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 agr

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

2009-12-05 Thread Nicolas Weeger
Hello. > 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

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

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

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 > w

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

2009-11-21 Thread Mark Wedel
Nicolas Weeger wrote: >> 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 think we have sort of learned over t

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 ra

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

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 ar

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

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 mes

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 > alchem

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

2009-11-17 Thread Kevin Bulgrien
> 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

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 mistak

[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: - o