Re: Marosia
Posted: Sun Aug 12, 2012 8:59 pm
When history is played out on the forums, does it happen in the level of individual characters or communities and nations?
A forum for discussion about the PBBRPG Cantr II
https://forum.cantr.org:443/
Andu wrote:Do you still play Cantr, or abandoned all for developing Marosia?(also, I'm the newest on the forum atm)
SekoETC wrote:When history is played out on the forums, does it happen in the level of individual characters or communities and nations?

Nyx wrote:There are several tweaks/ bug fixes that I already know about (but putting off til after the big features are finished) that must be dealt with before Beta. Something around 46 in number. Thankfully, those are small, and I'll be doing them as one big project on its own.
Besides that, here's my list. Red is necessary for Beta, green is not but many I'd prefer to finish beforehand.
Cron (time sensitive features):
Auto eat:
Every hour, the system will look for food in the inventory if the hunger level of a character is below 50/100.
If these conditions are true, the food will automatically be consumed without needing any input from the user.
You can see the benefit of this, as it will keep the player from having to constantly worry about food, even if they don't log on for a few days. It also doesn't force the character to stay alive, as they can simply leave food out of their inventory if they want to. While not totally necessary for beta, it's not a large project so I'd like to get it in before beta.
Travel:
I still have to code in the arrival of characters after a certain amount of time during travel, including characters in groups. I also have to code the page that only characters in groups will see when logged into their characters, where they can still roleplay as they go. This is a larger feature that might take some time, but is obviously necessary before beta can continue.
Mechanics (non time sensitive features)
Character Image Uploads:
A feature to let players put up a picture of their characters that will be view-able while looking at character information. Not a necessary feature, but also a small one. If needed this can be skipped and put in later.
Prayers:
Feature that lets players send messages (viewed as a roleplay message by other characters) to the mods/admin for the purpose of divine intervention. This is for stories, and to add some spice into the roleplay if their prayers are heard. Also not completely necessary for beta, as the beta players will have OOC contact with me during the entire phase to give feedback, bug reports, and general feeling over all features. A small project, though, that can easily be finished before beta and besides, in the beginning of all creation I can see a fair amount of in-game prayers being made.
RP skills:
Feature that rolls an optional die for the purpose of "chance roleplay" (as I call it), where players use the dice to determine actions based on skills. Not for everyone, but sometimes can lead to funny, and unexpected stories as the reaction to the rolls is completely up to the player and how their character would respond. A pretty small feature, not necessary for beta but fairly quick to implement (so why not). If needed, can be skipped.
Herding/Taming Mechanic:
Large features. Herding allows the spawn rate of a certain animal to increase based on skill, which will be an asset to characters/races that live in particularly harsh elements with scarce resources to survive, as the drops from those animals serve them continually. Not necessary in beta, but I would prefer to have it so we can test. Taming allows you to acquire a mount that speeds up travel, a medium sized feature that isn't necessary for beta and can be skipped if needed to fine tune the more major parts of the game.
Using Buildings/Mines/Farms:
Although the act of creating these useful areas is finished, actually going inside them, using them, upgrading them, and locking them is not. Mines and farms will not have a lock, but buildings will have keys. Mines and farms can be gathered from, where farms are specialized in fruit and vegetables, and mines obviously provide stone and gems.
This is a very large project, and very necessary for beta.
PVP:
Player versus player combat has been started, and I still have to finish it. Most of the work has already been done but, I need to re-establish myself with the code (as I moved onto something else before it was done), and make sure everything is as it should be. Very necessary for beta, and a large project.
Unique Locations:
Locations such as ruins, or caves, or beautiful vistas. They're necessary for launch but not beta. A medium project, depending on how many I make. These may be made during beta if I feel pressed for time. They may contain artifacts of power as well as mysterious books, notes, or hints of people/civilizations left behind.
Weather System:
A medium sized feature, that creates more immersion and setting for roleplay. Not unnecessary for beta but necessary for launch.
Building Decay:
I've finished items but I have to finish the decay of buildings, mines, and farms. Necessary for beta, and a small project.
Repairing Items/Buildings/Mines:
Adding to the amount of in-game days left on the count-down to ruin. Not necessary for beta as most buildings/items will last a good amount of time if they are quality. If they're not quality its easy to make another of that items (if say, its made from bones, or rock). Necessary for launch, a medium sized project. Would prefer to finish before beta.
Magic:
I have to create each separate type of magic, its mechanic and effects, and that is one huge huge project (as I have many types of magic in mind.) This will have to be grown over time, and in beta I don't think we will have magic straight away. However, when magic becomes available, those of you who get characters that missed out on it and were SUPPOSED to have it (your character is literally set to be magic) will get it. I'll be randomly picking a set of beta characters to be magic for this reason. (; You will also get a special scene from me based on your characters god, or simply from nature or some other force if theyre not religious.
Items
Medicine:
Although player heal on their own over time, medicine is necessary for those who like a fighting lifestyle, and characters who would like to pursue a profession in it. Necessary for beta, and a medium sized project that requires me to create lesser resources needed to make the medicine. For beta, I may only make a few that use items already in the database and then expand on it later.
Furniture:
Not necessary for beta, but necessary for launch as it improves immersion and creates a consistent environment.
Artifacts:
Not necessary for beta, but necessary for launch. Items with unique powers, or skill buffs that will be found only by the most curious and persistent explorers.
Money:
Currency created from silver, gold, or iron. Not necessary for beta, a medium sized project. Creates economy that replaces bartering.
Books:
A project all their own, and a medium sized one. I need to make the item that is a book, the materials needed to create one, and the ability to write in it (and viewed). Not necessary for beta but certainly wanted I'm sure.
Website
Terms of Service/Registration/Rules:
A standard for all online services, and a clear set of rules of what is allowed and what is not. Necessary for launch, not beta. In beta I'll be hand crafting your characters, giving you your choice of race, and skill preferences as a special present for being with me since the beginning. Refrain from asking too much on the technicalities of what I'll be organizing race-wise for beta. I'll have all that ready in due time when necessary, just trust me.
Forgotten Password Recovery:
Self explanatory. I'm sure plenty of people will need this in the future.
Character Logs:
Obtaining ALL logs of your character upon the death of the character, and also obtaining logs for your character every week automatically through email. Debatable, and not necessary for beta exactly, but I'd rather have it.
Holiday Freeze:
A feature that freezes hunger of a character if the account is set to this state. The time you set will go by weeks, as anything shorter can be easily fended off by keeping food in the inventory. Not necessary for beta.
Future Implementations
Upgrade-able Cities:
Cities will be separate locations that start out small but can be continually grown to include more areas for buildings as the population gets bigger.
New Races:
New races with usable abilities like flying or swimming.
Boats:
I would love to see pirates, and new colonies, wouldn't you?
More Map:
A larger world to discover with new biomes.
That's pretty much everything for now. As you can see we've got a lot to do still! But, we're nearly there. It's not as much as it looks. (;
