Mythruna

General Category => General Discussion => Topic started by: Michael on September 27, 2012, 05:09:11 PM



Title: Features in the Game
Post by: Michael on September 27, 2012, 05:09:11 PM
DIFFICULTY:
Would that be wise? Some people love the selection of "easy, normal, hard" but is difficulty wise? in minecraft if i see a creeper, i pause it, go to options, and switch it to peaceful, which completely ruins the game.

MOBS:
There has been talk about these, and there will be more.

RACES:
How about a new race, hmm? aqua race, you can get on land to collect resources, but you have a time limit of half a day 10-12 hours (Mythruna time.) and to regain time to stay on land, you need to be in water for at least 5 hours mythruna time to recover everything.

DESIGN:
Design will change periodically over time, we know this.

COMMANDS:
There may be more commands added, but i cannot think of anything. maybe a command to change texture. ex:
Code:
/texture //tells you the commands for /texture command
/texture current //will display your current texture.
/texture location([location]) //will change the location of all of your texture locations for example, mine may be '..\Documents\Mythruna\textures'
/texture change //you can either put the number hex number [0] these are indicated alphabetically, or you can type texturepack name.
/texture list //displays texture pack lists and the hex number.
Not sure if the '[]' are called hex numbers :P

RESOURCE COLLECTING:
  • Tools list and breakage, strength, ect..
Quote
Hand - unlimited attacks, 5% damage

Sword
  • Wood - 30 attacks, 10% damage
  • Stone - 45 attacks, 15% damage
  • Iron - 55 attacks, 25% damage
  • Gold - 35 attacks, 8% damage
  • Diamond - 120 attacks, 35% damage

Axe
  • Wood - 25 collections, 2x collecting
  • Stone - 40 collections, 3.5x collecting
  • Iron - 58 collections, 4x collecting
  • Gold - 30 collections, 1.5x collecting
  • Diamond - 115 collections, 5.5x collecting

..so on with collecting..

I will make another section for new items and crafting.. it will take the thought of the crafting size, and making larger sizes...


Title: Re: Features in the Game
Post by: pspeed on September 27, 2012, 05:49:01 PM
There will be no diamond swords as that's pretty ridiculous.  A diamond sword would shatter the first time you used it.

For swords you might have things like: wood, copper, iron, bronze, steel, ??

These would behave about like expected.

re: options, there will eventually be an options screen.  There will be no need to set textures in game and it's very hard to implement anyway.  Texture packs will be set with scripts through mod plug-ins.  There will be no need to specify the location of the textures since it will already be a part of the plug-in.

re: Difficulty, I don't plan to have it.  Or at least not so as you can change it mid game.  Create the world with the plug-ins you want enabled and then that's the world... so you set the difficulty when you create the world.  Turning plug-ins off later is likely to be too hard to implement properly and won't be any fun, anyway.  People can always cheat in other ways.



Title: Re: Features in the Game
Post by: Michael on September 27, 2012, 05:55:51 PM
There will be no diamond swords as that's pretty ridiculous.  A diamond sword would shatter the first time you used it.

For swords you might have things like: wood, copper, iron, bronze, steel, ??

These would behave about like expected.

re: options, there will eventually be an options screen.  There will be no need to set textures in game and it's very hard to implement anyway.  Texture packs will be set with scripts through mod plug-ins.  There will be no need to specify the location of the textures since it will already be a part of the plug-in.

re: Difficulty, I don't plan to have it.  Or at least not so as you can change it mid game.  Create the world with the plug-ins you want enabled and then that's the world... so you set the difficulty when you create the world.  Turning plug-ins off later is likely to be too hard to implement properly and won't be any fun, anyway.  People can always cheat in other ways.



Fail, sorry, I have lately been playing minecraft, and i couldn't think of some of the essential minerals. :P And i did not know the how 'fragile' diamonds are. I need more thought, i am thinking of a design for crafting, I have came up with this for crafting so far

crafting bench - unspecified recipe
db crafting bench - 4 crafting benches
blueprint designer - 8 db crafting benches, in center of all is a regular crafting bench:

(()) (()) (())
(()) (  ) (())
(()) (()) (())

and Paul, I respect you very much ;) so if you don't like any ideas straight out tell me.


Title: Re: Features in the Game
Post by: Iggyjeckel on September 27, 2012, 06:07:13 PM
Of what I understand crafting will take place on multiple platforms. Ie.. Loom (cloth) forge(smelting) blacksmith anvil (shaping metal) etc etc so having a "crafting bench" would only be useful for things associated with that object

Think of skyrim, to make something you must use multiple objects to create-one item.

If im on the wrong path of thinking let me know


Title: Re: Features in the Game
Post by: pspeed on September 27, 2012, 06:24:36 PM
Of what I understand crafting will take place on multiple platforms. Ie.. Loom (cloth) forge(smelting) blacksmith anvil (shaping metal) etc etc so having a "crafting bench" would only be useful for things associated with that object

Think of skyrim, to make something you must use multiple objects to create-one item.

If im on the wrong path of thinking let me know

That's about right.  And it will be different for different materials, also.  For example, bronze casting a sword is way different than making a steel sword.  My idea is to be as accurate as I can be, throwing a little magic in here and there to make it more fun.  So smelters and blasting furnaces will be a bit simplified (magic heat) and some steps may "magically" go quicker than in real life... but if you watch documentaries on sword-making, chances are I've gotten most of my inspiration there.

This thread is funny because I've been thinking a lot about crafting lately.


Title: Re: Features in the Game
Post by: Iggyjeckel on September 27, 2012, 06:34:00 PM
I love crafting, give me a game with an amazing crafting aspect and you get me for life



Title: Re: Features in the Game
Post by: pspeed on September 27, 2012, 06:40:08 PM
I love crafting, give me a game with an amazing crafting aspect and you get me for life

Yeah, me too... and I've never really been completely happy with any crafting, ever.  The later Ultima games came close but still missed something to me.

So we'll see what that drive produces.


Title: Re: Features in the Game
Post by: Michael on September 27, 2012, 06:48:21 PM
I may think of crafting. But it will be alot more complicated than minecraft. EXAMPLE:
Quote
//Decides to want to make a steel sword
1.) Mines steel.
2.) Smelts it.
3.) Smelts steel again, allowing reshaping.
4.) spends time smelting, reshaping...
5.) reshaping...
6.) gets wood, smashes it into sticks.
7.) places steel and wood in crafting area; places together. CRAFTING COMPLETE - finished? no.
8.) sharpens blade, allowing higher strength to attacking.

That sir, is how it is done!


Title: Re: Features in the Game
Post by: Iggyjeckel on September 27, 2012, 07:03:00 PM
Or

1. Find ore (lets say iron)
2. Start smelting
3. While waiting, go buy leather
4. Start crafting handle
5. Finish handle
6. Pick up heated ore
7. Find correct mold for sword, and pour liquid iron
8. Wait for cool down
9. Go hunting and eat
10. Remove sword from mold
11. Insert sword into forge and heat iron
12. Hopefully remove at correct time and hit on anvil and hammer
12b. (dont judge my b, im lazy and forgot a step) place in water
13. Repeat steps 11 and 12
14. Repeat step 13
15. Allow cooling
16. Finish sword with handle
17. Sharpen with stone
18. Sell sword for 50 gold :)


Title: Re: Features in the Game
Post by: belgariad87 on September 27, 2012, 07:12:22 PM
what i hoped was it would be like skyrim-ish but as mentioned with many more tools and workplaces. but i really didnt want it to be like skyrim where you could just use anyone's anvil. it should b a great priority to get your *own* workplaces and materials to make equipment.


Title: Re: Features in the Game
Post by: Michael on September 27, 2012, 08:08:16 PM
crafting bench - regular (128x128):
(http://i.imgur.com/gS1np.png)

There is space at the top of the crafting square for putting 'crafting' there.
The sidebar on the side above the item list is for the armor.


Title: Re: Features in the Game
Post by: pspeed on September 27, 2012, 08:09:06 PM
I may think of crafting. But it will be alot more complicated than minecraft. EXAMPLE:
Quote
//Decides to want to make a steel sword
1.) Mines steel.
2.) Smelts it.
3.) Smelts steel again, allowing reshaping.
4.) spends time smelting, reshaping...
5.) reshaping...
6.) gets wood, smashes it into sticks.
7.) places steel and wood in crafting area; places together. CRAFTING COMPLETE - finished? no.
8.) sharpens blade, allowing higher strength to attacking.

That sir, is how it is done!

You cannot mine steel... there is no such thing as steel ore.

Anyway, Iggyjeckel has it closer.  You might also make your own molds, etc..


Title: Re: Features in the Game
Post by: pspeed on September 27, 2012, 08:11:33 PM
crafting bench - regular (128x128):
(http://i.imgur.com/gS1np.png)

There is space at the top of the crafting square for putting 'crafting' there.
The sidebar on the side above the item list is for the armor.

Take everything you know about minecraft crafting, put it in a furnace and burn it with a hot fire.  Take those ashes, burn them again.  Repeat until there is only smoke.

I will not be using anything like guesswork pattern matrix (guess the right pattern and Tadah! you get a weapon... or move the ingot and Tada! you get a broom.)  It will more resemble the current object building than it will anything minecraft has.


Title: Re: Features in the Game
Post by: Michael on September 27, 2012, 08:16:00 PM
As i said before, there are doube-crafting benches. The regular one is for very simplistic things :P just as a note, i know you aren't trying to, i think i am getting offended -.- lol fail. I understand what you are talking about, i am just trying to help, and i am incredibly failing xD

Sorry I don't know how you collect every single ore in the world, they are found in the ground from what i know, that is it.
I agree Iggy has it better than me.


Title: Re: Features in the Game
Post by: Michael on September 27, 2012, 08:17:57 PM
Want to know why i try so hard in development? here is my reason, I want to accomplish something good in my life for once. all my life i have been doing nothing great. I need to lay off so much. I will spend 20-30 mins learning groovy now.


Title: Re: Features in the Game
Post by: Iggyjeckel on September 27, 2012, 08:26:48 PM
Dont be offended, and dont worry about making your "mark" on yhe world. Your 12 years old. Childhood is about making mistakes, learnjng from them, and making more mistakes.



Title: Re: Features in the Game
Post by: Michael on September 27, 2012, 08:37:11 PM
Dont be offended, and dont worry about making your "mark" on yhe world. Your 12 years old. Childhood is about making mistakes, learnjng from them, and making more mistakes.

My mind is incredibly compiled, i seem to feel deja vu at some points. I know what the world is and what it is coming to.
I just want to look forward to something incredible in the near future. and i am TIRED AS CRAP! (sleep wise)
g'night!


Title: Re: Features in the Game
Post by: pspeed on September 27, 2012, 08:45:09 PM
Sorry if I offended you but it's a little hard to construct a well thought out diplomatic response to all of your posts.  And anyway, I'm a little sensitive about minecraft comparisons anyway... so when I see "I have a great idea!  Do it exactly like minecraft except with MOAR BOXES!" my response will be a little quick.

There are few things I can be as sure about as that I will not do crafting with a puzzle matrix.  It's not that it's bad, it just wouldn't fit the tone I'm heading for.


Title: Re: Features in the Game
Post by: Iggyjeckel on September 27, 2012, 08:59:16 PM
Correct me if wrong

Looking for a steampunk/mytholgical/D&D game with as much realism as able to

The voxel (mnecraft) view of the world is only a biproduct of the engine you are using, as well as it being the easiest way for the customizable terrain you have wanted.

The similarities of minecraft and mythruna end at the voxels. Even that wasnt based on minecraft, maybe influenced but not  to be seen as anything else.

thosr who speak of "like minecraft" is like saying the movie aliens is like war of the worlds. Both are movis with aliens after all

Mythruna to me will be an rpg with customizable terrain and a realistic feel unlike any other game. When I speak to anyone and try to explain the game I dont even bring up minecraft unless they ask about graphic, then   I say its a voxel shaped world, much like minecraft, but the similarities end there. Mining will not be the focus of the game. Just something that is possible


Title: Re: Features in the Game
Post by: FutureB on September 27, 2012, 09:04:16 PM
Just putting it out there but i think that for "craft benches" the thing that defines them is maby a certain specifically designed slab so we can create what ever looking table we want but if it has this slab in the object from the build mode it can now be used as a crafting bench, the same with furnaces cooking utilities and stuff.


Title: Re: Features in the Game
Post by: pspeed on September 27, 2012, 09:05:00 PM
Yes, that's it.

After all, from the right perspective, Minecraft is just Quake with blocks.  You still run around in a 3D world and kill stuff.  From a loose enough view, I think there are only 4 different games.


Title: Re: Features in the Game
Post by: pspeed on September 27, 2012, 09:08:25 PM
Just putting it out there but i think that for "craft benches" the thing that defines them is maby a certain specifically designed slab so we can create what ever looking table we want but if it has this slab in the object from the build mode it can now be used as a crafting bench, the same with furnaces cooking utilities and stuff.

Some crafting will not require a bench at all (think wood carving).  Some crafting will require a device you might carry with you (think simple alchemy).  Some crafting will require a special bench (think turning a stave into a bow).  Some crafting will require a special apparatus that is too big to carry but is also not a "bench" (think smelting, smithing, tanning, weaving, etc.)


Title: Re: Features in the Game
Post by: Iggyjeckel on September 27, 2012, 09:09:37 PM
Final fantasy (rpg)
quake/doom (fps)
asteroids (3rd person shooter)
sports(includes racing)


Title: Re: Features in the Game
Post by: Iggyjeckel on September 27, 2012, 09:12:14 PM
Oh and will there be gem cutting? Just wondering because i love the idea of cutting gems, and either have magical properyies in them, or "soul gems"


Title: Re: Features in the Game
Post by: pspeed on September 27, 2012, 09:22:30 PM
Oh and will there be gem cutting? Just wondering because i love the idea of cutting gems, and either have magical properyies in them, or "soul gems"

I want gem cutting.  In the magic thread I talk about how different cuts will have different magic circuit properties.  Have to get the different cuts somehow.


Title: Re: Features in the Game
Post by: Iggyjeckel on September 27, 2012, 09:28:25 PM
In a game I played years ago, dark ages of camelot, they had gem crafting (called alchemy for some reason) but with the level of your'skill you would be able to cut more precisely. Obviously you would need better materials but mostly people paid me in materials. But anyways, you could have to forge high end toold and have a high end uncut gem. Still a chance to fail miserably but have a higher chance at success.

I could think of some aritmatic equation or examples if you want me to, or just throw this out


Title: Re: Features in the Game
Post by: pspeed on September 27, 2012, 09:30:39 PM
In a game I played years ago, dark ages of camelot, they had gem crafting (called alchemy for some reason) but with the level of your'skill you would be able to cut more precisely. Obviously you would need better materials but mostly people paid me in materials. But anyways, you could have to forge high end toold and have a high end uncut gem. Still a chance to fail miserably but have a higher chance at success.

I could think of some aritmatic equation or examples if you want me to, or just throw this out

I want to try to make it a skill game where your tool helps you need less skill.  And maybe dwarves can more easily see where to cut or something.  So dwarf with crappy tools may have an easier time than a human with only "pretty good" ones.

I don't know how this will be yet but that's my goal.


Title: Re: Features in the Game
Post by: Iggyjeckel on September 27, 2012, 09:33:29 PM
So set it up like a "lock pick ala skyrim" worked?



Title: Re: Features in the Game
Post by: pspeed on September 27, 2012, 09:44:49 PM
So set it up like a "lock pick ala skyrim" worked?

Not sure exactly, yet... and I haven't played skyrim yet.

I envision some kind of gem holder where you can see a side view and a top view at the same time.  You would have different cutters for the different kinds of cuts and somehow move the cutter in 3D (using the two separate views) to place it where you need it.  Then you somehow have to tap it right.

For cutters that are really fat or dull you'd have to place it _exactly_ on the right fracture line or risk taking off the wrong part of the gem... and you might have to tip the cutter a bit or something.  I don't know.  Just throwing ideas around.

A dwarf would have the ideal fracture lines highlighted for him... for cuts he knows how to make.  Regular players would have to guess with experience and looking at a separate template maybe.


Title: Re: Features in the Game
Post by: Iggyjeckel on September 27, 2012, 09:50:02 PM
I only played skyrim for a short time but I liked the lock pick technique they used. For the xbox one joystick controled one pick, once you picked a spot you used the other stick for another pick. Find a "sweet spot" and click a button, if it was correct it opened, if not either it vibrated telling you its wrong and try again befor tool snapped, or the picks just snapped


Title: Re: Features in the Game
Post by: Iggyjeckel on September 27, 2012, 10:17:24 PM
The only other thing I love just as much as crafting....is pets....necromancer, ranger, whatever give me a little thing I can have hurt bad guys and im happy

Will pets be available in ANY aspect?


Title: Re: Features in the Game
Post by: Moonkey on September 27, 2012, 10:23:08 PM
Oh and will there be gem cutting? Just wondering because i love the idea of cutting gems, and either have magical properyies in them, or "soul gems"

I want gem cutting.  In the magic thread I talk about how different cuts will have different magic circuit properties.  Have to get the different cuts somehow.
Makes me want to cut a gem in a spiral, like a coil. I'm sure that would be really hard. :)


Title: Re: Features in the Game
Post by: belgariad87 on September 28, 2012, 04:14:35 AM
The only other thing I love just as much as crafting....is pets....necromancer, ranger, whatever give me a little thing I can have hurt bad guys and im happy

Will pets be available in ANY aspect?
I have to agree, pets can be VERY epic  :) lots of potential there.


Title: Re: Features in the Game
Post by: ap0r on September 28, 2012, 05:30:15 AM
magic :D like in Skyrim ^^


Title: Re: Features in the Game
Post by: pspeed on September 28, 2012, 09:18:54 AM
The only other thing I love just as much as crafting....is pets....necromancer, ranger, whatever give me a little thing I can have hurt bad guys and im happy

Will pets be available in ANY aspect?
I have to agree, pets can be VERY epic  :) lots of potential there.

Yeah, there will be pets... both of the "this animal really likes me because I've been nice to them" kind and the "this is my familiar and we go everywhere together" kind.


Title: Re: Features in the Game
Post by: Iggyjeckel on September 28, 2012, 09:39:52 AM
Flying, crafting, and pets


HURRY UP PAUL lol


Title: Re: Features in the Game
Post by: Michael on September 28, 2012, 01:19:41 PM
Did we already get to 3 pages in one night? lol!


Title: Re: Features in the Game
Post by: Iggyjeckel on September 28, 2012, 04:08:59 PM
Will pets be bound by certain actions? The kind that follow everwhere.

Say you gained xxx lvl in death magic now you can summon a skelly to command


Title: Re: Features in the Game
Post by: Michael on September 28, 2012, 04:52:13 PM
Flying, crafting, and pets


HURRY UP PAUL lol

No, you mean
Quote from: Iggyjeckel on no date, not a real quote
Flying, crafting, and pets


HURRY UP UNN TO HELP OUT PAUL lol


Title: Re: Features in the Game
Post by: pspeed on September 28, 2012, 05:49:48 PM
Will pets be bound by certain actions? The kind that follow everwhere.

Say you gained xxx lvl in death magic now you can summon a skelly to command

I don't know... since there won't be levels, I'm not sure what I'll do.


Title: Re: Features in the Game
Post by: Iggyjeckel on September 28, 2012, 05:57:03 PM
Maybe a sequence of events would allow you to recieve pets, no lvls needed but a long quest. Idk im brain dumping and only wanting to post relevant info


Title: Re: Features in the Game
Post by: pspeed on September 28, 2012, 06:00:32 PM
Maybe a sequence of events would allow you to recieve pets, no lvls needed but a long quest. Idk im brain dumping and only wanting to post relevant info

I know how regular pets would be acquired.  I just don't know how familiars come about yet.  A small detail on the pet scale.  It's probably a magic device for both you and the pet that ties your life forces together.


Title: Re: Features in the Game
Post by: Iggyjeckel on September 28, 2012, 06:36:21 PM
Oh so lets say...satyr

After stealing, or however it is aquired, a satry's pan pipe he becomes a ward to that player, as long as the pipe is in the players posession the player can play the pipe and call the satyr to help. After many journeys the satyr and player form a bond, either from friendship or subjegation, the satyr follows the player, no longer hoping for release but some other power.

The bond goes deep enough that an empathic bond links the two members, if severed pain and a sense of loss or betrayal will be inflicted upon the satyr creating some form of obsession (stalking enemy)

Again just brain dumping


Title: Re: Features in the Game
Post by: Moonkey on September 30, 2012, 07:43:13 PM
Sorry unn, you helping out is only a dream. ::)


Title: Re: Features in the Game
Post by: Michael on September 30, 2012, 07:55:18 PM
Sorry unn, you helping out is only a dream. ::)

Until the dream comes true ;)


Title: Re: Features in the Game
Post by: Moonkey on October 01, 2012, 12:02:01 AM
Sorry unn, you helping out is only a dream. ::)

Until the dream comes true ;)
Maybe it already has :o


Title: Re: Features in the Game
Post by: belgariad87 on October 01, 2012, 04:17:29 AM
Maybe a sequence of events would allow you to recieve pets, no lvls needed but a long quest. Idk im brain dumping and only wanting to post relevant info

I know how regular pets would be acquired.  I just don't know how familiars come about yet.  A small detail on the pet scale.  It's probably a magic device for both you and the pet that ties your life forces together.
familiars in general should be hard to acquire but worth the time. Just whatever you do make them serious aspects and not the kind that are mostly just there so ppl can say "aw look how cute your penguin is".


Title: Re: Features in the Game
Post by: Michael on October 01, 2012, 01:17:28 PM
Sorry unn, you helping out is only a dream. ::)

Until the dream comes true ;)
Maybe it already has :o

No.. not really. At most 10-20% :D I'm getting somewhere! ..maybe. It's all Paul's thought ;)


Title: Re: Features in the Game
Post by: pspeed on October 01, 2012, 03:46:46 PM
Sorry unn, you helping out is only a dream. ::)

Until the dream comes true ;)
Maybe it already has :o

No.. not really. At most 10-20% :D I'm getting somewhere! ..maybe. It's all Paul's thought ;)

10-20% of what?


Title: Re: Features in the Game
Post by: Iggyjeckel on October 01, 2012, 03:53:46 PM
well he's 12 so 12% of life's worldly knowledge, figuring that you get 1% a year


Title: Re: Features in the Game
Post by: belgariad87 on October 01, 2012, 04:01:14 PM
lol and im ignored.


Title: Re: Features in the Game
Post by: pspeed on October 01, 2012, 04:12:30 PM
lol and im ignored.

I saw your post... I just didn't think there was anything else to add to it. :)

Familiars will definitely be more than just pets... and pets are more like what you described when you talked about essentially animals-as-vanity-accessories.

In NWN, you could possess your familiar and walk around as them... I'd like to do that if I can.


Title: Re: Features in the Game
Post by: Iggyjeckel on October 01, 2012, 04:15:24 PM
so since we are beings from another dimension, in which we are only borrowing a body from the start(correct me if i'm wrong), we could create a bond with the familiar, and then through our consciousness into them


Title: Re: Features in the Game
Post by: pspeed on October 01, 2012, 04:20:39 PM
so since we are beings from another dimension, in which we are only borrowing a body from the start(correct me if i'm wrong), we could create a bond with the familiar, and then through our consciousness into them

With the right magic components to create the link.

Our real bodies would be sitting and meditating in this state.  So go somewhere safe before you do it. :)


Title: Re: Features in the Game
Post by: Iggyjeckel on October 01, 2012, 04:22:44 PM
so on top of an active volcano is a bad idea


Title: Re: Features in the Game
Post by: Michael on October 01, 2012, 04:27:43 PM
Sorry unn, you helping out is only a dream. ::)

Until the dream comes true ;)
Maybe it already has :o

No.. not really. At most 10-20% :D I'm getting somewhere! ..maybe. It's all Paul's thought ;)

10-20% of what?
10-20% of my dream coming true of helping you w/ mythruna ;) if i ever have that accomplished, i will work for free :) just to speed up process and save you some project stress.


Title: Re: Features in the Game
Post by: pspeed on October 01, 2012, 04:30:17 PM
10-20% of my dream coming true of helping you w/ mythruna ;) if i ever have that accomplished, i will work for free :) just to speed up process and save you some project stress.

I think perhaps you _greatly_ underestimate the learning involved.


Title: Re: Features in the Game
Post by: Iggyjeckel on October 01, 2012, 04:31:24 PM
the thing with any developer, is they have a set path, or at least pretend to, and when another person is thrown in...especially in start up development, it may actually slow the process down.

the best thing in my opinion is work on learning groovy, learn it and throw a few things together yourself. try and make something simple. as soon as you can do intermediate jobs, then work harder and master those techniques.

when the game is out of pre-alpha and further along then you may be of use. best help you can do right now is learn more....at least in my opinion


Title: Re: Features in the Game
Post by: pspeed on October 01, 2012, 04:32:29 PM
so on top of an active volcano is a bad idea

Correct.

Less obvious, but still obvious, sitting just outside an orc camp so you can possess your familiar and go scouting... probably not the best idea.

Though, it occurs to me that if something like a volcano catastrophically kills you in one blow, would you be trapped in your familiar until your resurrection?  That could be interesting.


Title: Re: Features in the Game
Post by: Iggyjeckel on October 01, 2012, 04:33:49 PM
could be kind of fun :)


Title: Re: Features in the Game
Post by: pspeed on October 01, 2012, 04:37:24 PM
the thing with any developer, is they have a set path, or at least pretend to, and when another person is thrown in...especially in start up development, it may actually slow the process down.

the best thing in my opinion is work on learning groovy, learn it and throw a few things together yourself. try and make something simple. as soon as you can do intermediate jobs, then work harder and master those techniques.

when the game is out of pre-alpha and further along then you may be of use. best help you can do right now is learn more....at least in my opinion

Yes, that's right.  As far as Unn goes, at this point I'm even hesitant to provide more support until he learns more.  If a developer can't even write a simple four or five room text adventure with a handful of commands (look, drop, take, go, inventory, etc.) then in the grand scheme of things in dev terms, if dev was life, they are still a drooling baby that can't even hold their head up.

Which is not to say that less ambitious plans cannot be accomplished with less skilled developers.  For example, adding new key mappings is pretty trivial if following the prescribed approach.  This level of simple customization is pretty straight forward.

But beyond that, the next simplest thing is writing chat console commands... and that's not really different than writing the "look", "drop", etc. support in a simple text adventure.  If that's still baffling then it will be a struggle.


Title: Re: Features in the Game
Post by: Michael on October 01, 2012, 06:06:48 PM
Quote from: pspeed
Yes, that's right.  As far as Unn goes, at this point I'm even hesitant to provide more support until he learns more.  If a developer can't even write a simple four or five room text adventure with a handful of commands (look, drop, take, go, inventory, etc.) then in the grand scheme of things in dev terms, if dev was life, they are still a drooling baby that can't even hold their head up.

I know i cannot be able to help you for a long time, I need more knowledge on the subject of groovy. I have very scarce times to learn, and very short periods.


Title: Re: Features in the Game
Post by: Moonkey on October 01, 2012, 09:10:24 PM
The smell of learning is strong.
"use book"
"You learn how to read books."


Title: Re: Features in the Game
Post by: pspeed on October 02, 2012, 12:04:55 AM
Quote from: pspeed
Yes, that's right.  As far as Unn goes, at this point I'm even hesitant to provide more support until he learns more.  If a developer can't even write a simple four or five room text adventure with a handful of commands (look, drop, take, go, inventory, etc.) then in the grand scheme of things in dev terms, if dev was life, they are still a drooling baby that can't even hold their head up.

I know i cannot be able to help you for a long time, I need more knowledge on the subject of groovy. I have very scarce times to learn, and very short periods.

Every post on here could have been another line you added to a program just to see what it would do.


Title: Re: Features in the Game
Post by: belgariad87 on October 02, 2012, 04:23:09 AM
I would practice groovy more if i didn't let my high school classes gang up on me... on the bright side one of those classes is a java-language class so at least i'm getting somewhere.


Title: Re: Features in the Game
Post by: pspeed on October 02, 2012, 11:42:58 AM
I would practice groovy more if i didn't let my high school classes gang up on me... on the bright side one of those classes is a java-language class so at least i'm getting somewhere.

Yeah, you are on the right track.

You also don't post 2 messages a day about how great things will be when you learn groovy. ;)  You know, instead of actually taking the time to learn it instead of posting about it.

As an aside in general to all readers, there is a sort of fundamental human phenomenon that the more we talk about something the less likely we are to do it.  There are lots of well researched reasons for this... not the least of which that talking about something lets us exercise some of the excitement that we would have otherwise used to keep us motivated when actually doing.  I run into that problem all the time with the amount I share here.  It takes that much extra effort to keep going when I go to implement something... but I persevere.

If you've ever known anyone who always talks about doing great things but never actually gets past the first step or so... they are likely perpetually falling into this trap.  The gratification for sharing and getting feedback is way quicker than actually doing the work and getting real feedback.

I used to see people as "doers" and "talk-about-doers".  You see many of the latter group in "design phase" open source projects and in start-up game hobbyists that never go anywhere.  But it's actually a continuous spectrum.  One can force themselves to be more productive by consciously talking less about a dream and working towards it instead.  The talking about it can be the reward for actual achievement.


Title: Re: Features in the Game
Post by: Michael on October 02, 2012, 01:12:31 PM
Doers??


Title: Re: Features in the Game
Post by: pspeed on October 02, 2012, 01:25:34 PM
Doers??

http://lmgtfy.com/?q=doers


Title: Re: Features in the Game
Post by: BigredRm on October 02, 2012, 01:39:47 PM
AAAharharhahr
Havent seen this before.
Copied!


Title: Re: Features in the Game
Post by: Iggyjeckel on October 02, 2012, 02:56:23 PM
Lol thats funny,