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  • Command Parser

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    SynS
    <quote author="Ardghal">@Ardghal: I like this, but keep in mind that a lot of people are, well, lazy, and would want to have shortcuts. Could a system like this be shortcut? Also, I think that having shortcuts and shortform would be critical to gameplay, since things would be quite slowed down if everyone had to type everything out in long form. Proper, yes, but it would annoy a lot of people. Say I was typing that to attack Lukus. He would have ample time to get away in the time I'm typing that, most likely, and I'm a pretty decent typist. That's my only issue with it. Gamers as a general rule are lazy and want things to go at a reasonable pace to keep them entertained.</quote> Right, the thing we're describing is mainly for newer people who may have never played a MUD before. There will definitely be an "advanced" mode you can toggle on in addition to what is described above, probably even more than one, to configure gameplay for efficiency instead of intuition. So people who are used to things like "get 2.sword bag" would still be able to use that. It will also undoubtedly come with aliases, and command stringing.
  • Order of Implementation

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    TieryoT
    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.
  • NEWS on New Codebase

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    TieryoT
    Looks good to me, just a few things: <quote author="Syn">@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.</quote> This will need changed to reflect what we're doing (open API, closed source for most recent version) <quote author="Syn">@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.</quote> 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. <quote author="Syn">@Syn: IRC style channel system, where players can make their own channels, as well as vcommunicate on the public ones.</quote> Pointing out the typo in communicate, just because I'm an ass :P
  • Accounts -> Names

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  • Staff Contact Info

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    SynS
    Syn: <email email="anton@terrafuelresearch.com">anton@terrafuelresearch.com</email> AIM: hustle2getcash MSN: <email email="antwizzle@hotmail.com">antwizzle@hotmail.com</email> Phone: If you need it, you'll ask for it
  • Dynamic Memory Management

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  • 4th neutral race

    Suggestions Archive
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    R
    So Minotaurs ( a sentient bovine in humanoid form) are easier to visualize than a race of humanoid form sentient "rockmen"? Or the almost demihuman Titans? An earth/rock based race is not as common but they do exist elsewhere. Every race on sentience was originally thought of somewhere else. Again the magic/fantasy basis of the game would be enough to allow for these "exotic" races. They could be made more "original" by changing the name and some stats but they would still be based on something else. And again, the elemental earth component of this race would give them at least average human intelligence and dex. Would they suffer trying to hit a small (ie dwarf etc) target sure, but no more or at least not much more than a Titan. Your "average" human, elf, vampire, lich or what ever race would not survive in the adventuring world, the player character of any race is Above average hence the stats.
  • Instrument wear

    Suggestions Archive
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    R
    surfacing post
  • Vocalize

    Suggestions Archive
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    R
    Wanted to bring this to top again.. also would work something like… syntax.... vocalize "heal" moonstone goes poof A warm feeling....... and you are healed.
  • New Skill Ideas

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  • New Spell Ideas

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  • Finger

    Suggestions Archive
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    R
    another resurfaceing post
  • More random eq

    Suggestions Archive
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    R
    I really like, don't know if included in update, but looky here
  • Housing

    Suggestions Archive
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    R
    something I agree with her on, a rarity and worth bringing up for new features
  • Formal Church Alliances

    Suggestions Archive
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    R
    just wanted to post to bring this to surface again. Maybe could be added in the new features. Thanx for looking.
  • New race ideas

    Suggestions Archive
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    R
    http://sentience.sanctuary-roleplay.org/forum/viewtopic.php?f=12&t=478 a link to my suggestion.
  • Chat

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    TieryoT
    Bump after updates
  • Story Idea: Divinity Lost

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  • I is graduated!

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    R
    good job boss man…. Party on, I get thru Austin all the time, to bad I havent been able to get a hold of you and buy you a drink, we can keep trying.
  • Syn's Updates

    Immortal Projects
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    SynS
    I've been completing a project and staff management database for the game. Here's a 4 point summary: 1. A project is just a collection of information about something a group of people is working on. It can be an area, several areas linked together, a scripting or coding project, or whatever. Projects are created and managed by the high-ranking imms. A group of people are assigned to each project, with one of them being the project leader. 2. People can communicate about the project with a "project inquiry" command. This lets people send messages back and forth about scripts, and stuff. This is similar to the note system, except that only people in the group can see these messages. 3. The list of projects, the group, and the completion date pops up as part of the MOTD so that every immortal can be informed of what's going as soon as they log in. 4. I have also coded a very simple, very short database, in which immortals can be assigned duties, promoted/demoted, and assigned immortal flags. This is so we can have a wizlist as well as easier duty toggling. I know this looks as exciting as a monday-morning business meeting compared to the awesome game features I'm planning to implement that. But keep in mind to have a vital playerbase we must have a vital imm force as well. This is all for you guys 8)