Medieval Mod 2.0

Author Topic: Medieval Mod 2.0  (Read 10648 times)

Hm, but yeah. We could go the 'bricks cost materials' route, too. Not the $1 for a brick built, that's spamriffic.

And don't hide numbers. This is going to be GIVEN OUT to everyone, when it's done. So the numbers should be made public.

Perhaps non-scripted rewards for building would work best, sadly.

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
The first and second (Java Mode) will work for anyone but Wii users, they have to use CGI on the second, and even then, they can't send messages. Sorry, lare :(

In some way, but not by god beaming them down money for placing bricks.


Also I have a script for making larger bricks cost more resources.

I have the script Wallet used to price bricks. That's already been implemented in my server with the cash mod. I can modify it freely, and that's basically handled. I can use the same script to calculate how much material would be needed based off of color of brick.

By hide numbers I mean that while your fighting someone, you don't see "your magic has risen by 3", but instead you slowly notice your getting stronger.

By hide numbers I mean that while your fighting someone, you don't see "your magic has risen by 3", but instead you slowly notice your getting stronger.
Ah, valid point. Hm. That'll be a specific, for now, so let's skip it and move on.

FIRST ORDER OF BUSINESS

We need to determine what order we're going to do everything in. What's first, what's second, etc.
Quote
<Dilt> So, first off, the order of operations, what'll we do first, second, third, etc, who'll focus on what, and how shall we go about this?
<Dilt> We've got our big picture in mind, mostly. Skill-based system with races, magic, vehicles, and basically medievalness.
<Dilt> Presuming this, my idea is we start off on a system to handle the skills, first
<Dilt> so we can slap in 'modules' with new skills easily
<Rky> mkay
<Rky> so something that handles everything to the point of just puting addskill("...",0,0,0); at the top of the code?
<Dilt> Honestly, yeah.
« Last Edit: February 10, 2008, 04:52:09 PM by Dilt »

well players and stats systems should be first
then the building system
ect.

dilt you should make a server, its better to chat in than the forums, nothing special just an ordinary server
« Last Edit: February 10, 2008, 04:51:45 PM by Tokthree »

I'll help.

I'll talk to you on MSN. Invite the other guys who are helping aswell if they have it.

Didn't know you guys had IRC, joining.

I can get on the IRC in a few mins, can you guys wait?

I can get on the IRC in a few mins, can you guys wait?
Yeah. I'll forward logs to whoever's just joining.

MSN'll be used later, IRC for now. We'll organize how things go, ever so slowly. I'm happy with starting off with IRC, and just swap to whatever's easiest for everyone involved.

I have the script Wallet used to price bricks. That's already been implemented in my server with the cash mod. I can modify it freely, and that's basically handled. I can use the same script to calculate how much material would be needed based off of color of brick.
Nice, can different paint colors use different resources?
Also can they require more than one resource?

Nice, can different paint colors use different resources?
Also can they require more than one resource?
Yes. Yes. Basically, it checks for a color when you place a brick, and then does "blank", which you can change. :D

I think that for building, it should cost resources (Say, you cut down trees for a bit, you get wood, wood = bricks,) but you should be rewarded in some way, such as, like someone said, Wallet's system.

Also, player houses plzocks. :D

Again, looks awesome, can't wait to try.

We now have a wiki at http://blmm.wikidot.com/ - Feel free to glance through it!

Idea for Magic:

Two types of magic: Holy and Arcane

Arcane: Classic "wizard" magic.
Holy: Clerics use this type.

To charge up your Mana, you can use potions, or just wait a small amount for your bar to recharge. Wizards/mages/sorcerers take slight weapon damage penaltys.

To charge up your Favor (Holy Mana), you must be a cleric/priest of a certain religon. If you go to a altar (some construction of bricks,  blessed by admin at beginning of game or player , high-level priest, using spell "Bless".), you may "pray". This stops what you are doing for 1 min or so, and gives you a certain amount of Favor. Diffrent gods give diffrent spells. Clerics and priests are diffrent. Clerics can use weapons and items without penalty, but priests take heavy weapon damage penaltys. Priests, however, can cast higher level Holy spells then Clerics.

Now, for the balancing. For both types, the higher magic level you are, the more Mana/Favor you have, allowing for more spells. To stop everyone from being wizards, I propose that Clerics and priests have better spells in genarl. On the other hand, they are tied to the altars of thier god.


Also, I like the resource gathering system. However, make it so you need a certian strength to mine, and in the mines, make their be dangers (eg events.)

PS: Would you like me to model for the mod? I am just itching to get some more modeling time in. (Post if you want some of my past work.)

There aren't classes...so no...

I had a big add to to wiki skills page, but someone went and edited it before I finished and I lost/ forgot all my work...

But basically my idea for the teired skill system is that instead of throwing a bunch of weapons into mele, the skill tree works more like this:
-str
--slashing
---swords
---syths
--Piercing
---Lance
---Spear (it does in the end rely on Str)
--Bludgening
---hammer
---mace

-Agi
--bow
---long
---short
--Mechanical bow
---Composite
---Crossbow
--Throwing
---Sling
---

-Magic (face it, we need an entire ability for this)
--Dark
---Harm
---Curse
--White
---Heal
---Bless
--Attack
---elemental
---energy
--Defense
---Magic armer (reflection, protected body areas ie:can't get harmed by hits to the chest)
---Damage Reduction

This needs to be filled out more, but thats the basics.  Then things like HP, running, jumping, resource gathering, ext... are separate special skills that aren't tiered.
« Last Edit: February 10, 2008, 08:19:30 PM by laremere »