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Kingdoms of Ahln
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Author Topic: Plans for next release  (Read 964 times)
Justin
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« on: January 09, 2009, 10:45:17 am »

Here are some things I'm thinking about for the next release:

  • Text search for help files
  • Vehicles/mounts
  • Languages
  • Skill system
  • Online editing of reactions
  • Shops
  • Making ALIST way better
  • Making things even more scriptable via reactions
  • Improving combat

If you have any suggestions of things you would like to see soon, post them here.
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Saffire
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« Reply #1 on: January 09, 2009, 07:07:28 pm »

Newbie tutorial.
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Justin
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« Reply #2 on: January 09, 2009, 09:54:48 pm »

You mean, for when a new character is created?
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Andril
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« Reply #3 on: January 10, 2009, 08:40:46 am »

I'd say make the GOID's a little more specific to the object being created instead of the current long string of random characters, i.e. room goid's start with ROOM, or even just R, then say A for armor, W for weapons, M for mobs, O for a general object, like a rock that you can't do much of anything with and so on. Also add in the ability for admins to use ALIST to see specific item types a little easier, such as ALIST [areas/rooms/exits/etc.] [area]. ALIST by itself would work just as it does now, though maybe a little more organized (possibly sorted alphabetically by type?). If you specified by type, the first optional value, you'd get all of that type of object in the game, so ALIST AREAS would show a list of all the areas. If you want to see a list of all the rooms in a particular area it'd be ALIST ROOMS <name/goid of area>.

I'd also have two names for each area, the regular long one such as "The Dungeon of Very Painful Deaths", but also one that has to be a single string of characters with no spaces such as "painfuldeaths". That would make it easier to specify that area then having to type in the entire goid all the time. Of course, people could just use aliases if their client supports it, or tab completion Smiley. Just a couple of thoughts for ya.
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Justin
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« Reply #4 on: January 10, 2009, 09:16:50 am »

I'd say make the GOID's a little more specific to the object being created instead of the current long string of random characters, i.e. room goid's start with ROOM, or even just R, then say A for armor, W for weapons, M for mobs, O for a general object, like a rock that you can't do much of anything with and so on.

That sounds useful. As I stated in the thread about GOIDs, it does not really matter what they are, as long as they are made to be unique.

Also add in the ability for admins to use ALIST to see specific item types a little easier, such as ALIST [areas/rooms/exits/etc.] [area]. ALIST by itself would work just as it does now, though maybe a little more organized (possibly sorted alphabetically by type?). If you specified by type, the first optional value, you'd get all of that type of object in the game, so ALIST AREAS would show a list of all the areas. If you want to see a list of all the rooms in a particular area it'd be ALIST ROOMS <name/goid of area>.

Yes, I was thinking something along these lines, and also searching for partial matches. Right now you can use ALIST CLASS AREA to list all the areas or ALIST @generic AREA, but those aren't very convenient.

I'd also have two names for each area, the regular long one such as "The Dungeon of Very Painful Deaths", but also one that has to be a single string of characters with no spaces such as "painfuldeaths". That would make it easier to specify that area then having to type in the entire goid all the time. Of course, people could just use aliases if their client supports it, or tab completion Smiley. Just a couple of thoughts for ya.

Well, all GameObjects can have alternate names (aset <object> @alt_names ...) but at the moment when dealing with objects not currently in the room (like areas), the commands only search for GOIDs, because it is way more efficient. Maybe with shorter, easier GOIDs this will be less of an issue.

Thanks for the suggestions!
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Saffire
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« Reply #5 on: January 11, 2009, 06:57:47 pm »

You mean, for when a new character is created?

Precisely.
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Justin
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« Reply #6 on: January 13, 2009, 07:21:50 pm »

I guess I need a little clarification on this. What do you want to see for this newbie tutorial? Wouldn't it be specific to your game? Do you just want a system for setting up a tutorial? As it is, you can specify the room where a character starts (you could make this more complex in the code as well, if you want) and that could be the start of the tutorial.

Edit: A new thread on this would be fine, too.
« Last Edit: January 13, 2009, 07:44:18 pm by Justin » Logged
Saffire
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« Reply #7 on: January 13, 2009, 10:07:44 pm »

I was going to make a new thread and write out a formal proposal for the idea, but I'm not exactly 100% sure on how it would be best to do it, in all honesty.
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