| <<O>> Difference Topic DesignDiscussionLogs (r1.3 - 18 Apr 2003 - FantoM) |
| Added: | |
| > > | TOC: No TOC in "Design.DesignDiscussionLogs" |
| <<O>> Difference Topic DesignDiscussionLogs (r1.2 - 08 Mar 2003 - PumaN) |
| Changed: | |
| < < |
Vague descripions |
| > > |
Vague descriptions |
| Changed: | |
| < < | Note: How do we track what objects are familiar with? |
| > > | Note: How do we track what objects we are familiar with? |
| <<O>> Difference Topic DesignDiscussionLogs (r1.1 - 07 Mar 2003 - PumaN) |
| Added: | |
| > > |
%META:TOPICINFO{author="PumaN" date="1047032460" format="1.0" version="1.1"}%
%META:TOPICPARENT{name="OverallDesign"}%
Vague descripionsPuma : Was thinking to write something about the problems of descriptions as you wrote about gems... Elffy : ok back to the descriptions and gems. Elffy : i don't have a prop written yet ... Puma : I was thinking of the technical difficulties of descriptions... Elffy : shorts ? Puma nods. Elffy : i would think thats covered? Elffy : with adjectives and the like. Puma : Using actions-code, you can generate proper shorts for each party partaking in that action, but there is also a generic message going to the room... Puma : I mean, I give you green moss, but when you look in inventory, you have a strange plant...that problem... Elffy : i see Puma : I guess you would like to do ruby/red gem and similar...? Ellfy nogs. Puma : Problem is, what do we send to the room...? Elffy : vague_plural/vague_short Puma : Can we use only unknown shorts there...? Elffy nogs. Elffy : you can't predict who is going to see it. Elffy : well you could actually Puma : You can, but it would be a lot of extra code... Elffy nogs. Puma : You would have to generate a message for each person in the room... Elffy : gayness Puma : Do you think objects should have several levels of description...? A sharp object of metal/a sword/the blade of slaying Elffy : isn't that a little nuts? Puma : I dont know, why...? Elffy : well not too nuts. Elffy : only the first one is nuts ... Elffy : unless your basing it on INT :) Puma nods. Elffy : i'm so dumb I can't see this is a sword :) Puma : It would be kind of fun playing a dumb ogre in that sense... ,o) Puma : No offense to Fanny... ,o) Elffy : which is kind of valid ... some people re-arrange their int to nothing. Puma nogs. Puma : But then you really get a problem... Elffy : passing shorts becomes a nightmare. Puma : Cause the lowest one wont be acceptable as standard for those not totally unintelligent... Elffy : it could be interpretted in the player object ? Puma : How...? Elffy : pass a lambda instead of a string :) Puma hmms. Elffy : or some bit of code. Elffy : instead of a static string. Puma : Thats pretty much the same as generating messages for each person in the room though...? Elffy : i don't know if thats possible though Elffy : no it would just pass the same message with the short part as a variable ? Elffy : is that possible? Puma : Kind of... Note: How do we track what objects are familiar with? Object library generation
Elffy : we'd need an object library though.
Puma : Nod, writing a small sequence diagram of that right now...
Elffy : how are you planning on handling that ?
Puma : Not sure yet...
Elffy : are we going to have to plug in materials and such ?
Elffy : or can we make some assumptions ?
Puma : Plug in...?
Elffy : open up /blah/blah/staffofdecap.c edit ... set_material("wood"); ... etc ad infinitum.
Puma : Nah...
Puma : What I was thinking is more like get_me_a("ogre warrior")
Puma : Or what was you thinking about...?
Elffy : i am blank ...
Elffy : i was just interested to see what you came up with.
Elffy : my stuff would be needlessly convoluted :(
Puma : Putting all the responsibility on me...!
Puma grins evilly.
Puma : Im trying to make it as simple as possible to use it...as I usually do...
Elffy : so in that instance the obj lib would look at the 2 words and build an object based on others in the library ?
Puma : I dont think a string like that is a good idea, but basically yeah....
Elffy : get_me_a( ({
Puma : And he should come fully equipped...
Elffy : right on
Puma : With appropriate gear...
Elffy : would an ogre really be an ogre without a wooden club and a leather jerkin ?
Puma : Probably not, so we define him in the library as wanting to have that...
Overall designElffy : i'm not as worried about the design as much as making what we have conform ... Puma blehs at Elffy. Elffy : am i thinking too much ? Puma : Nah, I just dont want to think about that... .o) Elffy : i was thinking if we could brainstorm a little maybe we could make it less painful. Puma : Our current areas are as un-dynamic as something can get, so its hard to think them in this designing... Elffy nogs. Puma : Nod, depends a bit on our overall goals, which we havent dedided upon... Elffy : so we can probably ignore some of our static stuff. Puma : I hope so... Puma : Perhaps they can be converted, I dont know... Puma : I lack an overall goal though... Elffy : maybe we could make a player tool ... to have Elffy walk around and set some of the stuff to the right material. Puma : Oh, I dont worry too much about material stuff... Puma : Nothing that says we must have material just cause we have a library... Elffy : i'm going back to the initial part where you had multiple shorts per object based on rules. Puma : Nod...? Elffy : so maybe we talk about what we are trying to accomplish. Puma : With...? Elffy : object library etc. Puma nods. Elffy : then maybe we can better prioritize. Puma : Question is a lot of what kind of mud we are wanting... Elffy : ok Elffy : I would like to see a healthy mix of combat and crafting ... Elffy : real but not ultra real ... Puma : Are we happy with a hack-and-slash static mud...do we want to make a humongous world where you can travel in 50 million rooms, whats character-development like... Elffy : no ... yes ... and i dunno :0 Puma : There are a lot more ways to go than the standard ones of extreme reality too... Elffy : middle ground ... Elffy : i am fine with settling for playability Puma : Not just middle-ground, you can cut an utterly complex thing into a single bit of nothingness, and the game will still be fun... Elffy : i see your point ... Elffy : what I am trying to say is i'm flexible ... Puma nods. Elffy : it sounds like you have som real plans. Puma : I have a lot of different kind of plans, but I dont know which ones to head for... Puma : As its a question of what kind of game you want to have... Elffy : kick the biggest guys ass first ... then all the shitheels will follow :) Puma : I saw the other day a mud that purposefully cut their whole world into a small island, so that players would meet and interact more... Puma : Thats a real design-decision... Puma : Instead of a 'lets build this'... Elffy : interesting Elffy : and then what you teleport to places ? Puma : Dont know how they did it, they just purposefully didnt make their world extremely large, went for detail instead... Elffy : ic Elffy : so you want me to just spout out some ideas ? World/GridElffy : i really like that prop I wrote about the world_d ... but I realized as soon as i started that I don't have all the pieces ... Puma : What pieces were missing...? Elffy : and purgie was telling me somethign about ROMS Elffy : rom code based. Elffy : she said all the rooms have a number. Elffy : vnum Elffy : the part I was missing was a mapping system ... Puma : A grid...? Elffy nogs. Elffy : a way of identifying where all of those features are so they can be digested and spit back out in descriptions. Puma nods. Elffy : and it wouldn't have to be elaborate ... Puma : I have even been thinking whether it would be possible to build areas using the architecture stuff I put in housing... Puma : Cause if you are going to have that kind of details, you cant code it all, a single room would grow hmuongous... Elffy nogs. Puma : Thus Id prefer if you could use building-blocks and put them together... Project designElffy : your design document is starting to make more sense now... Puma : Which...? Elffy : twiki Elffy : the main page of the design web. Puma : How so...? Elffy : sounds like you want an action plan Puma nods. Puma : I guess design is not about the amount of detail you can put into it, but the amount of detail you can cut away from it... Elffy : you want a list of goals ... and a plan on execution of each of those goals. Puma nods. Elffy : a classic project. Elffy : i've written quite a few for work. Puma : Good, Ive never done any... Puma grins evilly. Elffy : I have a form somewhere ... Puma : Check my idea under GameTime also, its quite a major thing, that I need feedback on... Elffy : time_d can be leveraged for that I think .. if we scale the day correctly Puma : Check second idea... Elffy : objective ... goal ... methodology Puma : Whats goal...? Puma : In this context... Elffy : i get mixed up on that part of the form :) Elffy : objective: To lower communications costs. goal: to lower the communications costs by $1000 over the next year ... methdology: I will lower the cost of communications by $1000 by doing the following ... x ... y .... z Puma goes, 'Heh.' Puma goes, "Ah...That makes a lot more sense..." Elffy : in the job world its about accountability ... Elffy : we don't really have time lines here ... Puma nods. Elffy : but we could use the goal to just focus more on what it is we want ... Puma nods. Elffy : or identify key areas that will make an impact. Puma : Especially I think we need to decide on certain things... Puma : Because sometimes theres more than one way of solving a problem... Puma : And sometimes one of the solutions leads to another problem, that has to be solved as well... Elffy nogs. Puma : Before you can decide which path to take... Elffy : this project plan basically outlays what you want to do ... and then gets people moving forward on it. Elffy : it doesn't outline everything. Puma nods. Elffy : sometimes thats better ... some things are overwhelming ... and not detailing them helps. Elffy : so I think we've identified heaps of things we'd like to do ... Puma : But not how to do them... Elffy : now we just have to figure which things are dependant on eachother ... and start at the bottom. Puma : Nod, I think we got object-library and combat system as two of those... CombattimeElffy : but when you think about time and movement ... how can combat begin without either of those ? Puma : Think we should leave movement, movement will not be free inside combat...time is more a matter of whether we want round-time or turns... Elffy : time could easily move differently when we enter combat. Elffy : yeesh ... its 3am. Puma : Nod, but its also a matter of how to perform combat once you are in it...do you ever get any sleep...? Puma : Ill compile the discussion... Elffy goes: Whee! Puma : Need to get Fantom into this too...-- PumaN - 07 Mar 2003 %META:TOPICMOVED{by="PumaN" date="1047032392" from="Design.DiscussionLogs" to="Design.DesignDiscussionLogs"}% |
| Topic DesignDiscussionLogs . { View | Diffs | r1.3 | > | r1.2 | > | r1.1 | More } |
|
Revision r1.1 - 07 Mar 2003 - 10:21 GMT - PumaN Revision r1.3 - 18 Apr 2003 - 02:36 GMT - FantoM |
Copyright © 2001 by the contributing authors.
All material on this collaboration tool is the property of the contributing authors. Ideas, requests, problems regarding Tharsis? Send feedback. |