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.+
-==Future Projects==+==General==
-*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.+*plains snake has typo in description
-*Casius Glacia- An expanse of glacier on the western portion of Wintercrest. It connects the main portion of Wintercrest with the Kalter region.+*add keep cost to trolls in Tusker Den
-*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.+*fix Mettik's reference to 'the jungle south of Jhan'
-*Knightly Tournaments- Friendly competition events sponsored by various cities across the realms, with prizes varying by region+
-*Archery Tournament- A spin-off of Knightly tournaments, but designed more for those with more skill at ranged combat than hand-to-hand.+
-*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.+
-*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.+
-*Expanded herbs, poisons, diseases, curses, demons, and undead.+
-*Update the trivial knowledge quest+
-*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.+
-*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.+
-*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.+
-*Rukhan update+
-*Togrek 3d map+
-*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.+
-==Proposed Guild Page==+==Tenochlan==
-A guild is an adventurer's greatest ally, providing training, access to unique abilities, and other resources. Many guilds operate throughout the world of Lost Souls. Some can be left once joined, but for others, membership is for life; one can only be a member of one guild. While at least some information is widespread about most guilds, there are more secretive organizations as well.+*better descriptions for cliffsides
 +*set up project entrances as overlays
-*One of the world's more potent organizations in this fragmented time is the [[Adventurer's Guild]], a widespread network of warriors, explorers, scholars, travellers, rogues, and many other sorts of folk. They maintain training facilities available to any adventurer who has not joined another guild and information on quests which is free to all. All adventurers are members of the Adventurer's Guild at the beginning of their careers.+= Lysator =
-*A small society of Magickal [[Adepts]] have formed in Sanctuary and hold annual competitions amongst themselves.+==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]]
-*Starting as an independent group set upon rediscovering for themselves the many processes held secret by Erasmus, the [[Alchemists]] have formed a formal group and continue to research the elusive recipe for a power potion and the process of converting lead into gold.+==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.
-*Acting as diplomats from their tiny island nation, the [[Amazones]] seek to establish trade with nearby lands, and to promote good will through friendly competitions.+==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
-*A group of [[Arcane magicians]] have begun efforts to uncover spells and magickal techniques of civilizations thought to be long lost. +*[[Exiles]] - Guild 3% Dec09
-*Gnomes, long known for their tinkering abilities have begun teaching outsiders the techniques of [[Artificing].+*the [[Mystics of Gaia]] – ripping the Gaia aspect out of the [[Devonshire Clerics]] and giving them their own guild.
-*[[The Azure Magi]], a group of aeromancers, traverse the skies above the mountains of the southern continent, Tenochlan. They embody the chaotic nature of the winds, as well as the impartiality of nature.+*Wiki update - area development walkthrough
 +*Esartur – 8 more regions
 +*Akalahai – 21 region island of desert conditions
 +*Nihon – 3 region mapping of oriental flair
-*Hailing from Gardagh, the [[Barbarians]] of the North have begun spreading into other realms.+==Future Projects==
- +*Regions
-*Studying inder the tutelage of Asklepeion, the [[Barber-Surgeons]] are spreading their advanced medical knowledge to the rest of the world.+**Wintercrest Region – expand the current Northlands to 7 regional maps
- +*Areas
-*Wherever there is an audoence, an inn with fine ale, or a story that needs to be told, one can usually find a [[Bard]] nearby.+**[[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
-*The [[Battleragers]], the chosen dwarven warriors of Clangedin, hail from deep Kolond.+**[[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
-*Secret whispers indicate that the [[Black Magi]] are making a return to the realms to join their brethren magi in the Conclave once again.+** Traders, Hunters, Scout, Spy, Cartographers, Shield Maidens, [[Sword Maidens of Athena]]
- +*Misc
-*Horrific tales from the border lands of Esartur speak of insane beings called [[Blood Reavers]] who seek enlightenment through the mutilation and ritualized torture of themselves and their victims.+**Improved orcish culture, lifestyles, and equipment
- +**Fleshing out the backstories to some of the artifacts
-*The [[Brute Squad]] is a loosely-affiliated group held together simply by their leader Fezzik, who should be seen to apply for membership.+**Elven culture update
- +**Competition basic code
-*Tempted by the allure of power, there are some holy [[Dark Clerics|clerics]] who have turned to the powers of darkness and begun worshipping fell gods.+***Archery competitions
- +***Gladiatorial competitions
-*The [[Devonshire Clerics]], powerful men and women of faith, make their presence known through Lost Souls on occasion.+***Drinking games competitions
- +***Challenge simulations to replace basic skill/stat checks for joining associations
-*An unnamed [[Conjuror]] has taken on new students, teaching them how to bend the wills of others. They can be recognized by their rings, which act as a focus for their awesome mental powers.+**Flesh out religions
- +**Figuring out wtf is up with the [[Nexus]], [[the Labyrinth]], and the whole Sartan/Patryn conflict
-*The Almerian Inquisition has found new foes in the form of [[Demon Summoners]], beings who willingly consort with demons and bind them in their twisted rituals.+**In depth development of the [[Graecan]] culture
- +**Remnants of the Altrian Empire
-*Serving to bridge the gap between the Dark Overlords and the common footsoldier, the [[Drakarrim]] are a force to be reckoned with.+**Clockwork technology
- +**Steampunk technology
-*Drawing upon the eldritch energies that flow from the northlands and Avalon, the [[Druids]] serve as protectors of the wild and of the ancient ways. +**Multiple quests
- +**Cartography and book publishing
-*A highly specialized variant of the Aeromancer, the [[Electromancers]] dispense with all of the fancy, fluffy spells in favor of what's really important—what is going to cause the most pain and destruction.+**Elemental enhancements
- +
-*Trading off the raw power of a true elementalist and the versatiility of an Adept, [[Elemental Savants]] walk the middle realms, enjoying the flexibility of being able to manipulate whatever element that they come into contact with.+
- +
-*While most magicians are content with simply manipulating elemental energies, true [[Elementalists]] seek to assume the physical forms of the elementals themselves, literally becoming one with the elements they seek to control.+
- +
-*Those wishing to join the [[Elflords]], a group of fighters of elven heritage, dedicated to thwarting the plots of Ahrikol and his foul minions, should seek out Galadriel's Mirror in Lothlorien.+
- +
-*The [[Erisian Liberation Front]], a group of Discordian guerrilla theologians, is a chaotic group without any true headquarters. The closest thing they have to a leader, [[Sinister Dexter]], is rumored to be locked up somewhere.+
- +
-*Derived from the teachings of both elementalism, the astromancers, and the Travelers, [[Force Magi]] seek to control the fundamental forces of the planes of existence—gravity, void, and kinetic force.+
- +
-*Drawing upon the innate powers of the [[Fey Warriors|Fey]], a few diminuative protectors of the faerie lands have been seen travelling the mundane world.+
- +
-*Deep rumblings from the very bowels of the earth herald the approach of a cabal of [[Geomancers]], mages who focus on manipulating the earth and all the power found in it. Denoted by their dull brown robes and agonizingly slow movements, these Lords of the Earth may prove to be a power to be reckoned with. +
- +
-*With the spread of gladiatorial games from the city-state of Imperia, many [[Gladiators]] have been found roaming the lands in search of new leagues and tournaments to compete in.+
- +
-*Tales tell of a new force for good and order, headquartered in the lush jungles of Tenochlan, south of Almeria: the [[Green Lantern Corps]], opponents of darkness who have somehow managed to turn the power of Ahrikol's rings against him.+
- +
-*The elite of the guard forces of Teryx are known as the [[Hawkmen]].+
- +
-*Seeing a new need for her healing powers, the goddess Amaterasu has called upon her [[Healers]] once again to comfort the world's pain.+
- +
-*Rumours abound from the murky depths and from the tales of sailors on the high seas of [[Hydromancers]],men and women wo are able to harness the power of water.+
- +
-*Someone once said that they heard someone else mention that they might have heard from an unnamed source who swears that they actually met someone who said they knew someone else whose roommate saw an [[Illumin]] amidst the revelry of Discordia, but none of the parties involved have any proof of the matter, so don't believe any of them. Everyone knows that the Illumin do not exist. Fnord.+
- +
-*Spawning from a widespread acceptance of street magicks, a formal school of [[Illusionists|illusion crafting]] has opened up.+
- +
-*The [[Justicars of Tyr]] are a powerful force on the side of Order, bent on the complete destruction of all things chaotic. They can be spotted by their silvery shields, gifts from the Even-Handed, and the focus of their power.+
- +
-*The [[Kazarak]], servants of transplanar vampiric entities, have started to become more common amongst the land of Lost Souls, apparantly following in the path of the infamous crystal blades.+
- +
-*The [[Aisenshi]], skilled fighters of an honorable eastern tradition, are said to maintain a dojo somewhere in the wilderness of Lost Souls.+
- +
-*The [[Knights of the Round Table]], a force for goodness and purity, make their home in fair Camelot.+
- +
-*The Mad Artificer, Leonid of Devonshire, has created suits of armour known as steamsuits which enhance the wearer with machine strength. He loans these suits to these '[[Sentinels]]' in exchange for the necessary energy to sustain his twins.+
- +
-*The forces of order have an allyin the [[Leximancers]], who are able to channel the forces of pure order.+
- +
-*The [[Lupines]], a formidable society of garou who style themselves the Defenders of Gaia, gather at a glade sacred to their Goddess somewhere in the forests.+
- +
-*In response to the numerous elven heroes that are plaguing the lands, a band of goblinoids have organized themselves into a coherent group and named themselves the [[Marauders]]. They engage in the time honoured goblinoid tradition of power in numbers, and are often found in roving, motley packs of various goblinoid races lead by whoever proves themselves the most worthy of leadership. This is often decided by the traditional methods of violence, strength, intimidation, and guile. Marauders are distinguished from typical goblin species by their bloodlust, better equipment, and use of elf-slaying relics.+
- +
-*In any conflict found throughout the planes, you will most likely find a member of the [[Mercenary]] guild, a group of like-minded warriors who will sell their blade and services to the highest bidder.+
- +
-*Hushed rumours have been spread that the Veteran has ties to an entire [[Metapsychic College]], whose students are reknown for the numerous mental talents that they have learned to harness. Adepts of this college are rumoured to gain far better scope and control over their mental facilities than those who develop wild talents. +
- +
-*With the ability to possess another being's body, [[Morphs]] have recently come into high demands as spies, scouts, and assassins.+
- +
-*Hailing from the glorious cities of Imperia come the [[Murmillo]], the shield-wielding wonders of the gladiatorial arenas, who have turned shield combat into an art form.+
- +
-*As a variation of study under the Clerics of Devonshire, a small group of the devout has focused their studies on the undead and the creation of unlife. These [[Necromancers]] have since split from their original church and opened a new temple in pursuit of the ever elusive aspects of unlife and life extension. Unlike their traditional counterparts, these clerics have loosened their moral standings as a necessity of their studies, and have adapted their clerical vestments to darker coloured robes.+
- +
-*Dark nights lead to darker stories as tales of [[Nizari|murders in the name of Kali]] spread across Almeria.+
- +
-*A profane gathering of men and women, deluded into the worship of Asmodai, the Adversary of Adonai, have begun spreading the wicked influence of their evil god. They are known as the [[Ordo Maleficus]], or most simply as witches.+
- +
-*The Amberite Ravlin Tormuk has found a broken pattern in the northwest reaches of the land of Lost Souls, and has begun training [[Outsiders]], warriors who master the arts of space and time manipulation via the powers granted by the broken pattern.+
- +
-*With the spread of so many religions across the realms, [[Paladins]] of various devotions have begun to appear, spreading the name of their chosen deity. This may or may not be associated with the splitting of the churches of Devonshire.+
- +
-*The [[Paladins of Nyarlathotep]] were once a powerful force of death and destruction reviled across the world for their cruelty. Sunk in the depths of chaos and evil, they existed solely to spread the misery and darkness their lloigor master loves. They were once banished from the realms by a band of heroes of the light, but the banishing only sent them back to their dark master's realm. After many years and many planes of conflict, entities with black armour and strange powers of the mind can be found in the farthest reaches of the Exoma and the Outer Planes. +
- +
-*Spreading like the diseased gods that they worship, the [[Plague-Lords]] are said to have originated from the foul city of Ruel in Esartur.+
- +
-*The [[Paratheo-Anametamystikhood of Eris Esoteric]], or [[Paratheo-Anametamystikhood of Eris Esoteric|POEE]] (pronounced "POEE"), a powerfully Illuminated group of Discordians, hang around in the Temple of Discordia, naturally enough.+
- +
-*Following a huge battle in the Underdark, the [[Priestesses of Ygelleth]] have begun taking a much more active part in the conquest of the Ghanduari.+
- +
-*The [[Rainbow Magi]] are said to be assiated with the recently re-discovered Cloud City and its lord Crylos; they had all but faded from existence, but have recently renewed their recruiting process. They are known to draw power from mystical solar crystals embedded into the foreheads when they become initiates of their order. +
- +
-*The [[Rangers]] traverse the length and breadth of Lost Souls, living off the land and working silently against the encroachment of evil powers. They are said to revere Cernunnos, who they call the Green Man. If they have a central meeting place, it is certainly located somewhere in the great forests of the world.+
- +
-*The [[Reapers]] serve their dark master Thanatos well in their task of spreading senseless slaughter. Although their temple, once located in the southern reaches of Almeria, was defiled, consecrated, and rendered useless, Reapers have been spotted in full force in the strife stricken lands of Esartur, building unholy altars to their dark god from the corpses of the slain.+
- +
-*The [[Red Magi]], pyromantic mages, have been seen coming from somewhere southeast of Losthaven. They are rumored as being devotees of neutrality.+
- +
-*The fomor lord Ahrikol, master of the citadel Yevath, is said to give formidable rings of power as gifts to those who impress him sufficiently. These individuals are called [[Ringwielders]].+
- +
-*Spreading the knowledge of the patryns, a small cabal of magi calling themselves [[Runemasters]] offer their rune-based services to the lower planes.+
- +
-*Discontent with a passive role as a jailer, Kalyxes has begun sending his [[Shadow Magi]] for to enforce his edicts of Balance.+
- +
-*The [[Shapeshifters]] are rumored to be a group of kentaurs who have discovered the secrets of altering their forms, though little is known about them. Sometimes it is said that they may be found by seeking a structure of food.+
- +
-*Foul [[Sorcerors]] have made their presence known upon the battlefields of Esartur, bringing pain and destruction with their spells, and sowing misery wherever they go.+
- +
-*Guided by their hand-crafted symbols of power, [[Tarot Magi]] seek to follow their highly individualized Road of Life. +
- +
-*Whether the rumours of the Grey Mouser founding a [[Thieve's Guild]] are true or not, numerous individuals in major cities have noted that their pockets seem to be a bit lighter than usual.+
- +
-*A group of adventurers calling themselves the [[Travelers]] have begun to roam the lands in a quest for universal understanding. Very little is known of their true agenda and many suspect they are merely misguided folks under the influence of questionable substances.+
-*Forsaking weapons in favour of unarmed combat, a small sect of [[Warrior Monks]] have learned esoteric techniques that give them an edge in combat. 
-*As with the Rainbow Magi, the White Magi were thought to have been wiped out of existence, with everything associated with them burned to the ground and left as burning embers. Whispers have been heard on the cold winds of the Northlands of a new order, calling themselves the [[Ordo Verbus Glacialis]] that has established a more secretive location and has developed a newer means of manipulating ice and cold.+== World View ==
-Rumours tell of other groups perhaps to be seen more often in the future: [[Monks]], [[Artificers]], [[Crystal Magi]], [[Aquamancers]], [[Sekhmeti]], varied servants of Chaos, other Discordians, [[mages of Black and Silver]], [[Santeria Adepts]], [[Princes of Amber]], and still more. 
 +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

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

Sloan

  • adjust wimpy and fleeing of gladiators
  • finish gladiator tunnels

Schola Fervitus

  • adjust the stock in the book store
    • flamra countertops
  • finish the incendiary rod, activation
  • link rooms to new building in Drachensburg

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

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
  • 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


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
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