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Post by Rand on Aug 9, 2007 19:38:03 GMT -6
This is hereby a list of things we will think about getting to when big-time core systems are done, and discuss as a group in leisure if they sound fun. Day//Night CycleMeaning that we have actual times of sun and moon phases. Which could also tie in with how strong and weak some monsters could be, when some appear, and even affect...say, Vallatio as a shining example. It'd be wicked cool if we could code in timezones for the areas so it isn't a giant shroud of day/night worldwide. Soren, your clock may get it's glory days yet! This could also determine when certain onsters come out into the grounds to hunt, and even give specific day//night times for chamipo//mini-boss chaotics. Passive traits for monstersThis includes adding things for some creatures, and giving official names for some things which already exist as an un-named system parameter. Like...letting all trolls have a regenerative ability, like Kaug, save active every round at it's end. Or Vampires have a drain-like effect with their physical hits at a percentage chance. Voice ActingWhen doing the text for all of the NPC's in the game, adding voice clips activated via links to HTML. Can be done for just main core NPCs, though it'd be a trip if we were allowed to do it for everyone. I can find the actors for it one way or another. Status: Approved, pending time for the projectAmbient Sounds and Minor MovementsMore of a question of possibility, but what of a gradual increasing-volume of a sound of water running as you pass a creek on a map, or drag ass near the beach? What of wind blowing on the plains, or rustling that field of flowers in Dainan Town? What of snow during the times around Christmas on map? A new Command tabWhy not have a Command in the Commands tab that will send out a link to these forums, as we have one that gives the Server Address in our Admin tab? In regard to exploration and visual detailsI know that all of us want people to actually do more EXPLORING and not just "kill the monster kill the boss see the king". So..how about making some sections of the overworld map more than just tiles to walk on? How about scenes in the forest beyond the bridge of corpses in armour laying dead long since, skeletons in old Dainish designs...perhaps that rise during the night cycle and attack even? How about a notebook left behind in Dainaria describing the failed attempts by various people to fend off repeatedly powerful and intense monster attacks? How about something to show that perhaps these undead in Dainaria aren't just chaotics...but perhaps the trapped souls of the slain, twisted and held captive by Voleron's power, unable to leave... This may be posted to by anyone with things of their own, edited anytime, and discussed at leisure. Let me hear something!
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Post by Takahashi on Aug 9, 2007 21:01:50 GMT -6
This is hereby a list of things we will think about getting to when big-time core systems are done, and discuss as a group in leisure if they sound fun. Day//Night CycleMeaning that we have actual times of sun and moon phases. Which could also tie in with how strong and weak some monsters could be, when some appear, and even affect...say, Vallatio as a shining example. It'd be wicked cool if we could code in timezones for the areas so it isn't a giant shroud of day/night worldwide. Soren, your clock may get it's glory days yet! This would be nice. Maybe even have certain conditions forced depending on where you are. When you're underground, it would always be 'night'. This could also result in magic spells designed to mimic certain conditions. A light spell used in battle that weakens monsters weak to light or negates an advantage certain monsters get from fighting in dark/night conditions, and so on. That'd be great, yes. Along these lines, removing magic from monsters where the spell is supposed to be something like fire breath would also be nice. This could be a hassle, having to have points on the map used to determine how close you are to a 'sound point', as well as how loud to have the sounds be. Animated sand/flowers/whatever should be doable if the speed of their animation can be determined by a 'wind' variable. Like if the wind is at 1 (weak), the animation is slow. If it's at 2 it moves a little faster, and so on. That'd be good. If there isn't already one, there could be one for the website as well.
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Post by Mahn on Aug 10, 2007 9:32:38 GMT -6
Ambient Sounds and Minor MovementsMore of a question of possibility, but what of a gradual increasing-volume of a sound of water running as you pass a creek on a map, or drag ass near the beach? What of wind blowing on the plains, or rustling that field of flowers in Dainan Town? What of snow during the times around Christmas on map? This could be a hassle, having to have points on the map used to determine how close you are to a 'sound point', as well as how loud to have the sounds be. Animated sand/flowers/whatever should be doable if the speed of their animation can be determined by a 'wind' variable. Like if the wind is at 1 (weak), the animation is slow. If it's at 2 it moves a little faster, and so on. There is ACTUALLY a "surround sound" code. Depending on where you character is, you can have the sound/music coming form a certain "speaker" or "side". Including, if it get "louder" as you walk towards it or something. I have the code somewhere because I showed Kija it. Like while fighting Val, being on the right, you could hear his voice outa the left speaker and kinda "feignt"; as he is on the left side of the screen. Although, from what we tried when me and Kija did it, sounded like crap. Even with my surround sound speakers. It is possible but not likely because of the sound quality in doing it.
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Post by Rand on Aug 10, 2007 17:27:49 GMT -6
Maybe. But perhaps Byond 4.0 would allow for better workability in this? I've no idea really, since most of the things I've seen have to do with graphics and the like, what with more file types being supported and workable...Sounds like an investigative report for the one and only, SuperTral. *Drum roll*
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Post by Kija on Aug 10, 2007 19:17:48 GMT -6
In one of the versions of 3.5, they added a lot more sound support. They added the ability for multiple midis to play at once, and other things such as 3D sound support. With 3D support support, you can create different sound objects with distance variables that can be used to play the sound differently depending where you are. They also have environment sound setups to change the reverb. The sound options allow for a lot of interesting things that can make the sound and atmosphere sound even more real. It is also a lot more complicated, especially if you want it to sound good. I always read the notes of each version to keep up on any new additions, including the sounds one though.
BYOND 4.0 is more about new interface options, and its updates are geared around that. There were no new sound updates with it.
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Post by Rand on Aug 13, 2007 22:58:50 GMT -6
Big-ass post, so I figured to put it in a different box.
An introduction to what can really be done with cutscenes, in reference to further backstory understanding and potential fun updates.
Rand says: Y halo thar, sirrah. Rand says: Whatcha up to? Falconer says: Yawning, and little else. Rand says: Good man. Rand says: Well, how would you like an inventive jolt of awakened spirit? Or perhaps I should hold off till tomorrow Falconer says: Hmm. I'm willing to stay awake for it. Rand says: Rand says: This new idea occurred to me today at work, so I ran to write it down. Now, I know I seem to focus on this a lot...but if this idea is approved, it allows for a lot of fleshing out of histories and cool new ingame features for content if we decide to. Rand says: It once again pertains to the Tomb in Ranook of the fallen Zathar. Rand says: Interested? Falconer says: ANything that'd make Ranook relevant has my interest. You know that. Rand says: Rand says: Ok. You traverse the area, wondering why monsters are here, outside of a hunting ground... wondering what you'll find... Rand says: Then you reach the Tomb of Zathar, and obtain the Mark. Rand says: What I'm willing to see added...is a convergence of memories transferred from the mark to the player... a series of cutscenes, almost a movie. Rand says: It begins with Zathar winding his way down that cave in the marshes in Southern Skyre, that we see the opening of...finding the Crystal of Voleron like the Segment Dagolar wrote about Falconer says: Hmm. Well, it sounds like an offshoot of the Vallatio fight. Except instead of watching Vallatio enter the area (in a new room), you're watching Zathar unearth Voleron. Rand says: After finding his way accidentally to the crystal, yes. Rand says: And after the series of events...speaking with the entity (Voice overs for the win, with floating text maybe?) and Volethar leaving the cave...it leads to him being in that area, preparing to attack Lirea, when he is killed...and perhaps his death is what causes an impact of sorts in that area, spreading the now-unleashed.. Rand says: power of voleron that had suffused him, causing the monster outbreak in that area, and explains why the Mark digs out your hidden potential while not driving you to a crazy chaotic state. That aspect is rooted out by Zathar's death. Rand says: The chaotic aspect...animals in teh region, and members of the oppsoing armies, killed and twisted by the influence of Voleron's unleashed power in the area. And how does it not spread beyond that point? Rand says: Simple. Nexus isn't damaged in that area. Rand says: It stays, however, both because Voleron's influence has HEAVILY unleashed there...and the Mark might perhaps hold it there as well. A scar rather than a non-healing wound. Falconer says: Well, all of the Hunting Grounds are scars as it is. Rand says: Scars imply something healed that shows signs of what once was. Rand says: Ranook is different in that aspect as well compared to the Hunting Grounds. Rand says: The Hunting Grounds are resulted from Wounds NExus received from Voleron directly. The Ranook incident is a separate state, caused indirectly from the power of voleron unleashe don the planet rather than Nexus himself taking the damage, either from a blast of power like that or Voleron himself. Rand says: Differences within similarities make the world go round, my bearish friend. Falconer says: Bah. I always figured that the only reason why Ranook is infested is because even in death, Zathar's remains are infested with Voleron's power. Maybe Zathar was the original possessor of a shard of Voleron. It's not a wound that Nexus can't repair, it's the first sign of Voleron's manifestation in more than 'fight my awareness, now fight my fury, now fight this part of me...'. Rand says: Mm hmm. Rand says: Question is, does my theory sound...well, sound enough, and does the idea itself tickle you? Falconer says: I like the idea, but revealing Voleron's identity is something that is currently saved for ToTE or Mona. Maybe just have Zathar's 'memories' in Ranook hint at a greater power connected to five mighty creatures, instead of mentioning Voleron itself. Falconer says: Or maybe due to his anger/bloodlust/gullibility/whatever caused by Voleron's power, Zathar mistakenly believes he's fighting on Nexus' behalf.
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