Drelvar

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Folder
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Drelvar

Postby Folder » Thu Dec 08, 2016 8:20 am

This place is awesome. Great job with it, it really feels like a whole new town with its own atmosphere.

Liking the mines too, need to get killing some stuff more so I can figure out what drops do. Anyways just saying thanks for the new stuff and for doing a good job with it :D .
<Silhouette>

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NiteHawk
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Re: Drelvar

Postby NiteHawk » Thu Dec 08, 2016 8:29 am

8-)

Thi
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Re: Drelvar

Postby Thi » Thu Dec 08, 2016 10:14 am

If I may add, this honestly could serve as sample or standard for upcoming areas, truly well designed, interesting and a lil but puzzling!

Keep 'em coming!
Thi
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NiteHawk
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Re: Drelvar

Postby NiteHawk » Thu Dec 08, 2016 10:51 am

Thi wrote:If I may add, this honestly could serve as sample or standard for upcoming areas, truly well designed, interesting and a lil but puzzling!

Keep 'em coming!


It was collab'd nicely. Lisa did the city/OAD/descriptions, the mines/scripting were done by myself. Randal/Joe did some minor work on it too (Monsters and pathway in). It's been in the works for awhile now though.

I just want to state, that the orishium rocks spawn every few hours randomly (2-4 hours). I'm interested to know if its working proper, and such. They are pretty much like little gifts. Has anyone tried them out yet? You'd obviously need a certain item to break them on the 4th level. 8)

I plan on making some scripting quests. I am not sure how it will work yet but I wanted to make a quest line as they are now, but end it with a unique quest. It's going to be a bitch to make EVERY quest interesting outside the kill/items. I know randal did some cool transport ones too. But the last quest in a line should be good to do something more unique and with scripted events, I think.

Eventually we can go back and make cities more 'alive' like this one. I think it's a pretty cool way to do things, live with NPCs, entrance/exits with messages, etc. It makes it feel way more alive.. Lisa does a good job at using entrance/exit/npcs though.

The actual mines design is pretty ROK'ish in terms of how it is designed, I'd say. I tend to have that habit though :lol:


We'll see how interesting I can go though. But will be a little.

P.S: Summit will go on top there, its in the works. Randal I believe is working on it and I'll be doing so too for scripting. It's gonna be a tough area with certain types of mobs.

Thi
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Re: Drelvar

Postby Thi » Thu Dec 08, 2016 11:35 am

By scripting I take that you're using Lua isn't it?

If so, it might be worth to teach the builders, it's relatively easy and would save you time to do reviews only.

Do rooms support scripts as well? Cause that would make for very interesting suggestions for player interactions.
Thi
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NiteHawk
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Re: Drelvar

Postby NiteHawk » Thu Dec 08, 2016 11:53 am

Thi wrote:By scripting I take that you're using Lua isn't it?

If so, it might be worth to teach the builders, it's relatively easy and would save you time to do reviews only.

Do rooms support scripts as well? Cause that would make for very interesting suggestions for player interactions.


Yes that is correct.

It has some handling. The reason why I haven't released it to them yet is that it's not fully complete yet, plus i cannot give them free scripting reigns and need some sort of system (gonna have to make a small builder tool they can test offline with all the functions.)

It is more then just Lua since theres about 500 or so new functions that the LUA uses to communicate with the server. By giving this to builders it would mean they could become generally gods. I'm not saying any of them would abuse it, but you can virtually do anything in scripting that an admin can do, and even more.

I need to make a document of all the functions then a simple program which will be a dumbed down server for testing purposes. I have an idea on this though instead, which would involve a second dummy server that they have complete access to test. Soon though!

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Lavelia
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Re: Drelvar

Postby Lavelia » Thu Dec 08, 2016 3:00 pm

I'm glad yall like the City!

Thi
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Re: Drelvar

Postby Thi » Thu Dec 08, 2016 3:47 pm

NiteHawk wrote:
Thi wrote:By scripting I take that you're using Lua isn't it?

If so, it might be worth to teach the builders, it's relatively easy and would save you time to do reviews only.

Do rooms support scripts as well? Cause that would make for very interesting suggestions for player interactions.


Yes that is correct.

It has some handling. The reason why I haven't released it to them yet is that it's not fully complete yet, plus i cannot give them free scripting reigns and need some sort of system (gonna have to make a small builder tool they can test offline with all the functions.)

It is more then just Lua since theres about 500 or so new functions that the LUA uses to communicate with the server. By giving this to builders it would mean they could become generally gods. I'm not saying any of them would abuse it, but you can virtually do anything in scripting that an admin can do, and even more.

I need to make a document of all the functions then a simple program which will be a dumbed down server for testing purposes. I have an idea on this though instead, which would involve a second dummy server that they have complete access to test. Soon though!

You might wanna think that if you have a process in place in which you're the only one publishing the scripts, you can make sure you're filtering out potentially harmful scripts, specially since for questing they wouldn't require "advanced" scripts, but it would greatly improve player interaction with the environment and for both questing and OAD purposes you'd give life to the game.

I understand where you're coming from, I usually concern myself with burn out coming from your position, you're the go to person for everything and my two cents is, whatever you can, delegate, but still keep enough control to make sure they can't cause any "harm", I just think that maybe production wise this would increase in speed once they get the hang of it and we could leverage you for more pressing matters, like server side improvements or game mechanics.

Remember that building the scripts into the map builder would create a layer of overhead for you, to maintain it and to limit the scope of things they can do, so you'd be limiting creativity as well, meaning that everything new could potentially require programming on your end making it less dynamic and fluid.

Anyway I trust your good judgment on it, I just figured that maybe being able to talk about it might offer you a chance to get ideas out and hopefully do you some good in the long run.
Thi
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NiteHawk
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Re: Drelvar

Postby NiteHawk » Thu Dec 08, 2016 4:02 pm

Yes the intentions after the LUA system was complete was to release it to the builders, that isn't a problem. I'm going to be having a separate server they can directly test scripts on with an admin user, which won't effect the live server at all, and they will be able to test and beat as they want. Once they're done I simply double check it and release. Easy done 8)

The whole idea for scripting was that though they can make advanced and cool things in the game. All the spells and skills in game are actually scripts. I try to avoid hard coding as much as possible.

Obviously you can't do everything, but there's a very large portion of what you CAN do. Once the system was done or near completion I aimed to get the builders using it. Wasn't planning on leaving it all too me, otherwise I would of just hardcoded it to save the hassle. 8)

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Re: Drelvar

Postby Deehok » Tue Dec 13, 2016 5:23 pm

I just want to state, that the orishium rocks spawn every few hours randomly (2-4 hours). I'm interested to know if its working proper, and such. They are pretty much like little gifts. Has anyone tried them out yet? You'd obviously need a certain item to break them on the 4th level. 8)


The spawn rate seems fine, but I'ved busted up about 24-26 of the deposits now with not a single thing to show for it.


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