(This is another repost. This article was dredged up from my original notes on the idea of a ‘favor’ system for handling a player’s standing with the gods. It was originally imported into my personal blog in December of ‘06, but was probably written well before that. It is being preserved here for historical reasons.)
Favor starts at zero, is capped at 100, and is allowed to go arbitrarily negative.
Messages
96.. presence
76..95 very close
10..75
-1..9 brief rumble
-14..-2 loud rumble, displeased
-29..-15 bolt
..-30 death
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allaryin repost faith, gods, magic, prayers, priests, skills
(Wow. A repost with immediately useful application. This is my original writeup for an in-game forum interface… and it will likely be the springboard I use when actually implementing the communication upgrade ideas.)
The in-game forum system is long overdue. It should be very similar to the mudmail client, they should both use similar commands, etc…
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allaryin idea, repost forums, mail, plans
(This is a repost of some of my old notes on the move to using ‘recipes’ for the crafting system. It was originally imported into my personal blog in Dec of ‘06. I’ve not edited this from its original state, so odds are medium-high that these scribblings are entirely obsolete.)
Four categories of recipe difficulty: novice, apprentice, journeyman,
master. Each category corresponds to an equal 25% of the skill level range.
There should also be rare/unique type recipes that are only available to
high masters (like 90% or 95% skill). These recipes won’t be published in
the list here, but will wait for game implementation and will probably be
designed largely by the players.
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allaryin repost crafting, plans
(Wow. Of all of the old reposted posts… this is the only one to actually contain a disclaimer that it was already obsolete at the time it was originally posted. There are still a few shreds of ideas that I’d like to extract from here, but the whole notion that players would have to use “cook” and “chop” type verbs to prepare potions one step at a time has been completely replaced by the longstanding recipe system.)
Note: This document is old. The ideas herein have not yet been updated to bring them in sync with current plans for the game world.
The SIMud alchemy system will hopefully wind up being very interesting. It should allow players to experiment with a tremendous number of different ingredients and methods of preparing and combining the ingredients. There should probably be multiple combinations that result in similar potions.
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allaryin repost alchemy, crafting, magic, obsolete
(This is a repost of an article I originally wrote on my personal blog back in December of ‘06. It is being appropriately back-dated.)
I’ve recently given a lot of thought to the magic system in
Walraven. It is a mess of kludges and bandaids upon bandaids upon gaping wounds. Lots of systems in the game were written as temporary type measures just to get a feature into testing. Unfortunately, with the kind of time people tend to have for working on the mud these days, those temporary measures have just sort of stuck around and become permanent.
I therefore propose a list of new features and rewrites that will become version 2 of the game’s magic system.
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allaryin idea, repost interruption, magic, meditation, resistance