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Dynamic Naming
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- Jos Elkink
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If the new signs/landmarks can be picked up and placed in inventory as easily as a note.... why not just use a note?
A note requires no resources and no labor.
I was hoping that the landmarks would be immoveable once completed. Otherwise I don't see the point.
I was hoping that the landmarks would be immoveable once completed. Otherwise I don't see the point.
Last edited by Black Canyon on Thu Apr 28, 2005 5:16 pm, edited 1 time in total.
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- Jos Elkink
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Just wanted to quickly point out that the landmarks are no just related to dynamic naming of locations, but are also a small step in the direction of the roadmap. To cite myself:
I don't know exactly what I will do with locations where there is no voluntarily built landmark yet ...
Jos Elkink wrote:Current locations would simply become stones planted somewhere stating
the name of the area. Characters can remove such stones, or place new
ones anywhere (of course this should take time and should be very
visible to others, so people can stop that person). Thus, people can
create their own location names, their own locations, etc. The
locations (these stones) will still have a major function in that we
can make it that a traveller will automatically stop (or choose to do
so) whenever (s)he is near a location stone. So a player can say
'travel in direction 300 until you are near a location stone'. Walking
directions one could set by either entering a direction in degrees
(necessary for the text-based approach) or by using a map, where you
click on a cell and the direction you are going is the direction of
that cell relative to the cell you're on (the more graphical and nicer
approach). The old roads should also still work that you can just
follow them until the next location.
I don't know exactly what I will do with locations where there is no voluntarily built landmark yet ...
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