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
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
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
> 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
> 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
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
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
> 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
> 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
> 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
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
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
> 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
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
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
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