Lysator's projects
From LSWiki
(Difference between revisions)
Revision as of 11:33, 20 October 2008 (edit) Bladestorm (Talk | contribs) ← Previous diff |
Current revision (18:39, 3 December 2013) (edit) Valere (Talk | contribs) (→Creations) |
||
Line 1: | Line 1: | ||
- | [[Lysator]] | + | = Lysator = |
+ | Fix this stuff. | ||
+ | ==Vargan== | ||
+ | *adjust the gladiator's skill abilities so that their threat level matches their xp value | ||
+ | *set the great wolves to be aggressive | ||
+ | *harnesses for the wolves | ||
- | ==Creations== | + | ==Sloan== |
- | *Losthaven's [[Pet Shoppe]] | + | *adjust wimpy and fleeing of gladiators |
- | *[[Northlands]] 3d mapping | + | *finish gladiator tunnels |
- | *[[Avalon]]- the little island east of Almeria | + | |
- | ==Updates== | + | ==Schola Fervitus== |
- | *[[Temple of Gaia]] - Moved it from the series of twelve rooms that was called "The forest of Devonshire" into the actual forested region of Avalon, and updated the code slightly in the process. | + | *adjust the stock in the book store |
+ | **flamra countertops | ||
+ | *finish the incendiary rod, activation | ||
+ | *link rooms to new building in Drachensburg | ||
- | ==Current Projects== | + | ==General== |
- | *Avalon - Updating the main map with newer features as they become available, such as day/night variations, aerial depictions, distant objects, and fleshing out placemarkers. | + | *plains snake has typo in description |
- | **[[Devonshire]] - 60% Est Release Date May09 set back due to my new capacity to add in association codes and realistically interactive NPC that can generate side quests and story arcs. | + | *add keep cost to trolls in Tusker Den |
- | **[[Twilight Tower]] - Remaking the old Twilight Tower from the Twilight Gap section of Devonshire, for the Pzyruxial Sphere quest. 7% Est release date Mar09 | + | *fix Mettik's reference to 'the jungle south of Jhan' |
- | **[[Camelot]] - 2% Oct09 | + | |
- | *[[Gardagh]] - Full-sized mapping of the region north of Avalon. 98% Est release date Dec08 | + | ==Tenochlan== |
- | **[[Vargan]] - City within Gardagh 70% Feb09 | + | *better descriptions for cliffsides |
- | **[[Mordekar]] - City within Gardagh 65% Feb09 | + | *set up project entrances as overlays |
- | **[[Sloan]] - City within Gardagh 65% Feb09 | + | |
- | **[[Fliu Gulch]] - City within Gardagh 75% Jan09 | + | |
- | *[[Fianna]] - Association of warrior-poets 42% Jan09 | + | = Lysator = |
- | *Exiles - Guild 3% May09 | + | ==Creations== |
+ | *Losthaven’s [[Pet Shoppe]] | ||
+ | *Regions | ||
+ | **[[Northlands]], [[ Avalon]], [[Gardagh]], [[Aegeas]], [[Andala]], [[Calais]], [[Castigon]], [[Celydon]], [[Cimbra]], [[Ebiria]], [[Korindim]], [[Visigonia]], [[Atalantic Ocean]], [[Mordo]], [[Quetlatl]], [[Tetlacana]], [[South Sea]], [[Surdassic Sea]] | ||
+ | *Areas | ||
+ | **[[Vargan]], [[Sloan]], [[Arnedio Shrine]], [[Fort Boastt]] | ||
+ | *Guilds | ||
+ | **[[Ordo Ignis Aeternis]], Ordo Undine Proeliatori (retired) | ||
+ | *Associations | ||
+ | **[[Fianna]] | ||
- | *Other guild - Late October/Early November08 | + | ==Updates== |
+ | *[[Temple of Gaia]] - Moved it from the series of twelve rooms that was called "The forest of Devonshire" into the actual forested region of Avalon, and updated the code slightly in the process. | ||
- | *[[Almeria]] Mapping - 21.1% Jan08 | + | ==Current Projects== |
+ | *[[Avalon]] - Updating the main map with newer features as they become available, such as day/night variations, aerial depictions, distant objects, and fleshing out placemarkers. | ||
+ | **[[Devonshire]] - 40% Set back due to my new capacity to add in association codes and realistically interactive NPC that can generate side quests and story arcs.. | ||
+ | **[[Twilight Tower]] - Remaking the old Twilight Tower from the Twilight Gap section of Devonshire, for the Pzyruxial Sphere quest. 7% | ||
+ | **[[Camelot]] - Massive conversion into an actual castle/city with better defenses and more realistic design. 4% | ||
+ | *Gardagh | ||
+ | **[[Mordekar]] - Medium village within Gardagh 65% Oct09 | ||
+ | **[[Fliu Gulch]] - Tiny village within Gardagh 75% Oct09 | ||
- | *[[Tenochlan]] Mapping - 3.5% Jun09 | + | *[[Exiles]] - Guild 3% Dec09 |
- | *[[Esartur]] Mapping - 0.3% Sept09 | + | *the [[Mystics of Gaia]] – ripping the Gaia aspect out of the [[Devonshire Clerics]] and giving them their own guild. |
- | *[[Akalahai]] Mapping - 0.1% Nov09 | + | *Wiki update - area development walkthrough |
+ | *Esartur – 8 more regions | ||
+ | *Akalahai – 21 region island of desert conditions | ||
+ | *Nihon – 3 region mapping of oriental flair | ||
==Future Projects== | ==Future Projects== | ||
- | I'll be working in waves of projects. First wave is to get the main regions all standardized and on mappings. The second wave is to start filling in all of the space that I opened up by making the mappings, which includes rebuilding outdated areas and creating new areas. Third wave is to add in the guilds and associations to the new areas on the map. Fourth wave is to intrinsically link my projects to the rest of the world. These waves repeat and overlap. Avalon's map is out, so while I am finishing up the Gardagh map (first wave), I am filling in Devonshire, which is the second wave for Avalon. Once Gardagh's map is released, I can begin working on the first wave map for Almeria, the second wave areas for Gardagh, and the third wave guilds and associations for Avalon. The Northlands area was intentionally left off of the working list because it will be redeveloped into the Wintercrest region with the current standardization. | + | *Regions |
- | + | **Wintercrest Region – expand the current Northlands to 7 regional maps | |
- | *Wintercrest Region | + | *Areas |
- | **Whitewind's lair | + | **[[Rukhan]], [[Kolond]], [[Whitewind's Lair]], [[Togrek]] 3d mapping, [[Cheapside]], the [[Tabard Inn]], A London derivative, [[Castle Carbonek]], [[Nottingham]], [[Canterbury]], [[Thessalae]] update, [[Devonshire]] updates, [[Ragnar]], [[Orin-Nar]], [[Red Knight's Citadel]], [[Shatterspire]] update |
- | *Togrek 3d mapping | + | *Guilds |
+ | **[[Terravis]], Barbarians of the North, [[Illusionists]], [[Runemasters]], [[Alchemists]], Morphs, [[Berzerkers]], Clerics of Loki, Barber-Surgeons, [[Weapon Masters]], [[Expugno Magi Potens]], [[Arcanists]], [[Druids]], Fey-only guild, [[Conjurors]], [[Lay Healers]], [[Elemental Savants]], [[Loremasters]], the [[Valkyrie]], [[Mercenaries]], [[Murmillo]], [[Demonic Summoners]], [[Magickal Adepts]], [[ Summoners]], [[Hydromancers]], [[Plague Lords]], [[Undead Summoners]], [[Shadow Magi]], [[Tarot Magi]], [[Sorcerers]], [[Malefici]] update, add-ons to RW, [[Elementalists]], [[Amazones]], [[Marauders]], Blood Reavers, [[Rogues]], [[Drakarrim]], Psychokinetic College, Telepathic College, | ||
+ | *Associations | ||
+ | ** Traders, Hunters, Scout, Spy, Cartographers, Shield Maidens, [[Sword Maidens of Athena]] | ||
+ | *Misc | ||
**Improved orcish culture, lifestyles, and equipment | **Improved orcish culture, lifestyles, and equipment | ||
- | *Fleshing out the backstories to some of the artifacts | + | **Fleshing out the backstories to some of the artifacts |
- | *[[Rukhan]] 3d mapping with Lothari culture update | + | **Elven culture update |
- | *[[Kolond]] remapping with dwarven culture update | + | **Competition basic code |
- | *Elven culture update | + | ***Archery competitions |
- | *Competition basic code | + | ***Gladiatorial competitions |
- | **Archery competitions | + | ***Drinking games competitions |
- | **Gladiatorial competitions | + | ***Challenge simulations to replace basic skill/stat checks for joining associations |
- | **Drinking games competitions | + | **Flesh out religions |
- | **Challenge simulations to replace basic skill/stat checks for joining associations | + | **Figuring out wtf is up with the [[Nexus]], [[the Labyrinth]], and the whole Sartan/Patryn conflict |
- | *Flesh out religions | + | |
- | *Rework some of the smaller areas that had a lot of potential and then forgotten | + | |
- | *Figuring out wtf is up with the [[Nexus]], [[the Labyrinth]], and the whole Sartan/Patryn conflict | + | |
- | *Earth Magi | + | |
- | *Almeria | + | |
- | **[[Calais]] | + | |
**In depth development of the [[Graecan]] culture | **In depth development of the [[Graecan]] culture | ||
**Remnants of the Altrian Empire | **Remnants of the Altrian Empire | ||
- | *Avalon | + | **Clockwork technology |
- | **Cheapside | + | **Steampunk technology |
- | **the Tabard Inn | + | **Multiple quests |
- | **A London derivative | + | **Cartography and book publishing |
- | **Castle Carbonek | + | **Elemental enhancements |
- | **Nottingham | + | |
- | **Canterbury | + | |
- | **Devonshire updates | + | == World View == |
- | ***[[Clerics]] - Separating them into more distinctive guilds, updating guild code, adding in spells, and adding more flavour for the guilds (and dropping the name of 'cleric' for most of them) | + | |
- | ***Clockwork technology | + | |
- | ***Steampunk technology | + | This is my view of a more perfect LS. |
- | ***Lighthouse | + | * Huge player base, so that when one person goes emodramatic, it doesn't wipe out 1/4 of the player base. |
- | ***Multiple quests | + | * 80+ guilds, each with an average player load of 3 players at any given time. |
- | *Gardagh | + | * Immense world, with Aedaris fully developed, a traversible space region, multiple elemental planes, and several alternate planes (the Exoma, Barsaive, Amber, Courts of Chaos, etc). |
- | **[[Ragnar]] | + | * Multipath guilds, so that even with 10 players online in a guild, no two have a similar build. |
- | **[[Orin-Nar]] | + | * Active wiki and blogs, enough that if you miss a week, you have a lot of catching up to do. |
- | **[[Red Knight's Citadel]] | + | * More graphics on the wiki - Maps, illustrations, character sketches, something better than a cheesy photoshopped image with a witty text at the bottom. |
+ | * Interactive newbie initiation which gives a new player an introductory quests that introduces them to many of the facets of the game, such as an initial scuffle (to teach them fleeing, setting combat mode, various combat skills, brief combat), followed by healing (to introduce healers, clerics, and alternative means of healing), a mini quest to the sewers (intro to diseases, disease curing, light sources, and searching), something to do with communication (ooc -, tell, shout, channels), and something to do with navigating the main map (terrains, orienteering, compass/sextant, climbing, and crystal cubes). | ||
+ | * Fully interactive cities with multiple mini-quests, functional politics/economy/infrastructure, and a viable reason for existence (something more than 'We need a gnome area') | ||
+ | * Interactive trade system with a functional world economy | ||
+ | * Vehicles set up to facilitate easier travel between cities | ||
+ | * Alternative advancement systems other than xp grinding | ||
[[category: Developer Projects]] | [[category: Developer Projects]] |
Current revision
Contents |
[edit]
Lysator
Fix this stuff.
[edit]
Vargan
- adjust the gladiator's skill abilities so that their threat level matches their xp value
- set the great wolves to be aggressive
- harnesses for the wolves
[edit]
Sloan
- adjust wimpy and fleeing of gladiators
- finish gladiator tunnels
[edit]
Schola Fervitus
- adjust the stock in the book store
- flamra countertops
- finish the incendiary rod, activation
- link rooms to new building in Drachensburg
[edit]
General
- plains snake has typo in description
- add keep cost to trolls in Tusker Den
- fix Mettik's reference to 'the jungle south of Jhan'
[edit]
Tenochlan
- better descriptions for cliffsides
- set up project entrances as overlays
[edit]
Lysator
[edit]
Creations
- Losthaven’s Pet Shoppe
- Regions
- Areas
- Guilds
- Ordo Ignis Aeternis, Ordo Undine Proeliatori (retired)
- Associations
[edit]
Updates
- Temple of Gaia - Moved it from the series of twelve rooms that was called "The forest of Devonshire" into the actual forested region of Avalon, and updated the code slightly in the process.
[edit]
Current Projects
- Avalon - Updating the main map with newer features as they become available, such as day/night variations, aerial depictions, distant objects, and fleshing out placemarkers.
- Devonshire - 40% Set back due to my new capacity to add in association codes and realistically interactive NPC that can generate side quests and story arcs..
- Twilight Tower - Remaking the old Twilight Tower from the Twilight Gap section of Devonshire, for the Pzyruxial Sphere quest. 7%
- Camelot - Massive conversion into an actual castle/city with better defenses and more realistic design. 4%
- Gardagh
- Mordekar - Medium village within Gardagh 65% Oct09
- Fliu Gulch - Tiny village within Gardagh 75% Oct09
- Exiles - Guild 3% Dec09
- the Mystics of Gaia – ripping the Gaia aspect out of the Devonshire Clerics and giving them their own guild.
- Wiki update - area development walkthrough
- Esartur – 8 more regions
- Akalahai – 21 region island of desert conditions
- Nihon – 3 region mapping of oriental flair
[edit]
Future Projects
- Regions
- Wintercrest Region – expand the current Northlands to 7 regional maps
- Areas
- Rukhan, Kolond, Whitewind's Lair, Togrek 3d mapping, Cheapside, the Tabard Inn, A London derivative, Castle Carbonek, Nottingham, Canterbury, Thessalae update, Devonshire updates, Ragnar, Orin-Nar, Red Knight's Citadel, Shatterspire update
- Guilds
- Terravis, Barbarians of the North, Illusionists, Runemasters, Alchemists, Morphs, Berzerkers, Clerics of Loki, Barber-Surgeons, Weapon Masters, Expugno Magi Potens, Arcanists, Druids, Fey-only guild, Conjurors, Lay Healers, Elemental Savants, Loremasters, the Valkyrie, Mercenaries, Murmillo, Demonic Summoners, Magickal Adepts, Summoners, Hydromancers, Plague Lords, Undead Summoners, Shadow Magi, Tarot Magi, Sorcerers, Malefici update, add-ons to RW, Elementalists, Amazones, Marauders, Blood Reavers, Rogues, Drakarrim, Psychokinetic College, Telepathic College,
- Associations
- Traders, Hunters, Scout, Spy, Cartographers, Shield Maidens, Sword Maidens of Athena
- Misc
- Improved orcish culture, lifestyles, and equipment
- Fleshing out the backstories to some of the artifacts
- Elven culture update
- Competition basic code
- Archery competitions
- Gladiatorial competitions
- Drinking games competitions
- Challenge simulations to replace basic skill/stat checks for joining associations
- Flesh out religions
- Figuring out wtf is up with the Nexus, the Labyrinth, and the whole Sartan/Patryn conflict
- In depth development of the Graecan culture
- Remnants of the Altrian Empire
- Clockwork technology
- Steampunk technology
- Multiple quests
- Cartography and book publishing
- Elemental enhancements
[edit]
World View
This is my view of a more perfect LS.
- Huge player base, so that when one person goes emodramatic, it doesn't wipe out 1/4 of the player base.
- 80+ guilds, each with an average player load of 3 players at any given time.
- Immense world, with Aedaris fully developed, a traversible space region, multiple elemental planes, and several alternate planes (the Exoma, Barsaive, Amber, Courts of Chaos, etc).
- Multipath guilds, so that even with 10 players online in a guild, no two have a similar build.
- Active wiki and blogs, enough that if you miss a week, you have a lot of catching up to do.
- More graphics on the wiki - Maps, illustrations, character sketches, something better than a cheesy photoshopped image with a witty text at the bottom.
- Interactive newbie initiation which gives a new player an introductory quests that introduces them to many of the facets of the game, such as an initial scuffle (to teach them fleeing, setting combat mode, various combat skills, brief combat), followed by healing (to introduce healers, clerics, and alternative means of healing), a mini quest to the sewers (intro to diseases, disease curing, light sources, and searching), something to do with communication (ooc -, tell, shout, channels), and something to do with navigating the main map (terrains, orienteering, compass/sextant, climbing, and crystal cubes).
- Fully interactive cities with multiple mini-quests, functional politics/economy/infrastructure, and a viable reason for existence (something more than 'We need a gnome area')
- Interactive trade system with a functional world economy
- Vehicles set up to facilitate easier travel between cities
- Alternative advancement systems other than xp grinding