Created <bug bug="74">~~[bug=74]~~Issue #74[/bug]</bug> to handle this.
Tieryo
Posts
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Who/Channel Visibility -
Who/Channel VisibilitySeen this come up a couple times with regards to deathsight, but would make sense overall - Why not have who and channels ignore every form of invis except for wizi/incog. This would make helping newbies much easier, while still retaining the utility of invis (not showing up on where or in the room without proper detects).
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<3Well this is a bit awkward. I hadn't realized that people were still interested. Things are finally starting to settle down enough for me to pick this up again.
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Wiki Page!Well, the sentience bugtracker is technically a wiki as well, but that's going to be more for development/code topics. If you mean like wikipedia itself? Sentience wouldn't meet their notability, etc requirements, so there isn't much point to it.
I am, however, working on a website update that should cover things that we're planning and working toward.
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Dynamic WorldsMany games claim to offer a dynamic world, when in reality, what is offered is one of two things:
<list type="decimal">4. 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:
String Bank
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.
Building Editor
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.
City Editor
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.
How it fits together
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.
- 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>
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Order of ImplementationLooks 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.
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Command ParserA 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.
>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) VengeanceJust a thought on how we might handle it.
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NEWS on New CodebaseLooks 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 -> NamesOne 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
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.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.
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Staff Contact InfoFor us to stay in touch, mostly.
For myself:
AIM: Fyrewulfie
AIM: Friar Muffin
MSN: <email email="fyrewulfie@hotmail.com">fyrewulfie@hotmail.com</email>
Email: <email email="areo@sentiencemud.net">areo@sentiencemud.net</email>
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ChatBump after updates
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ChatChat 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.
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Story Idea: Divinity Lost<quote author="Areo, in various conversations,">
@Areo:(03:11:40 PM) Me: (01:27:53 AM) Me: Yeah. Simple description: Divinity Lost.
Good and Evil have fought for all time. Once, they made war on each other directly, invading the other side's planes and wreaking havoc in the name of divinity or malice. Over the course of their battles, each plane was nearly lost for eternity.
(01:28:09 AM) Me: It was a case of mutually assured destruction, on a celestial scale.
(03:11:42 PM) Me: (01:29:41 AM) Me: The highest powers, above and below, came to an agreement. Should they battle one another directly, there would be nothing left for either side to reign over. It would be a war that could not be won for either side. Thus was the first celestial war ended, at least openly.
(03:11:56 PM) Me: (01:40:53 AM) Me: The two powers came together, and forged a neutral ground. The stereotypical image is a hilly scene, with a well at the top. When a Celestial, be it angel or demon, chooses to continue the fight, they drink from the well. In doing so, they lose their form, their abilities, and as a consequence (to make it 'fair', the powers decided), their memories. All they retain is the celestial spark that drives them.
(01:41:34 AM) Me: This serves to explain two major points: 1. Player characters come back to life, after death. 2. They are able to enact true change on the world, unlike normal mortals who have no such spark, bound to the wheel of destiny.
(03:12:10 PM) Me: (01:41:58 AM) Me: Free will is a bitch. Being mortal, they can fight for good, evil, or neutrality, or anything inbetween.
(03:12:27 PM) Me: (01:43:12 AM) Me: Should they choose to remort, of course, they reclaim some of their celestial nature, but in the eyes of their kind, they are abominations (at least to some of their kind). Half mortal, half celestial, they now return to their home plane on death, and can travel between heaven and hell, the non-aggression treaty allowing passage, if not kindness.
(01:43:20 AM) Me: :D
(03:12:37 PM) Me: (01:43:53 AM) Me: The whole mortal thing is because the two powers decided that, while celestial power was too much, mortals would be free to enact change.
(01:44:04 AM) Me: So, under those terms, both sides assume mortal forms to continue the war.
(03:12:50 PM) Me: (01:44:20 AM) Me: They just have to operate under the terms of their pact, which include the loss of memory, etc.
(01:44:33 AM) Me: We might have chargen start at the hilly area.
(01:44:38 AM) Me: As a few questions about tendencies.
(01:44:51 AM) Me: Don't explain the heaven and hell part, but have the character drink from the well.
(01:44:58 AM) Me: THEN they begin the mortal char gen.
(01:45:12 AM) Me: On remort, those traits are brought up again, and they are shown what they truly should have been.
(01:45:23 AM) Me: They can change it, to some extent, based on the experiences of the character.
(03:13:05 PM) Me: (01:45:32 AM) Me: An angel may fall, and a demon may be redeemed, to some extent.
(01:45:41 AM) Me: But yeah, that's the theme we're thinking of.
(01:46:29 AM) Me: Given that a return to life is optional for celestials, we can make actual cities in the death and celestial planes, too.
(01:46:38 AM) Me: Places for them to gain power among their kind or the mortal dead.
(01:48:57 AM) Me: The fun thing is that mortals CAN gain access to the celestial plains, and there they can make the war directly (as only celestials are forbidden to fight there). Thing is, nothing stops the celestials from attacking THEM, either.
(01:49:00 AM) Me: :D
(01:49:10 AM) Me: So they won't be particularly welcome.</quote>
Elaborating on this when I get a chance. Just posting as a reminder to self. -
Feature list<list>* Character
<list>* Advanced character creation. You will be able to select various traits that will change how your character experiences the world, as well as choose templates that will guide your advancement through the world.* Classless, skill-based system with diverse trees of skills. * Level-less, in the most common sense of levels. * Free-magic system, wherein 'spells' are an arrangement of magical components, strung together for the desired effect. * Apprenticeship, players may teach their custom spells and skills to others. * Full crafting, which makes use of the world's natural laws to decide material interactions * Multiple combat styles, players will be able to set their own tendencies for automatic combat which isn't just 'slash slash slash'. * Introductions and Fame, you will not be known at first, but over time, your reputation may grow and lead to being recognized by others. This extends to NPC's as well, and will lead to disguises and reputations based on your skills and actions in the world(s). * Accounts to keep all of your characters in a single place, including shared storage/gold and unlockable traits through gameplay.</list>-
World
<list>* No rooms in the traditional sense. All coordinate based to allow for ranged combat, magic, and actual flight.-
Player-run kingdoms, towns, and organizations, able to build out in the wilds and form their own areas of control.
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Player-run armies, so that they may battle for territory and defend themselves from the horrors of the wilderness.
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Massive wilderness, with multiple planes of reality (living/dream/death, as well as Eden and the Abyss), possibly expanding to moons or other worlds.
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Chemistry, natural laws that control the world, invisible to players that do not research it.
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Afflictions and diseases, which can spread and have their own cures.
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Tying into chemistry, players will be able to make poisons and the like.
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NPC companions that can level with you, be hired on or join your adventurer on a permanent basis.
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Quest system handled by staff, done in pieces which are strung together, allowing for large-scale quest chains which can affect politics and more throughout the entire game world.
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Transportation - Ridden creatures and controllable vehicles will allow for transportation through the vast wilderness.
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Interactive NPC's. To make the game more immersive, NPC's will use the same skill system as players to decide how they act.
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Full ranged combat and magic system, involving facings and advanced formations.</list>
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System
<list>* Player-OLC, so that players may create their own homes/towns/etc, without needing staff to do it at any point.-
IRC style channel system, where players can make their own channels, as well as communicate on the public ones.
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Advanced scripting system, which allows for dragonflight, stargate-style portals, and editing of nearly all aspects of the game.
http://sentience.sanctuary-roleplay.org/forum/progressbar.php?done=85" />
* More natural language parser, a normal and advanced mode which can prompt for clarification on ambiguous commands.</list></list>
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WowYep! We're focusing a bit more on development right now, but the game is still definitely up. Check your messages here. :P
Also, these are the older boards (from when we were hosted at selu), which got fixed up. The newer stuff is available from the archives link here.
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Areo's UpdatesPreparing to close this board, with the completion of the immortal project system ingame (thanks Syn! :D) In any case, my project updates:
Restore Sirin's pfile: <color color="#408040">Complete</color>
Player Website: <color color="#999940">Done, sorta.</color>1
Orgs: <color color="#400080">Planning</color>
1. The site is functional, but needs to be updated to use php, and have an administrative interface for updates. This will be done while integrating the site and forums, which is in progress.
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State of the WebsiteWith the site actually up, I think the time has come to give it a bit of an upgrade. Here's what I've got so far.
<list type="decimal">4. Rewrite the site to use php, with MySQL to store info (likely the forum db)
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Content for the site.
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Hidden Admin Stuff
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Integration of site and forums, so people can click "Board" and see the board. This might be a good thing, y'know?
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Multiple templates for the site/forums, allowing users to pick how they want to see things.
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Wiki, maybe.</list>
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Chat command syntaxJust testing something.
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Meeting Log - 12/28/06Test
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Bags seem to have infinite capacityName: Bags seem to have infinite capacity
Reported by: Riane
Flags: Exploit
Summary: When placed in bags one at a time, an infinite amount of items can be stored in containers. Weight limits are also screwed up, just added 5 16-ton weights, bringing it to 1602/250
From your studies you can conclude the following information: Object 'silky sack of Sentience' is type container, extra flags nodrop nopurge burn_proof no_uncurse kept. Weight is 0, value is 15000, level is 153. Fragility is Solid, condition is 100%. It has been repaired 0/0 times. It is made out of silk. This item is not of the mortal world. Items: 225/225 Weight: 2/250 flags: closable Weight multiplier: 1% [ ][ ] 262167> put zot silk You put a zot candy in the silky sack of Sentience. [ ][ ] 262167> put zot silk You put a zot candy in the silky sack of Sentience. [ ][ ] 262167> put zot silk You put a zot candy in the silky sack of Sentience. [ ][ ] 262167> put zot silk You put a zot candy in the silky sack of Sentience. [ ][ ] 262167> put zot silk put zot silk You put a zot candy in the silky sack of Sentience. [ ][ ] 262167> You put a zot candy in the silky sack of Sentience. [ ][ ] 262167> put zot silk put zot silk You put a zot candy in the silky sack of Sentience. [ ][ ] 262167> put zot silk You put a zot candy in the silky sack of Sentience. [ ][ ] 262167> put zot silk You put a zot candy in the silky sack of Sentience. [ ][ ] 262167> You put a zot candy in the silky sack of Sentience. [ ][ ] 262167> l silk The sack is two foot wide and around a 3 feet long. It is smooth to touch and rustles as it moves about. A draw string is attached at the top, allowing the user to close the bag. No one has figured out what exactly happens to objects that have been inserted into the bag and whereabouts they go to. Luckily the user has only to will the object with his/her hand in the bag to retrieve the object. From your studies you can conclude the following information: Object 'silky sack of Sentience' is type container, extra flags nodrop nopurge burn_proof no_uncurse kept. Weight is 0, value is 15000, level is 153. Fragility is Solid, condition is 100%. It has been repaired 0/0 times. It is made out of silk. This item is not of the mortal world. Items: 235/225 Weight: 2/250 flags: closable Weight multiplier: 1%