Author Topic: Medieval Mod 2.0  (Read 11623 times)

We now have a Wiki! Find us at http://blmm.wikidot.com/

So, what's the plan, chief?

The goal of Medieval Mod 2.0 is to get a group of mods which best emulate a blocky-medieval fantasy environment together. This'll include things like new vehicles, weapons, emitters, decals, hats, scripts, you name it, you got it. Anyone may happily donate any scripts to this cause, and we'll accept them. If your script is already released, and we're interested in having it join the mod, I'll probably be the one coming to you about it.

Here's the plan so far.

Anyway, the main list. As of this posting, this is just a big, big summary on what we want to organize.
  • Scripts
         -Skills, with Class Names based off of what Skills you learn
         -Races
         -Magic
         -New Items (Potions)
         -Magical Travel (Teleportation)
  • Weapons
         -The Castle Weapons Pack (Used with Permission)
         -New Physical Weapons
         -Magic
  • Player Decor
         -Hats
         -Decals
  • Vehicles
         -Kaje's Covered Wagon (Used with Permission)
         -Cannon
         -Magical Travel (Flight)
  • Maps
         -A fantasy environment for building

That's a pretty list, but when're we gonna update it?

If you're interested in a discussion about it, post in this topic, I'll be organizing one in a convenient place at a convenient time, but I want to know who's interested in attending, first. We'll actually be talking over LIVE CHAT to do this, as it's pretty much the best way of communication for this sort of thing. I'll probably have a java client to an IRC chat room set up, just in case everyone doesn't have MSN or the like. In the discussion (or based off of posts on here), we may add/remove things from the list, change up ideas, settle on solid plans.

So, who's on board?

  • Dilt
  • Rky
  • Des
  • laremere
  • Tokthree
If you're interested in joining, you'll need some basic skill with modding/modeling/mapping, and whatnot. If you submit things, you don't need to join the mod to have them put in, as long as they're pretty decent. Although, joining the mod won't let you be able to put half-assed things in it, either. The final goal is for a bit of quality, not massive quantity. Anyway, let's go. Who's interested?

We mainly communicate through IRC
The two IRC links are http://dilt.us/bl/ and http://chat.dairc.net/?c=blockland
Manual Clients can find us at irc.deltaanime.net:6667 in the channel #blockland
« Last Edit: February 10, 2008, 09:39:25 PM by Dilt »

heres the way races should go in my mind:

-dwarf (resizes to 1/2 size)
-ork (green colorshift to the green on head, hands and feet)
-magician (mounts a wizard hat to the head)
-warior (has more health)
 
and it can go on in that kind of order with more races. i think that it would be cool that depending on what race you are, you look different and have seperate abilities, this decision on what you can do is also interwind with a class system that enables you to have different weapons depending on what race you are.
« Last Edit: February 10, 2008, 12:52:33 PM by Radial543 »

In my opinion, classes and races are inherently different. A race is basically decribing what species you are, whereas a class describes what your skillset mostly consists of. We might not even use classes, but sets of skills you can improve. If we use anything at all. Anyway, the goal right this moment isn't specifics, but large, general ideas. We can work on specifics when we get there. :D

I might submit some stuff, I.e I have to finish the class system for RPGKIT, and I could probably make a standalone version for you.

Races should control your skin color/other features on your body and your hometown, I would think, along with some various extras for each race.

Abilities would control how well you do at certain tasks(for example, mining, fighting with melee, fighting with ranged, fighting with magic)

Classes would control which abilities you excel in, which you are average in, and which you fail in.

My 3 cents

Ooooh, magical transportation.  Elaborate, and if it sounds fun/cool and I can do it, I'll help out. :cookieMonster:

That'd be awesome, rkynick. I'm thinking perhaps a UO system of abilities/skills, with classes being derived from what skills you are good at. Races indeed include size/color/some natural abilities.

Magical Teleportation'll need to be thought out. So far, the concept is 'you can cast a spell that teleports you someplace'. How it works still needs to be made out. The easiest thing to do is allow teleportation between towns, but that's lame. Perhaps you can leave your body in an ultrafast vehicle, which can woosh someplace, and you can 'dismount the vehicle' to teleport there. That, or perhaps a weapon... It's pretty darned interesting, if you ask me.

Anyway, that'll all be discussed, with specifics later, of course. I've got a Java IRC client ready, I'll put it up in a bit, we should get a time together to chat about things pretty soon. Hee!

wish Dilt was looking for some beta testers  :cookieMonster:

the overall plan looks excellent, i just hope this one makes it =D

good luck with it

Beta Testing will be public.

That'd be awesome, rkynick. I'm thinking perhaps a UO system of abilities/skills, with classes being derived from what skills you are good at. Races indeed include size/color/some natural abilities.

Magical Teleportation'll need to be thought out. So far, the concept is 'you can cast a spell that teleports you someplace'. How it works still needs to be made out. The easiest thing to do is allow teleportation between towns, but that's lame. Perhaps you can leave your body in an ultrafast vehicle, which can woosh someplace, and you can 'dismount the vehicle' to teleport there. That, or perhaps a weapon... It's pretty darned interesting, if you ask me.

Anyway, that'll all be discussed, with specifics later, of course. I've got a Java IRC client ready, I'll put it up in a bit, we should get a time together to chat about things pretty soon. Hee!
Make a spell for setting teleport locations, then let teleport teleport you to your locations?

No!

No classes!

One should have the freedom to be whatever they want: A warrior/cleric? 'k. A cleric/ranger/warlord/shaman/gorilla? 'k.

BUT NO CLASSES, for they are the scorn of all RPGs.

Ah calm daown, RPGKIT_classes supports multiclassing & is an optional feature. Now if only I would finish it(scuttles away to code)

No classes!
I'm thinking perhaps a UO system of abilities/skills, with classes being derived from what skills you are good at.
Basically, you don't choose the class. The class chooses you, based off of what skills you take. And go ahead, take everything. That class'll be called Jack. Focus in melee, be named a swordsman. Focus in magic, be called a wizard, etc. Vague examples of what my idea of classes would be. I should say that skills are the main focus of my idea, with classes just being names for what skills you pick. And you arn't limited in choice, you could be a swordsman who's been practicing swords for ages, then suddenly decide to try to pick up some skill in magic. It's pretty awesome.

That's a good idea for the teleport spell, though. Perhaps there'll be different levels of spells, with Teleport I being a single location, II being more, and so on until you get high enough to teleport anywhere (see ultra-fast vehicle).

Interesting concept... if you want we could use the whole chibang and I could send you RPGKIT beta after I finish a few things
Includes
•Ability & resource system
•save and load code that autoupdates to include new abilities and resources ect.
•class system with support for multiclassing, no classing, ect(coming soon)
•Preset systems, building requiring resources, resource trading, cutting down trees, different paint colors requiring resources, ect.

I just need to finish classes and a few other minor things, but it would make starting out on this simpler, and I've been looking for a use for it before I start leasing it out to people I trust.

Otherwise I can transfer systems from it to be standalone if we need them.

I thought it said the golf in the first post :(

Yeah, I've played on your server quite a few times, Rky, so I know the basics of things. The logcutting skill increases (not sure if they're still in there or not) are sort of along the lines of what I want. Anyway, I'll be happy for anything you throw in the pot. The goal is sorta along the lines of just an /add-ons/ folder perfect for medieval-fantasy rampages, which means we can work within that sort of datablock limit.

I'm going to take a shower, when I get back, I'll get the IRC chat up, and see about getting a meeting going.