| <<O>> Difference Topic WaterSystem (r1.20 - 27 Jul 2006 - FantoM) |
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| > > | Yes - random placement of an item is possible. No - the combat system has not made it that far yet. -- FantoM - 28 Jul 2006 |
| <<O>> Difference Topic WaterSystem (r1.19 - 27 Jul 2006 - AureleaGu) |
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| > > | I enjoy the thought of sunken treasure, although that would probably only be in water rooms considered to be oceans. It could work for lakes if someone just hid it there. In this case there could be a large monster protecting it. Maybe in the case of the ocean, the placement of it could be at random? Is the room generator able to do that? Both could be a once per boot occurrence. Of course not every water area could have this same idea. The new combat system that was put into play... was that made to handle the combat alterations that were suggested previously? (see Puma comment from 14 Jan 2003) -- AureleaGu - 28 Jul 2006 |
| <<O>> Difference Topic WaterSystem (r1.18 - 27 Jul 2006 - FantoM) |
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| > > | Fair call: Sunken treasure. Quests. Others? -- FantoM - 27 Jul 2006 |
| <<O>> Difference Topic WaterSystem (r1.17 - 27 Jul 2006 - AureleaGu) |
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I think that we want to make this as realistic as possible but also we have to get into the discussion of what is the benefit of having an underwater area? As it stands taken from what has been posted already: you can die a lot easier; you can only use certain weapons; fighting is a lot slower; fleeing is a lot slower. Does this sound like a place where a player would actually want to go then? Are we making it so realistic that it wouldn't matter to have the areas anyway because no one would want to go there? Just a few thoughts. -- AureleaGu - 27 Jul 2006 |
| <<O>> Difference Topic WaterSystem (r1.16 - 10 Jul 2004 - TigeR) |
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| <<O>> Difference Topic WaterSystem (r1.15 - 09 Jul 2004 - ProdigY) |
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| <<O>> Difference Topic WaterSystem (r1.14 - 14 Jun 2004 - ProdigY) |
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Swim into cave ->
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| <<O>> Difference Topic WaterSystem (r1.13 - 02 Jun 2004 - TigeR) |
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| > > | The message when someone arrives or leaves should be changed to something like "[person] swims in." and/or "[person] swims [direction]" -- TigeR - 02 Jun 2004 |
| <<O>> Difference Topic WaterSystem (r1.12 - 21 Jan 2004 - PumaN) |
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To not have the players being drawn back by the current as soon as they enter a room, before being able to type a new direction command, I was thinking they should keep swimming in the direction last entered, until they type another direction, or 'look'.
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| > > | To not have the players being drawn back by the current as soon as they enter a room, before being able to type a new direction command, they should try staying in the same spot, swimming against the current at the same speed as it. |
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'Look' would make them try to stay in the same spot, meaning swimming against the current if any is present. There should also be a command 'float' which makes you simply follow the current.
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| > > | There should also be a command 'float' which makes you simply follow the current. |
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Swimming uses up stamina, at a varying rate dependant on how good a swimmer you are and how burdened you are.
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| > > | Swimming/floating uses up stamina, at a varying rate dependant on how good a swimmer you are and how burdened you are. |
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| > > | Syntax suggestion by ElffyB: "The current here is 'strong' you are being swept to the east you can; dive, float, swim east, swim west or look." |
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| > > | Breathpoints have been done already -- PumaN - 22 Jan 2004 |
| <<O>> Difference Topic WaterSystem (r1.11 - 01 Dec 2003 - FreD) |
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| < < | Interesting ideas from the design channel... Thu Oct 16 00:49:05 2003: ranma : Ember? You awake? Thu Oct 16 00:49:31 2003: ranma : anyways...breathing underwater... Thu Oct 16 00:50:01 2003: fry : there is a line for this? Thu Oct 16 00:50:13 2003: fry : nifty...WHY? Thu Oct 16 00:50:23 2003: ranma : you get "breath points" or Bp: based on your ot.swimming skill, much like ot.st affects hp Thu Oct 16 00:50:59 2003: fry : it should include stamina shouldn't it? since your stamina would effect your ability to hold your breath Thu Oct 16 00:51:41 2003: ranma : ok....Yeah, Con should effect your Bp: Thu Oct 16 00:52:01 2003: fry : but no stamina? Thu Oct 16 00:52:09 2003: ranma : being underwater depletes Bp: depended on depth..... Thu Oct 16 00:52:13 2003: ranma : getting to stamina Thu Oct 16 00:53:37 2003: ranma : if you are at a deeper depth....inherit WATER_ROOM; set_depth(ranges from 1-20 lets say); you lose bp faster...for instance... being at a depth of 5 ft is less straining than a depth of say...100 Thu Oct 16 00:54:15 2003: ranma : once you run out of Bp: it starts draining your hp, you start drowning Thu Oct 16 00:54:37 2003: fry : would it drain a % of hp or a straight amount? Thu Oct 16 00:54:45 2003: ranma : we could make potions of "water breathing" or something that could replenish or grant unlimited Breath Point (Bp:) Thu Oct 16 00:54:55 2003: ranma : % would be more fair.... Thu Oct 16 00:55:33 2003: ranma : Should higher lvl players be allowed to drown longer? I don't think so |
| > > | Idea of breathinging underwater (original from Ranma, Ember, and a bit from Fry; chopped by Fred) |
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| < < | I like the being able to set depth....like water rooms at the top have a depth of 1, 2 for the room below it, 3 for the room below that...etc. 10 ft of depth per number. I think Bp: Is a good idea... |
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You get "breath points" or Bp: based on your ot.swimming skill, much like ot.st affects hp Stamina and Con affects your Bp, how it is drain and total amount. being underwater depletes Bp depended on depth. To set depth of water room:
Potions could replenish or grant unlimited Bp.. Higher lvl players drown as easily as lowlvl players. Water rooms at the top have a depth of 1, 2 for the room below it, 3 for the room below that...etc.
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| < < | -- DonaldKincannon - 02 Nov 2003 |
| > > | -- DonaldKincannon? |
| <<O>> Difference Topic WaterSystem (r1.10 - 01 Nov 2003 - DonaldKincannon) |
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| > > | Interesting ideas from the design channel... Thu Oct 16 00:49:05 2003: ranma : Ember? You awake? Thu Oct 16 00:49:31 2003: ranma : anyways...breathing underwater... Thu Oct 16 00:50:01 2003: fry : there is a line for this? Thu Oct 16 00:50:13 2003: fry : nifty...WHY? Thu Oct 16 00:50:23 2003: ranma : you get "breath points" or Bp: based on your ot.swimming skill, much like ot.st affects hp Thu Oct 16 00:50:59 2003: fry : it should include stamina shouldn't it? since your stamina would effect your ability to hold your breath Thu Oct 16 00:51:41 2003: ranma : ok....Yeah, Con should effect your Bp: Thu Oct 16 00:52:01 2003: fry : but no stamina? Thu Oct 16 00:52:09 2003: ranma : being underwater depletes Bp: depended on depth..... Thu Oct 16 00:52:13 2003: ranma : getting to stamina Thu Oct 16 00:53:37 2003: ranma : if you are at a deeper depth....inherit WATER_ROOM; set_depth(ranges from 1-20 lets say); you lose bp faster...for instance... being at a depth of 5 ft is less straining than a depth of say...100 Thu Oct 16 00:54:15 2003: ranma : once you run out of Bp: it starts draining your hp, you start drowning Thu Oct 16 00:54:37 2003: fry : would it drain a % of hp or a straight amount? Thu Oct 16 00:54:45 2003: ranma : we could make potions of "water breathing" or something that could replenish or grant unlimited Breath Point (Bp:) Thu Oct 16 00:54:55 2003: ranma : % would be more fair.... Thu Oct 16 00:55:33 2003: ranma : Should higher lvl players be allowed to drown longer? I don't think so I like the being able to set depth....like water rooms at the top have a depth of 1, 2 for the room below it, 3 for the room below that...etc. 10 ft of depth per number. I think Bp: Is a good idea... -- DonaldKincannon - 02 Nov 2003 |
| <<O>> Difference Topic WaterSystem (r1.9 - 30 Sep 2003 - DevonScarfe) |
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| <<O>> Difference Topic WaterSystem (r1.8 - 28 May 2003 - FantoM) |
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| < < | If you run out of stamina, you start to sink, once submerged, you will try to hold your breath for as long as possible and then start losing life. (swimming in deep water when youre not too good at it wont be an advisable affair) |
| > > | If you run out of stamina, you start to sink, once submerged, you will try to hold your breath for as long as possible and then start losing life. (swimming in deep water when you're not too good at it won't be an advisable affair) |
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| > > | I'd suggest that we also have some point at which they are so burdened relative to their swimming skill that they simply sink while they still have stamina. At this point they can drop stuff and swim to the surface. -- FantoM - 29 May 2003 |
| <<O>> Difference Topic WaterSystem (r1.7 - 21 Apr 2003 - PumaN) |
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Swimming design:To be able to handle currents and swimming, we need a different kind of movement system, which is delayed. To not have the players being drawn back by the current as soon as they enter a room, before being able to type a new direction command, I was thinking they should keep swimming in the direction last entered, until they type another direction, or 'look'. 'Look' would make them try to stay in the same spot, meaning swimming against the current if any is present. There should also be a command 'float' which makes you simply follow the current. Each room could be divided in a 3x3 grid, in which we move them, this will not be visible to players, but as they progress through the squares, they get messages on where they are heading. (ie, "You try to swim west, but the current is too strong and you are pulled southeast.") Swimming uses up stamina, at a varying rate dependant on how good a swimmer you are and how burdened you are. If you run out of stamina, you start to sink, once submerged, you will try to hold your breath for as long as possible and then start losing life. (swimming in deep water when youre not too good at it wont be an advisable affair) -- PumaN - 22 Apr 2003 |
| <<O>> Difference Topic WaterSystem (r1.6 - 10 Feb 2003 - PumaN) |
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| < < | - type of hook that limits actions while in water. |
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| < < | - movement water travel other than swimming trainable swimming ablility natural swimming ablility depth, pressure, breathing, currents, sinking - encumberance, weight vs swimming vs drowning - inventory carrying wearing wielding - hearing, talking - smelling - seeing light fire, able to have a lit torch at the bottom of a lake now - underwater gcommands lightning fry sandstorm could be whirlpool and wave effects ... etc underwater a druid would call things like fish, eels, turtles - blue text - combat fired weapons - corpses - death - weather (snow,ice, winter time..) - any kind of vehicle thing - boats and possibly something that works underwater also. - a floating controlable vehicle - floating objects set_material in objects, float/no float is do-able Elffy: it should be given a higher than other priority ... because there are lots of things pending because of this ... |
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| <<O>> Difference Topic WaterSystem (r1.5 - 10 Feb 2003 - EmbeR) |
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*swimming
- type of hook that limits actions while in water.
- movement
water travel other than swimming
trainable swimming ablility
natural swimming ablility
depth, pressure, breathing, currents, sinking
- encumberance, weight vs swimming vs drowning
- inventory
carrying
wearing
wielding
- hearing, talking
- smelling
- seeing
light
fire, able to have a lit torch at the bottom of a lake now
- underwater gcommands
lightning
fry
sandstorm could be whirlpool and wave effects ... etc
underwater a druid would call things like fish, eels, turtles
- blue text
- combat
fired weapons
- corpses
- death
- weather (snow,ice, winter time..)
- any kind of vehicle thing
- boats and possibly something that works underwater also.
- a floating controlable vehicle
- floating objects
set_material in objects, float/no float is do-able
Elffy: it should be given a higher than other priority ...
because there are lots of things pending because of this ...
-- EmbeR - 10 Feb 2003 |
| <<O>> Difference Topic WaterSystem (r1.4 - 14 Jan 2003 - EmbeR) |
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| > > | Some streams/creeks may be too shallow to swim in. Maybe have the player able to walk through those areas but be more difficult to get through ... ? After swimming for awhile it should effect the players hearing. |
| <<O>> Difference Topic WaterSystem (r1.3 - 14 Jan 2003 - FantoM) |
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| < < | a river/pond/lake/etc should be a fillable source for buckets/vials/etc ( idea by Elffy ) (if I swim in water, do my vials/buckets fill up?;) |
| > > | a river/pond/lake/etc should be a fillable source for buckets/vials/etc ( idea by Elffy ) |
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| < < | Combat should be slowed underwater, and only piercing weapons can have any effect there |
| > > | Combat should be slowed underwater, and only piercing weapons can have any effect there -- PumaN - 14 Jan 2003 |
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| < < | -- EmbeR - 14 Jan 2003, cursive text by PumaN |
| > > | -- EmbeR - 14 Jan 2003 |
| <<O>> Difference Topic WaterSystem (r1.2 - 14 Jan 2003 - PumaN) |
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| < < | Different liquids to swim in ( river stream lake pond ocean ) |
| > > | Different environments to swim in ( river stream lake pond ocean ) |
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| < < | a river/pond/lake/etc should be a fillable source for buckets/vials/etc ( idea by Elffy ) |
| > > | a river/pond/lake/etc should be a fillable source for buckets/vials/etc ( idea by Elffy ) (if I swim in water, do my vials/buckets fill up?;) |
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| < < | I think combat goes too fast in water and there should be more misses. |
| > > | Combat should be slowed underwater, and only piercing weapons can have any effect there |
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| < < | -- EmbeR - 14 Jan 2003 |
| > > | -- EmbeR - 14 Jan 2003, cursive text by PumaN |
| <<O>> Difference Topic WaterSystem (r1.1 - 14 Jan 2003 - EmbeR) |
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%META:TOPICINFO{author="EmbeR" date="1042504469" format="1.0" version="1.1"}%
%META:TOPICPARENT{name="WebHome"}%
Right now water rooms are still under development. Add your suggestions you think how water rooms should/shouldn't operate.
Some things to think about: Level/pressure Timed drowning. surface/underwater Swimming in armour Swimming carrying stuff Different liquids to swim in ( river stream lake pond ocean ) Add Suggestions here... a river/pond/lake/etc should be a fillable source for buckets/vials/etc ( idea by Elffy ) I think combat goes too fast in water and there should be more misses. I killed a bug in the pond and said "A corpse of a tadpole is on the ground." I think they should float or sink to the bottom ( corpses probably don't float ) Fighting underwater should speed up the timed drowing. If someone is swimming in a river it should have the potential to pull the player down stream. -- EmbeR - 14 Jan 2003 |
| Topic WaterSystem . { View | Diffs | r1.20 | > | r1.19 | > | r1.18 | More } |
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Revision r1.1 - 14 Jan 2003 - 00:34 GMT - EmbeR Revision r1.20 - 27 Jul 2006 - 23:42 GMT - FantoM |
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