Sure, we're in the process of adding in multiclassing and changing the maximum stat values currently which of course opens the door to a dozen other projects too, like building a slew of new areas to take care of all the new (effectvely) higher level players.
Posted By: Drey on
11/26/07 at 12:03 PM
I'm currently adding in "collecting". For this year's Yule content I was going to add in collecting ornaments and turning them in for quest points anyhow, but I've been playing Everquest 2; their collecting system has inspired me to make the system I was putting in more flexible, so it can be used for year-round stuff.
Posted By: Ssolvarain on
11/29/07 at 08:48 AM
With 21 views and 2 comments, people must not be looking forward to much.
Posted By: Conner on
11/29/07 at 10:05 AM
Well, two of us are. ;)
Posted By: Drey on
11/29/07 at 10:55 AM
Those who can, do; those who cannot, view. ;-)
Posted By: Kavir on
11/29/07 at 05:39 PM
I've always got far more projects than I've got the time for! Right now I'm busy creating mobs for Winterland - a Christmas themed world, which will be open throughout December. Generally I try to keep the mud serious, but for special events like this I think it's rather fun to have some sillyness.
Dire carol singers (most carol singers are pretty dire, but these ones are so dreadful they'll make your head explode), gingerbread giants (armed with chocolate weapons), christmas treants (with fireball-hurling fairies on their heads), snap-dragons (with flaming brandy breath attacks) and many more...and if that's not enough to scare you, just wait until Santa Claws swoops down on his Doom Sleigh!
Posted By: Conner on
11/30/07 at 05:07 PM
*LOL* Very graphic, KaVir. :)
Posted By: Ssolvarain on
12/10/07 at 01:06 AM
I love celebrating the holidays!
Think I might throw together something special, if I get motivated enough.
Posted By: Conner on
12/10/07 at 03:30 PM
I love celebrating holidays too, but I hate doing temporary areas like that.. maybe if someone was willing to build the areas, I could come up with a way to bring them online only for the holidays they correspond with, my problem with that sort of thing is that any items folks get from those areas vanish when we bring the area offline unless we have another way to keep the area online but inaccessible or some such.
Posted By: Dd on
12/11/07 at 06:12 AM
We're trying to close the economy loop a little more and adding some new ways for enterprising players to make cash with a little work, my to-do list is hopelessly full of fun quests I'm planning but god knows the list is longer than the time I have. We're running a contest to add some new garbles to our small collection, I just finished running a unique play as an animal quest, thinking I may formalize an impromptu holiday quest I did last year and re-run it, but make it require less of my involvement, since I got good feedback on it last year.
Most of my biggest projects revolve around documentation - I created a video new user guide that I really dig and would like to do more, but the problem appears to be convincing new users to actually watch it. So now my project is to try to tie in the same elements to the in-game experience, no matter how awesome I think the video is. :/ I created it for the folks who seem to fail at reading comprehension and bumble around a lot, seeing the helpfiles but not understanding them. But they're the ones who just plain refuse to go watch the dumb video. Bah.
Posted By: Drey on
12/11/07 at 12:13 PM
Conner, I solved that problem by making an area flag that marks an area as "closed". The reset code was changed to not load anything in areas marked closed and movement code was changed so players (but not admins) can't enter closed areas. When a holiday is over, I mark the area closed, purge the mobs, and (usually) remove the exit that connected it to the permanent world. This way, any objects players get are still loaded, they just can't get new ones.
Posted By: Conner on
12/12/07 at 04:38 PM
Um, DD, it's a mud - purely text based world.. if these people can't read your helpfiles, how can they read room descriptions, combat, etc...?
Drey, that sounds like a great solution, then the areas could be re-opened each year for their respective holidays.. hmm, now to figure out which real world holidays are mud-worthy and find builders to work on making them.. :)
Posted By: Drey on
12/13/07 at 11:49 AM
My own game has a Halloween, Autumn, Thanksgiving, and Christmas area. I'm not sure if T-Day was really worth it, it has very little content but I plan to add a minigame to it next year. My Autumn and Christmas areas have a minigames that can be played to earn credits used for prizes only found during the holidays. The credits carry over from one holiday to the next. I got the collecting in that I mentioned in a previous post; this is going to become a year-round activity but for now, players can find ornaments which can be used in specific collections for credits, based on the difficulty of completing the collection. Autumn had a corn maze (randomly regenerated every 10-15 minutes) that you got credits for completing, and a pumpkin chucker artillery game where you got points for hitting a target.
Currently I have to manually open and close the areas each year and set out a few specific mobs/objects, but my goal is to write a set of seasonal code that would do these things for me automatically. Right now I also have some code controlled by #ifdef/#endif statements which is seasonal and requires a recompile, I also want to get that into the 'seasonal content switcher'.
Posted By: Mechaterror on
12/13/07 at 11:59 AM
grenades. <3
Posted By: Conner on
12/15/07 at 01:17 AM
Drey: Sounds pretty cool, I wouldn't mind opening/closing the areas manually for each holiday as long as that involved a single command rather than a checklist, but automating it is even better. ;)
Mechaterror: His "pumpkin chucker artillery game"?
Conner:
Posted By: Dd on
12/17/07 at 10:58 PM
You're right, it's a MUD and they should be capable of reading the helpfiles.
And yet, somehow... they don't.
Posted By: Conner on
12/18/07 at 06:50 PM
There is a huge distinction between being too lazy to bother with reading helpfile entries (for which is there really is nothing to help..) and being unable to read (which pretty much precludes playing on a mud at all..)
Unfortunately, I suspect that the folks you're having the most trouble with are the ones who simply can't be helped and don't want to be helped and who will just keep insisting on trying to make it all be their way no matter what you do to show them that their way is wrong in your world. *shrug*
Noe
Posted By: Mechaterror on
12/23/07 at 11:31 AM
>> Mechaterror: His "pumpkin chucker artillery game"? >> endquote
No. Grenades.
Posted By: Conner on
12/23/07 at 07:09 PM
So that was what you're doing interesting with your MU* arther than a response to the post before yours?