Lysator's projects
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- | 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 shop | + | *adjust wimpy and fleeing of gladiators |
- | *[[Northlands]] 3d mapping | + | *finish gladiator tunnels |
- | ==Current Projects:== | + | ==Schola Fervitus== |
- | *[[Avalon]] – The island nation east of Almeria, roughly equivalent to England. Avalon was once flourished as a colony under Imperial rule, but is now a separate entity, governed over by Camelot. It will include both Camelot and Devonshire. I am speculating whether or not to bring over the Green Chapel, or anything else that would thematically better fit into Avalon. | + | *adjust the stock in the book store |
- | *[[Devonshire]]- Making it into an actual port city. Slated to be the trade center of Avalon, and will have numerous shops and multiple sidequests. The current quests within Devonshire will have to be revamped, and some of the areas ‘outside' of the city walls will be moved to the main map of Avalon. Devonshire will be fitting a unique niche between the heavily armed and armoured knights that dominate landbased warefare, and the lightly armoured pirates that dominate the high seas. Their preferred meand of armour is lightweight and allows for freedom of movement, and their preferred weaponry is light and quick. | + | **flamra countertops |
- | *[[Camelot]]- I am trying not to dig too deep into the Knight code, Camelot is slated to be the military and judicial seat of Avalon. Upgrades include a bigger castle, peasants with actual personalities, a poor quarter, a commercial district, and (if I can manage the coding of it) a tourney region. | + | *finish the incendiary rod, activation |
- | *Wintercrest- Larger arctic region that will be encompassing the current Northlands. Will include a renamed Northlands (name forthcoming), Galcia Casius, Gardagh, and the Lair of Whitewind. Once everything is in place, I'll be adding in region spanning quests and several points of interest. It is a sad day when I hear that no one ever goes to the Northlands because there is nothing to do up there. | + | *link rooms to new building in Drachensburg |
- | *Lair of Whitewind- The home of a dragon that has made it's lair in the depths of the glacier. The coding basis of this will be for my Lifecycles project, which will enable us to have actual aging within the game. Theoretically, you could be able to buy a puppy, and as both time passes and as it gains levels, it will mature into an adult dog, going through various stages along the way. The dragon, with its voracious appetite, leaves many scraps from his heavy meals. Arctic scavengers are only too happy to help clean up these scraps, and so the dragon's lair has developed its own ecology. This ecology will be based around the Lifecycle subproject, allowing creatures to be born, live their entire existence, and die without ever having to leave the icy caverns. | + | |
- | *the Hiring Post- a place where players can hire mercenaries to assist them in combat. | + | ==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' | ||
+ | |||
+ | ==Tenochlan== | ||
+ | *better descriptions for cliffsides | ||
+ | *set up project entrances as overlays | ||
+ | |||
+ | = Lysator = | ||
+ | |||
+ | ==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]] | ||
+ | |||
+ | ==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. | ||
+ | |||
+ | ==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 | ||
==Future Projects== | ==Future Projects== | ||
- | *Gardagh- The vile barbarians from the north that threaten to invade fair Camelot. These barbaric beings have their own culture and their own homeland, rich with tradition and history. Gardagh is an island nation that is split into smaller city-states, each run by a chieftain. The basis of this island is a mix of celtic mythologies, old viking stories, 5th century England, and some norse.scandanvian mythologies. Basically, I took all of the barbarian stories that I liked, filed off the serial numbers, and then mashed them all together in a semi-coherent fashion. Gardagh will be one of the gateways to Avalon. | + | *Regions |
- | *Casius Glacia- An expanse of glacier on the western portion of Wintercrest. It connects the main portion of Wintercrest with the Kalter region. | + | **Wintercrest Region – expand the current Northlands to 7 regional maps |
- | *North Sea- I am actually going to code the Sea portion of the north. It will be a necessary barrier to cross in order to get to Gardagh. | + | *Areas |
- | *Knightly Tournaments- Friendly competition events sponsored by various cities across the realms, with prizes varying by region | + | **[[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 |
- | *Archery Tournament- A spin-off of Knightly tournaments, but designed more for those with more skill at ranged combat than hand-to-hand. | + | *Guilds |
- | *Gladiatorial combat- Three aspects of this. The first aspect is to be able to bet on the outcome of a particular battle or series of battles. An odds broker will calculate the odds and take the bets. The second aspect is to be able to train an independent gladiator and manage his career by entering him into competitions, training him, and equipping him. This can also be done with animal followers. The third, and most complex, aspect is to actually be able to enter into the gladiator games and gain prestige, glory and recognition with each victory. | + | **[[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, |
- | *Imperial region- The same Imperial rule that once held Avalon. This is based loosely off of ancient Rome, Greece, and the early European settlements along the Mediterranean coast. The region is heavily Filialtri, but minotaurs, kentaurs, satyrs, dracon and aviar are considered secondary and have limited citizenship, provided that they have served in the Imperial military. | + | *Associations |
- | *Expanded herbs, poisons, diseases, curses, demons, and undead. | + | ** Traders, Hunters, Scout, Spy, Cartographers, Shield Maidens, [[Sword Maidens of Athena]] |
- | *Update the trivial knowledge quest | + | *Misc |
- | *Staged expansion of the Underdark. By working in smaller sections, this can be parceled out to newer devs and completed in a much more timely manner, giving the players a little bit more to explore at a time rather than just dumping a collosal new region on them. Includes updates to Syllyac, Undersea, a Ygelleth tie-in, drow outposts, a second drow homeland, a duergar establishment, a larger nyloc region, a svirfneblin area, a Harper's area, and more. | + | **Improved orcish culture, lifestyles, and equipment |
- | *ST work- give all of the named occupants an actual background. Allow the possibility of a large-scale jail break, and change the Stalkers slightly to allow them the ability to track down and subdue the escapees so that they can be transported back for imprisonment. | + | **Fleshing out the backstories to some of the artifacts |
- | *Individual keeps- Various NPC's can be found throughout the mud that can be influenced to settle in/around your keep, and each npc brings with it different benefits. A guardian will help protect your property, but a guard captain can better train and coordinate several guards, while a trainer can teach the guards even more skills. A teacher can educate your people, while a craftsman can bring commercial value. Eventually, a single keep can be turned into a dynamic town. | + | **Elven culture update |
- | *Rukhan update | + | **Competition basic code |
- | *Togrek 3d map | + | ***Archery competitions |
- | *Associations- geomancer, runemasters, alchemists, morphs, necromancers, loremasters, traders, spies, barbarians, barber-surgeons, arcanists, druids, a fey only assoc, warrior monks, conjurors, healers, elemental savants, bards, mercenaries, murmillos, illusionists, evil clerics, various paladins, necromancers, black magi, leximancers, hydromancers, electromancers, plague-lords, force magi, shadow magi, tarot magi, sorcerors, elementalists, amazones, shield maidens, marauders, blood reavers, thieves, and drakarrim. | + | ***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 | ||
+ | == 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 | ||
[[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