan"
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« Reply #14 on: 27 May 2003, 14:54:00 »

Propose to split things into

a) a room descriptions thread (this forum)
b) a thread with the Mimi dialogue (this forum)
c) a thread where you pose your question (general forum)

I'd like to mainly comment on the dialogue. At the design of the dialogue you should think about several things. The dialogue is very nice, but you need to take care of several things to make sure it will work in a game environment:

a) Make a seperate description of the girl, not mentioning her name  (in this case this is the first paragraph, that's ok)

b) The introduction to the dialogue then should also be possible to read seperately. Note that you need 2 introductions: One when you don't know the girl at all, and another one when you return and already know here name. In the second one you can already mention her name.

c) Always keep in mind that the player can leave a dialogue immediately! The progress of the dialogue will be stored, and upon returning the player will see the the same questions just as he left. Therefore the question/answer you can select need to be standalone questions. For example: "Oh yes, how silly of me not to see it! Any thing else?" isn't ideal, know what I mean?

There's only one exception when the player can't leave: If you can choose from 3 options to answer a question your partner posed (Yes, No, Don't know etc.) and the other possibilities are removed after your selection.

d) Try to think in "nodes" as you can see in a treeview (like at the explorer folders) or in keywords, which trigger further keywords. This means actually: Make sure that if the girl says something you have more than 1 answer to give, which you can ask later. This way the player feels as if he/she can actually choose how the dialogue progresses and can give it direction.

E.g. Girls says "Hello".

leads to two keywords/questions:

HOW_ARE: "How are you?"
WHAT_DO: "What do you do here?"

The answer to WHAT_DO can trigger 2 or 3 further questions, and so on. Most important is that the dialogue doesn't get 1-dimensional.

If you only read the dialogue examples I gave on the site, you don't see the actual interactivity by providing more questions you can ask at the same time.

e) You can mark things you can ask again later. E.g. if Andulf mentions Baveras, you can mark this keyword. Then you can select "Discuss topic..." at the dialogue, and select Baveras, and the question you originally posed will be retrieved and presented. That's why it's so important that the questions should be possible to pose completely out of context.


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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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