Nicolas Weeger | 16 Nov 2009 22:28

Feature proposition: [img] tag

Hello.

I'd like to suggest a [img name="xxx"] tag for client-side rich tags, as 
defined in "mediaTags".

As implied, the tag would display a picture from its name :)

Uses:
- illustrate a text
- show a bigger picture of something (map, illustration, ...).

What do you think?

Nicolas
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Nicolas Weeger | 16 Nov 2009 22:32
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How to integrate old stories in the game?

Hello.

How would one integrate old (as some hundred years old) in-game stories in the 
gameplay flow?

Right now, we have kind of the "Know-It-All" sage who will conveniently know 
everything of things that happened hundred years ago, without any mistake or 
such.

Things I could envision:
- old manuscripts, in languages a player would need to learn to decipher
- wrong (plain or slightly mistaken) things around, to have the player try to 
figure what to trust
- partial stories only, leaving the rest to deduction.

Opinions? :)

Nicolas
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http://nicolas.weeger.org [Petit site d'images, de textes, de code, bref de 
l'aléatoire !]
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Nicolas Weeger | 16 Nov 2009 23:11
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Changing connection texts

Hello.

Suggestion to change the various messages at login:

"Hello you nice soul, and welcome to this world.

My memory is slightly blurred lately, could you tell me your name, again?" 
[prompt for name]

If new player:

"Ha, you're not on my registers, so you just had the authorisation to 
incarnate on this world, he?

My name is [find name], and I'm here to help souls incarnate.

[if perm death] Please note that on this world your corporal incarnation will 
be destroyed if you die, so take care. [if reincarnation] It could be 
recovered, but you'd need help from some nice soul.
[if not perm death] You're lucky, here even if your corporal incarnation dies, 
you can still use it. Nice, isn't it?

Anyway, now you must choose your corporal incarnation. I hope you'll enjoy it, 
whatever you select."

If current player:

"Ha, nice to see you again. Now if you'd be so nice as to prove me you indeed 
own this incarnation?" [prompt for password]

(Continue reading)

Alex Schultz | 16 Nov 2009 23:52
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Re: Changing connection texts

On Mon, 16 Nov 2009 23:11:58 +0100
Nicolas Weeger <nicolas.weeger@...> wrote:

> Suggestion to change the various messages at login:
> 
> <snip> 
> 
> What do you think? :)
> 

I for one, like it. I'd say... commit time unless anyone has any
suggestions :)

Alex
Mark Wedel | 17 Nov 2009 07:09
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Re: How to integrate old stories in the game?

Nicolas Weeger wrote:
> Hello.
> 
> 
> How would one integrate old (as some hundred years old) in-game stories in the 
> gameplay flow?
> 
> 
> Right now, we have kind of the "Know-It-All" sage who will conveniently know 
> everything of things that happened hundred years ago, without any mistake or 
> such.
> 
> 

  There is the lib/messages file, which will be used for random readables that 
show up in dungeons.

  However, the current instance of readables (nonmagical scrolls, books, etc) is 
pretty low.  And even if one is generated, it could contain info about alchemy, 
monsters, spells, etc.  And it can also have a high literacy rate requirement.

> 
> Things I could envision:
> - old manuscripts, in languages a player would need to learn to decipher

  One could sort of say that the literacy skill, as is, might represent that. 
I'd be a little reluctant to make it even harder to find useful information in 
readable books.

> - wrong (plain or slightly mistaken) things around, to have the player try to 
(Continue reading)

Mark Wedel | 17 Nov 2009 07:18
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Re: Changing connection texts

Alex Schultz wrote:
> On Mon, 16 Nov 2009 23:11:58 +0100
> Nicolas Weeger <nicolas.weeger@...> wrote:
> 
>> Suggestion to change the various messages at login:
>>
>> <snip> 
>>
>> What do you think? :)
>>
> 
> I for one, like it. I'd say... commit time unless anyone has any
> suggestions :)

  I agree - better it is now, in which some new folks get confused about 
character creation.

  One question would be:  What do you do on wrong password?  A not too uncommon 
situation is you have a new player who is trying to use the name of an existing 
character.  We probably want something that is clear that the existing name is 
in use, but at the same time isn't too confusing if they just mistype their 
password.
Mark Wedel | 17 Nov 2009 07:14

Re: Feature proposition: [img] tag

Nicolas Weeger wrote:
> Hello.
> 
> 
> I'd like to suggest a [img name="xxx"] tag for client-side rich tags, as 
> defined in "mediaTags".
> 
> As implied, the tag would display a picture from its name :)
> 
> 
> Uses:
> - illustrate a text
> - show a bigger picture of something (map, illustration, ...).

  I think it is a good idea.  Quick thoughts:
- I'd guess that this might be static content in some cases, in which is refers 
to an actual image name.  In that case, if the client is not using image 
caching, it would have no idea if it has the image or not (since it only gets 
image numbers in that case).  I think simplest all around would be to enforce 
the idea that clients must do image caching - it simplifies code in a bunch of 
areas.

- I'd also imagine one could have images that are not directly associated with 
any archetypes (say a map of the area).  There is nothing that prevents that, as 
IIRC the client script will pick up any files of appropriate name in the arch 
directory, but it may be desirable to have a storage for such images someplace 
else, since if they are not used by archetypes, they don't really belong in that 
directory structure.
Kevin Bulgrien | 17 Nov 2009 09:53

Re: Feature proposition: [img] tag

> Hello.
> 
> I'd like to suggest a [img name="xxx"] tag for client-side rich tags, as 
> defined in "mediaTags".
> 
> As implied, the tag would display a picture from its name :)
> 
> Uses:
> - illustrate a text
> - show a bigger picture of something (map, illustration, ...).
> 
> What do you think?
> 
> Nicolas

I guess this is supposed to "pop-up" an image in the client or somehow inlining
an image in the output stream?  Can you describe what you envision a client
doing for this type of tag?  Are there constraints on image size, or other
attributes?

Not opposed in principle, but am not real sure we have content developers that
are drawing and/or acquiring such images for actual use in maps.  I think you
have said in the past we need content more than unused features, though I see
this as having potential for richer game play.  Anyway, not to discourage your
efforts, I suppose that does not need to matter so much.

Kevin
Kevin Bulgrien | 17 Nov 2009 10:05
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Re: How to integrate old stories in the game?

> Hello.
> 
> How would one integrate old (as some hundred years old) in-game stories in the 
> gameplay flow?
> 
> Right now, we have kind of the "Know-It-All" sage who will conveniently know 
> everything of things that happened hundred years ago, without any mistake or 
> such.
> 
> Things I could envision:
> - old manuscripts, in languages a player would need to learn to decipher
> - wrong (plain or slightly mistaken) things around, to have the player try to 
> figure what to trust
> - partial stories only, leaving the rest to deduction.

It seems these kinds of ideas are good, though I'm not to sure about "wrong"
information without some not insanely hard to find way to validate wrong data.
Of the listed ideas, the first seems most likely to enhance play.  The last
seems reasonable, though perhaps better done by having the missing pieces
completed as a related quest progresses as though the player is rediscovering
the history through the act of digging through and using this partial story
data.

> Opinions? :)

Without really claiming to have a vision of how to pull it off, perhaps the
wrong/partial ideas could be supplemented by a mechanism by which a player
can actually accumulate the stories client side for perusal in more of a
book fashion instead of the encumbering NPC communication model.  I think
that the lore and quests in this game are hard to handle because there is
(Continue reading)

Kevin Bulgrien | 17 Nov 2009 10:06
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Favicon

Re: Changing connection texts

> Hello.
> 
> Suggestion to change the various messages at login:
> 
> "Hello you nice soul, and welcome to this world.
> 
> My memory is slightly blurred lately, could you tell me your name, again?" 
> [prompt for name]
> 
> If new player:
> 
> "Ha, you're not on my registers, so you just had the authorisation to 
> incarnate on this world, he?
> 
> My name is [find name], and I'm here to help souls incarnate.
> 
> [if perm death] Please note that on this world your corporal incarnation will 
> be destroyed if you die, so take care. [if reincarnation] It could be 
> recovered, but you'd need help from some nice soul.
> [if not perm death] You're lucky, here even if your corporal incarnation dies, 
> you can still use it. Nice, isn't it?
> 
> 
> Anyway, now you must choose your corporal incarnation. I hope you'll enjoy it, 
> whatever you select."
> 
> If current player:
> 
> "Ha, nice to see you again. Now if you'd be so nice as to prove me you indeed 
> own this incarnation?" [prompt for password]
(Continue reading)


Gmane