posted in Immortals Forum
  • Test
    Test Post

    -- Sun Nov 22, 2009 9:39 pm --

    [bug=3]Examine Command Broken[/bug]
    posted in Immortal Archive
  • Plith
    [b]Introduction[/b]

    Ah, Plith. Capitol of Seralia and the first thing new players see upon leaving their isolated Tower of Alendith. In a way, this area should serve as an introduction to the larger world, and as time goes by, continue as a hub of commerce or communication. Unfortunately, with the game as it is, this is merely an extension of the tower. A place to grind levels until you're strong enough to go do the same somewhere else. As such, I would like to change it. This document will cover my plans for the area, and as I work on it, my progress toward those goals.
    [hr][/hr] [b]History of the Zone[/b]

    [i]Immortal[/i]
    To my understanding, Plith was one of Syn's areas to begin with. He built the city, tied it in with Dungeon Mystica, and left clues to quests in several other zones. In time, the game moved on, and the area became one of grinding. With the advent of Whisp's ship system, Nibelung took it on himself to remodel the area, adding the docks and fleshing out several npcs. When the ship system proved less than successful, we moved on to other projects, and Plith returned to being a treadmill.

    [i]Ingame[/i]
    Plith was the first settlement established on Seralia by the Praxis and their Human allies. The northern mountains held something of great power, and were the heart of a magical storm that raged through the astral space of these lands. The Praxis, wishing to explore and, if possible, harness the power source, established one of their gates on the shores of Seralia during a brief lull in the storm, establishing the outpost that would one day be called Plith.
    With a stable foothold on the continent, they brought in what supplies they could and began to build, using Humans for the better part of the labor. A century later, when Haven was destroyed during Mishkal's ascension and the Mystic Descent opened in the northern mountains, Heletane was cut off from the gate network, and the Humans, like the Praxis, were cut off from their homeland. The Praxis were focused on the fissure in the mountains, and let the humans explore as they wished. This brought about the first human nations on the continent, along the northern and western coasts of the continent, and when the Praxis disappeared, the great nation dissolved into a number of small, isolated towns.
    Those who had remained in Plith had one asset that their neighbors lacked, in the gate that the city had been founded on. They were able to bring in supplies from Naranda and Athemia, building up stockpiles of food and tools that the other cities could not hope to match. Under the leadership of the self-styled Empress Aleyra, herself a descendant of the same line that had birthed Mishkal, they began to expand outward, offering aid to those who would join the Empire of Seralia, and punishing those who would not. Her line continues to this day, and Emperor Yurien worships his distant ancestor in secret, hoping that, should Mishkal return, he would be rewarded for his loyalty and allowed to rule under the dark god.
    Those who live within the city do not know of the corruption that runs through their leadership, but there has always been an element of darkness around the palace, and it seems to grow just a little bit stronger with each passing year.
    [hr][/hr] [b]Geography[/b]

    Plith lies on the eastern coast of Seralia, the game's "first continent." It sits on the shore, with the Equidorean Ocean to the southeast, plains and forests to the northeast, north, and northwest, and mountains to the south. It is connected to most of the other major locations on the continent by a series of roads through the wilderness, and a passage to the docks that can lead adventurers out to sea.
    [hr][/hr] [b]Architecture[/b]

    Plith boasts a variety of architectural styles, owing to the mixture of races that have called it home over the years. Northwestern Plith, the oldest part of town, carries hints of Praxis work, mystic runes etched into some of the walls, and a strange fungus that they managed to cultivate from spores found floating around Haven before its destruction. The majority of the city is human built, and by humans maintained. Most buildings have been made for function over form, and nowhere is this more obvious than the Palace. Still, there are hints of beauty, mostly found along the eastern edges of the city where the Elves of Kalandor have had the most influence. All in all, there is much to see for those who wish to explore a bit of Seralia's heritage.
    [hr][/hr] [b]Important Locations[/b]
    [u]The Beginning[/u]
    Established to the north of the original gate, the fungus from Heletane took hold here, and kept much of the astral storm at bay. It also seems to act as a beacon for new souls, drawing them here when their time in the Tower of Alendith is complete, rather than letting them wither in the ruins of Old Haven. It is here that many take their first look at the larger world, and where many return to rest when their travels weary them.

    ----More to come tonight.
    posted in Area Revamp
  • Dynamic Worlds
    Many games claim to offer a dynamic world, when in reality, what is offered is one of two things: [list=1]
  • [*]The 'dynamic' portion of the game is extremely limited, often restricted to alterations to the wilds via logging/mining/etc.
  • [*]The game has several 'states' for rooms (damaged, burned, etc) and will respawn to normal after a time. This is not truly dynamic, as it only allows for a few states which change back and forth.
  • [/list] What I propose is the following:

    [u]String Bank[/u]
    A list of strings, based on materials, locations, etc. May also be organized by:
    Adjectives: Seasons (adjectives for each season, etc)
    Verbs: Combat
    Etc.
    This would allow us to make semi-automated descriptions that the game can insert in various locations.

    [u]Building Editor[/u]
    This allows the generation of buildings ingame. This editor would let us set materials (with % priority, which would allow for substitutions in most cases of other materials), the approximate dimensions and shape of the building, as well as particular strings and string banks to use in generating descriptions. Could also be used to make templates for buildings, down to possible items that can be found inside.

    [u]City Editor[/u]
    A more general editor, which would allow us to see a bird's eye view of the city, set the districts (residential, etc), how wide the city can spread, and the list of buildings required by the city (including minimum condition of each building for repairs). This is the main editor, and is checked when the city is damaged.

    [b][u]How it fits together[/u][/b]
    When a city is attacked/damaged by player or npc actions, the city checks against its list of required buildings to see if a job needs to be queued for repair/replacement. If a building needs to be placed in an area with ruined structures, additional jobs are queued to clear the area up first. When a building is queued for construction/repair, the game will check against the building template's required materials and hav the inhabitants of the city gather them. If the city has what it needs, it will attempt to build the structure in a fitting location, pulling from the string bank to write the descriptions of the building and allowing for a unique, changing environment for players. posted in Restricted Discussion
  • RE: Order of Implementation
    Looks good to me so far, dude. I would suggest making topics for each, and linking to them from the list as they're made, though. That way we have something of an index in here. Also, we will need to look at a plugin/module system to allow others to add systems into the games, which should be factored into what we're doing right from the start.
    posted in Restricted Discussion
  • Command Parser
    A few thoughts on the command parser, ideas about what it should be able to handle:

    It may be best to have the parser look for certain keywords, such as 'in', 'and', 'with', things like that. This would allow for:
    'Take the sword from the bag and attack Lukus with it.'
    Or
    'Attack Lukus with the sword in the bag'

    These would tell the game to:
    1, take a sword from the bag (if more than one bag, it will ask which one, giving choices, same with swords)
    2, attack Lukus with it, which involves equipping it.

    For example, Lukus has two bags, and three swords. [code] >attack Lukus with the sword in the bag You have two bags. Which one do you mean? 1) Silky Sack of Sentience (contains a Sword of Plith and Vengeance) 2) A small magical bag (contains Greater Vengeance) --if 2-- > 2 (or small magical bag) You take Greater Vengeance from a small magical bag and equip it. You attack Lukus! --if 1-- There are two swords in the silky sack, which one do you want? 1) Sword of Plith 2) Vengeance [/code] Just a thought on how we might handle it.
    posted in Restricted Discussion
  • RE: NEWS on New Codebase
    Looks good to me, just a few things: ~~@Syn:~~ > Thus I hereby announce that we are, as of 02/01/2008, > > developing our own codebase. It will be completely open > > source, available to anyone who wishes to use it. This will need changed to reflect what we're doing (open API, closed source for most recent version) ~~@Syn:~~ > * NPC companions that can level with you, be hired on or join your adventurer on > > a permanent basis. > > * Quest system handled by staff, done in pieces which are strung together, allowing > > for huge, large-scale quests as well as minor ones. We'll need to reword the companion thing, to fit with lack of levels, and the quest system will also allow players to create mini 'quests' of their own. ~~@Syn:~~ > * IRC style channel system, where players can make their own channels, as well as > > vcommunicate on the public ones. Pointing out the typo in communicate, just because I'm an ass :P
    posted in Restricted Discussion
  • Accounts -> Names
    One of the systems that I'd like to see is for names to be more fluid. There could be a dozen Lukuses running around the world at any given time, with a limitation of one char with that name per-account.

    This would allow for players to introduce themselves by different names in different regions, and to let players alias characters as something else.
    Player identification would be stored with the character's appearance tied to player ID. As a result, players may think they see someone familiar, or may not recognize a distant friend if they're wearing some other outfit.

    While this will make some things more difficult, it allows for the following:
    Disguise to hide yourself from enemies or to cause trouble in their names [code] Example: Retribution infiltrates the halls of Almarea Coivea, stealing items with their insignias. They take clothing in the colors of the church, sneak into Olaria, and murder as many citizens as they can before escaping, dropping one of the items as they flee. As a result, people with that sigil may end up attacked on site in the town.[/code] Changing Identity: You could go to a distant land, hiding your appearance and changing the armor/clothing you wear. You call yourself something different, and as long as you can avoid people from your old life, you've essentially started over as someone else, wiping your past clean.


    These are just a few thoughts, wanted to see how it might pan out, as it would give things a more interesting feel.
    posted in Restricted Discussion
  • Staff Contact Info
    For us to stay in touch, mostly.

    For myself:
    AIM: Fyrewulfie
    AIM: Friar Muffin
    MSN: fyrewulfie@hotmail.com
    Email: areo@sentiencemud.net
    posted in Internal Staff Discussion
  • RE: Chat
    Bump after updates
    posted in Discussion/OOC
  • Chat
    Chat now seems to be working! Use the chat link at the top of the site!
    Note: You may need to force a chat, or clear cookies.
    If there is a dropdown box at the top with --- or something like that in it, look for gossip in the list of channels. That's the default, or should be.

    UPDATE -- Anyone with connection issues, go into your internet options (on IE) or prefs on Firefox.
    Should be an option to view files or view cookies. Clear out any relating to sanctuary-roleplay.org and try logging back in. This should fix any problems.
    posted in Discussion/OOC