Re: [crossfire] How to integrate old stories in the game?

2009-12-06 Thread Mark Wedel
Nicolas Weeger wrote:
 Hello.

   I'd almost rather just have the server dump all those to the messages
 file, and then go through and so some cleanup.
 
 We need a way to generate messages from the archetypes, though, so when 
 archetypes change we don't forget to update messages.

  I agree.  Unfortunately, a lot of the messages that are generated 
automatically from archetypes look like they are automatically generated.  
Maybe 
just a better function for writing the descriptions is needed - I think right 
now it just calls something like describe_object(), which works fine for 
describe stuff in your inventory, but doesn't look that great when describing 
monsters in books.


   An interesting effect of giving each message a unique identifier is one
 could use that to track literacy.  One shouldn't really get experience for
 reading the same message, even if just found in a dungeon.  Likewise, there
 really shouldn't be anything that prevents a player from giving/trading
 something they read to someone else, and that new person getting exp.  But
 that is currently not allowed because otherwise the same player could read
 it 100 times and get 100 times the exp.  If you know if the character has
 read that message, they could only get the exp once, and giving it to
 someone else would only be useful if they haven't read it.
 
 Why not. But then we'll need *many* things to read, to level up.

  Literacy skill rebalance is still needed.  There are many areas where it is 
broken (including no/few high level books, so literacy effectively gets capped 
at some point.  But maybe that is reasonable).

  If we know roughly how many unique messages there are in the game, one could 
use that to balance it.  Lets suppose there are 2,000 unique messages in the 
game.  If we also make the assumption that level 20 is about as high as you can 
go in literacy, that averages to 100/level.  Of course, the character isn't 
going to find every message in the game, some may not get max exp (characters 
literacy is higher level than the book he is reading).  But you could perhaps 
say based on that criteria that 20 unique readables should amount to a level, 
and thus set the exp on that basis.


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Re: [crossfire] How to integrate old stories in the game?

2009-11-24 Thread Nicolas Weeger
 Obviously real maps would be the best solution. However, I think the random
 map generator does a fair job, specially on the multi-level dungeons;
 IMHO the different Scorn quest maps turn out nice and exciting.

 The fact that it does as reasonable a job as it does means that it might be
 worth putting a bit of effort into enhancing it...


Then maybe a base map, with random books and such?


Nicolas
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Re: [crossfire] How to integrate old stories in the game?

2009-11-24 Thread Nicolas Weeger
   I think we have sort of learned over time that coding in such solutions
 tends to lack flexibility we generally desire, or don't give as good
 results as we might hope.

   We could certainly have script based text garbling, but having it do it
 so that it doesn't look like something that was script based would be hard.

Randomly replace a word by random letters, with the same length.
That'd do the trick, no?


   I don't think this is a pure client solution.  That's just my thought.

   It's never really clear where the split between client and server is. 
 But my thought is something like this:

   On the server side, there is something like a folio object which
 characters can put all those different notes into.  Perhaps there is even
 code to see if the character already has a copy of that message.  This
 could basically be just a container object with some special handling.

   On the client side, it perhaps brings up a window which shows everything
 in the follow, so you can quickly read through it.  Maybe in the form of a
 book which you just page through.

Then let's find a volunteer to code that server side, and implement 
client-side too :)


   Ideally, each written note would have a title, so there could be a table
 of contents.  Things like 'Dungeons of the Deserts', 'Monsters of the
 Southern Forests', 'Characteristics of Ogres', etc.

I'd add options for the client to manipulate stuff around.
And also to copy items to give to other people - if you have paper, and if you 
have writing, the higher the level the lower the probability to make copy 
mistakes.



   While this could perhaps all be handled on the client (when you read
 something, it automatically records that information in a file), that
 doesn't seem ideal.  The information we are talking about here is really
 character information - while there is nothing that prevents one from
 sharing this knowledge, I just don't think it would be a good user
 experience that if you switched to a different client (or perhaps same
 client running on a different machine), you've suddenly lost all that
 information.

Sure, server side.

We'd need a way to identify uniquely a message, though, which I'm not sure is 
something we already have.
Messages randomly generated, and also messages from /lib/messages



Nicolas
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l'aléatoire !]


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Re: [crossfire] How to integrate old stories in the game?

2009-11-24 Thread Mark Wedel
Nicolas Weeger wrote:
   I think we have sort of learned over time that coding in such solutions
 tends to lack flexibility we generally desire, or don't give as good
 results as we might hope.

   We could certainly have script based text garbling, but having it do it
 so that it doesn't look like something that was script based would be hard.
 
 Randomly replace a word by random letters, with the same length.
 That'd do the trick, no?

  Yeah, but as said, that looks likely script based garbling.  In a more real 
sense, if the character is not literate enough, they might not understand the 
message or in fact misread it.  And randomly replacing some words may not do 
much - you could probably replace a fair number of words with the message still 
being perfectly clear to the end user.


 
   Ideally, each written note would have a title, so there could be a table
 of contents.  Things like 'Dungeons of the Deserts', 'Monsters of the
 Southern Forests', 'Characteristics of Ogres', etc.
 
 I'd add options for the client to manipulate stuff around.
 And also to copy items to give to other people - if you have paper, and if 
 you 
 have writing, the higher the level the lower the probability to make copy 
 mistakes.

  I agree - one should be able to copy notes.  That said, the starting 
difficulty of the message would have a high degree on the literacy level of the 
copied message (at some point, you can only dumb something down so much without 
it losing most of its meaning)

 
 
 
   While this could perhaps all be handled on the client (when you read
 something, it automatically records that information in a file), that
 doesn't seem ideal.  The information we are talking about here is really
 character information - while there is nothing that prevents one from
 sharing this knowledge, I just don't think it would be a good user
 experience that if you switched to a different client (or perhaps same
 client running on a different machine), you've suddenly lost all that
 information.
 
 Sure, server side.
 
 We'd need a way to identify uniquely a message, though, which I'm not sure is 
 something we already have.
 Messages randomly generated, and also messages from /lib/messages

  I'm really not sure how much we should keep the randomly generated messages - 
I think that may have been a method to have a reasonable base of messages, but 
with most randomly generated stuff, it figuring out the occurence and 
difficulty 
of messages isn't great.

  I'd almost rather just have the server dump all those to the messages file, 
and then go through and so some cleanup.

  We don't have any way to uniquely identify a message.  There are different 
ways this could be done - a 256 bit hash of the message contents would do a 
good 
enough job, but that leaves you with a value that is fairly meaningless to look 
at (and if you fix a typo in the message, that no longer identifies that as the 
same message)

  If we gave titles to each message, you could use that - however, who is to 
say 
you might not want several things of the same title?  Best would probably be to 
make a unique identifier in the messages file, that could be named to give some 
clue, but also be made differently (book_of_monsters1, book_of_monsters2).

  An interesting effect of giving each message a unique identifier is one could 
use that to track literacy.  One shouldn't really get experience for reading 
the 
same message, even if just found in a dungeon.  Likewise, there really 
shouldn't 
be anything that prevents a player from giving/trading something they read to 
someone else, and that new person getting exp.  But that is currently not 
allowed because otherwise the same player could read it 100 times and get 100 
times the exp.  If you know if the character has read that message, they could 
only get the exp once, and giving it to someone else would only be useful if 
they haven't read it.

  This could almost be used to create real libraries within the game :)



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Re: [crossfire] How to integrate old stories in the game?

2009-11-20 Thread Otto J. Makela
Nicolas Weeger wrote:

 I'd rather see real maps.
 The random map generator (which I did) was mostly supposed to compensate a 
 lack of maps. If people do make maps for all houses, then the plugin isn't 
 useful anymore :)

Obviously real maps would be the best solution. However, I think the random
map generator does a fair job, specially on the multi-level dungeons;
IMHO the different Scorn quest maps turn out nice and exciting.

The fact that it does as reasonable a job as it does means that it might be
worth putting a bit of effort into enhancing it...
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Re: [crossfire] How to integrate old stories in the game?

2009-11-19 Thread Nicolas Weeger
   If one were to go on this logic,than for any given message, it would be
 reasonable for what the player sees to vary based on literacy.

I was thinking of script-based text garbling, actually, but your approach 
works too.


   I do agree that some way for the player to handle/deal with these
 messages would be nice.  I use to resort to copying information down in
 another window, but that takes things out of the game experience.  One
 could imagine something like a special folio object that holds all these -
 the issue is still how to present them to the user.

Client issue that can be fixed.



Nicolas
-- 
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l'aléatoire !]


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Re: [crossfire] How to integrate old stories in the game?

2009-11-19 Thread Nicolas Weeger
 A segue to something that has bothered me a bit: there are no longer any
 closed houses in Scorn, having been replaced with randomly generated ones.

 However, there is not much point in visiting them, as they are only single-
 level places with the randomly-generated paraphernalia. If you are very
 lucky, there might be a treasure room or some such, but otherwise they
 are fairly pointless: no monsters on the first level, nothing to do,
 nothing to see...

 How about someone working a bit on the generator, for example have the
 ubiquitous bookshelves actually occasionally contain something useful?


I'd rather see real maps.
The random map generator (which I did) was mostly supposed to compensate a 
lack of maps. If people do make maps for all houses, then the plugin isn't 
useful anymore :)


Nicolas
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l'aléatoire !]


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Re: [crossfire] How to integrate old stories in the game?

2009-11-19 Thread Nicolas Weeger
 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.

Validating wrong data is easy - go to the place, see there is no entrance, go 
somewhere else :)


 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
 no practical way for a player to manage the information in more than a
 piecemeal fashion.  Adding wrong and partial stories seems like it could
 go the wrong way if something was not done to balance it out.

Well, for one, players do have a brain, and they could use to remember the 
stories :)
Writing sufficently fun stories would make it worth remembering them, IMO.

Though a good solution could indeed be to have client-side recording.



 Pieces of stories could have identifier tags of some kind that would allow
 them to be fit together into a document on the client.  Wrong information
 could have the same tag as good information - causing the player to have
 to decide which one was right when both were found.

I'd rather have the player organize tidbits herself.
No point in saying exactly what story a piece of text refers to, IMO.



 Agree that wrong information is more realistic in some sense, but am
 reluctant to get too realistic in this regard as it can frustrate rather
 than improve the player experience.  This game is based on a fantastic
 world rather than a realistic one.


So?
Fantastic prevents wrong/distorded information? :)

As long as the searching itself is fun, it should be ok, I think.



Nicolas
-- 
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l'aléatoire !]


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Re: [crossfire] How to integrate old stories in the game?

2009-11-17 Thread Otto J. Makela
Mark Wedel wrote:

   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.

A segue to something that has bothered me a bit: there are no longer any
closed houses in Scorn, having been replaced with randomly generated ones.

However, there is not much point in visiting them, as they are only single-
level places with the randomly-generated paraphernalia. If you are very lucky,
there might be a treasure room or some such, but otherwise they are fairly
pointless: no monsters on the first level, nothing to do, nothing to see...

How about someone working a bit on the generator, for example have the
ubiquitous bookshelves actually occasionally contain something useful?
-- 
/* * * Otto J. Makela o...@iki.fi * * * * * * * * * * * * * * * */
   /* Phone: +358 40 765 5772, FAX: +358 42 7655772, ICBM: 60N 25E */
  /* Mail: Mechelininkatu  26 B 27,  FI-00100  Helsinki,  FINLAND */
/* * * Computers Rule 0100 01001011 * * * * * * * * * * * * */

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Re: [crossfire] How to integrate old stories in the game?

2009-11-17 Thread Mark Wedel

  I was thinking about this some more, and had some other ideas.

  If one thinks about it, even someone not very literate can still read 
something - he isn't going to read a college level physics book, but could read 
a newspaper perhaps.

  If one were to go on this logic,than for any given message, it would be 
reasonable for what the player sees to vary based on literacy.

  For example:

Level 5 (max requirement for this message):
On the far eastern shore of the continent, at the tip of a penisula, there is a 
tower with many diabolical beasts.  At the top of this tower is Solinter, a 
powerful spell casting creature.

Level 4:
On the far eastern shore, at the tip of land, there is a tower with monsters. 
At the top of this tower, there is a nasty monster.

Level 3, 2 ommitted for brevity.

Level 1:
On the far eastern shore of this land is a tower with many monsters

  I suppose in those messages one would have to prefix them with something like 
You don't understand most/some/a little of the message, but this is what you 
understand from it

  In this way, even if a character does not have sufficient literacy, they can 
still get some of the message.  I like this also in that it at least gives you 
some idea if the book/scroll/whatever has any information that would be useful 
to you.  One might say I've already been in that tower and killed everything 
there, so this book isn't useful

  However, to do this would require extension of the message file (or the msg 
fields) to note the different level requirements.

  I do agree that some way for the player to handle/deal with these messages 
would be nice.  I use to resort to copying information down in another window, 
but that takes things out of the game experience.  One could imagine something 
like a special folio object that holds all these - the issue is still how to 
present them to the user.




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[crossfire] How to integrate old stories in the game?

2009-11-16 Thread Nicolas Weeger
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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Re: [crossfire] How to integrate old stories in the game?

2009-11-16 Thread Mark Wedel
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 
 figure what to trust

  That seems completely reasonable to me.  The likelihood of someone precisely 
recording information would be remote.

 - partial stories only, leaving the rest to deduction.

  That is also good - but perhaps more for oral messages (the sage/random folks 
in taverns).  Having folks with random tidbits of information may make it more 
likely to actually talk to folks.


  Certainly more game information would be a good thing.  The messages file 
could certainly be better - more like the artifacts file so that instead of 
just 
having messages, one could assign likelihood of different messages showing up 
(there could very well be complete and accurate copies of information around, 
but quite rare), as well as literacy requirements.

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