Post by Deleted on Mar 30, 2016 5:19:45 GMT
Zones and all associated files should be good to go, so, they're all yours now, Afara. This may become the most fun zone, yet! I've not messed with quests, although there are tons of loose ends and little details in to allow for some expanded and new quests to be added. (Including a few in mind for Bargof people one day.)
Final Push: The Zoom Lock feature for making the map zoom up for mazes will be a vital component to making this zone and others like it fully succeed in being a more unique gameplay experience. SOrry -- just had to bring it up! Hehe.
Synopsis: The zones have been diversified with major elements; the garden maze is dungeon-like but pretty different than the underground maze. The zones have a fair amount of lore tied into Toldara, but not many details filled in; the family, workers and cultural significance of the estate has been introduced. Large objects and things blocking sight create blind-spots where predator can wait to ambush prey. Two sections are unfinished but need not be until after Toldara is updated.
Notes: It would be great to make the player experience suspense here, not only from hard monster battles, but also from the environment. Mystery and spookiness should play a part in the experience. There are a number of leads to next generation content for future builders, including expanded crafting, expanded classes, etc., little hints to what the world can be, if our players support us. (Usually delivered in the form of a humorous statement.)
Scripts: The following scripts will be arranged by order of importance to the ideal experience.
(Edits by Afara: = done)
Thorny Hedge Walls - This script would make it so if a player attempts to move in a certain direction, (or moves in that direction but stays in the same room), there is a chance they will take damage and to some level. Perhaps even a 1% chance to start bleeding? This will make the player take extra care to navigate the garden maze.
Revolving Shelf Entrance - When the player interacts with the right object in the central room with the shelf in the basement, it should activate a mechanism on the other side which causes the shelf to rotate, causing any player (and his followers) to be put into the room on the other side. If it is made so any and all NPCs on one side are put into the other side, than the NPCs on the other side should be moved to the room of the actors. Group A <---> Group B , completely switched. If this seems to buggy or hokey, then moving just the actor and his group should suffice. The other room has a lever which should perform the same function for people wishing to get out of the dungeon.
Thick Webbed Exits - This script would make it so if a player moves through a direction which has thick spider webs, there is a chance they will get caught. That would pause the player's movement, and has a chance to summon a big spider that drags the webbed player into the room which he could then try to escape from. (maybe while being dragged, particularly strong players could break free.)
(No quest though) Freeing a Man-Sized Coccoon - When you free a man-sized coccoon and it's a human it should load some copy of a random human adventurer. Which may be one that offers a quest to help it get out of there, or get its stuff, etc.. Would be a fun way to discover little quests -- like a lottery.
(No quest though) Freeing a Coccooned Spider Victim (hrossa) - Through conversation, she should follow the player who accepts her quest to get her home. [For now her home can be Toldara? Or she gets sick and turns into an undead after a certain time, of leading the player with random directions. lol]
Getting Webbed in the Garden Maze - This script should happen when a player is webbed. A spider NPC should drag the player towards room 172. It may be necessary to implement a webbed condition, and make sure the spiders can web players in level range long enough to allow some progress each webbing to be made toward the room which is a soft death-trap.
The Sleeping Room Spell - The room with the Master's wife and the Master's maid, would be cool to be enchanted with a sleeping spell. It causes anyone in it to fall asleep after a certain time. Maybe high intelligence can defend against falling asleep. This may require a Sleep condition to be created. It should be a minor challenge to defeat both the wife and maid, (who should also be asleep) before you are affected, unless you have high int.
Head Butler Attacks! - This script is meant to add to a more suspenseful experience. If some zombies appeared to be neutral (as in, you can't really tell the person is a zombie at first,) such as the Head Butler. I'd like him to attack a player who Hails him. More of the special NPCs could be made more surprising encounters.
The Eyes of the Master - This NPC is kind of like a spell or ability the Master uses to look around his domain. When someone kills one of these eyes, it would be cool if it could affect the master some way... it would make people teaming up on him more interesting if someone was tracking down the eyes in the house while another player was fighting him.
(A spider drags one into the room) Soft Death Trap / Room 172 - This is a room in the big spider web, a player has to interact with the room objects which are his body parts fastened to the web. There should be a randomized timer until a really nasty spider comes to eat the would-be dinner. Could be a lot of fun and lead to other little capture scripts for other zones.
(where is this?) Filling a Bucket - There are two ways that would be nice to work. One would be part of a quest to present a bucket full of blood to Eduardo Scissorhands. The other would be using a bucket at the well to get water out, (and potentially fall into the well!! -- muahaha!).
The Altar of Sacrifice / Room 67 -- if a player sacrifices a certain NPC (pet) here, they can trigger certain scripts to "scry"
-- this would ideally flash the target's map screen onto the actor's screen for X seconds
(would maybe need a special command or a verb that makes a window appear asking for a target name.)
-- (maybe give a timer bar under the map to alert the user)
-- this should be connected to how to find a lost person / character as a tool
. (could see bargof 20/30 somethings using this.)
-- there should be some lowering of Toldara city faction for using this,
-- maybe by having certain NPCs question the player who has used this, conversation determines degree of drop.
The Restless Altar / Room 66 -- the dark altar could be a totem kind of item
[if/when totems implemented.]
-- it could also be a container type item
-- (if those item types are included)
-- it should not allow the northern room to be seen
-- it should maybe sap the player's mana or stamina (at least cancelling regeneration)
-- good place for a quest or some kind of extra effect on the player or summoning of a powerful mini-boss.
-- good types of dominator and maybe some healer types, should be able to meditate here for a special effect / happening
-- evil types of necromancer / warlock types should be able to pray here for a special effect, event or something
Statue of the Twelve Angels -- No script at the actual room of it, however, the potion shop(s) which sell the 'useful potion of phasing' should either mention to players of the target level, or mention to players who buy the potion, or have something added to their conversation where a player is asking about their inventory, and the shop owner gives a hint about passing through marble. or about some adventurer talking about needing it under the gothic mansion on the restless estate.
Suit of Armor Basement Entrance Puzzle - Maybe it would be overkill, but the basement entrance could be made more secretive by implementing a small puzzle having to do with an old suit of armor in a room full of antiques.
The Butcher - A miniboss to be encountered in the meatlocker of the basement, the butcher should knock carcasses into the player to knock them over or stun them. And the extreme cold should affect NPCs somehow inside the meatlocker, especially if the door is closed. This is also a wink to the Diablo series Butcher.
Large Mysterious Treasure / Room 59 -- This treasure could have some kind of magical property and be useful for certain class(es) to perform special functions. Maybe useful for Bargof warlocks to enchant items, or something.
The Dark Portal -- This is at the end of the dungeon, and should be something big, scary and deadly, or at least part of some quest leading up to such.
Final Push: The Zoom Lock feature for making the map zoom up for mazes will be a vital component to making this zone and others like it fully succeed in being a more unique gameplay experience. SOrry -- just had to bring it up! Hehe.
Synopsis: The zones have been diversified with major elements; the garden maze is dungeon-like but pretty different than the underground maze. The zones have a fair amount of lore tied into Toldara, but not many details filled in; the family, workers and cultural significance of the estate has been introduced. Large objects and things blocking sight create blind-spots where predator can wait to ambush prey. Two sections are unfinished but need not be until after Toldara is updated.
Notes: It would be great to make the player experience suspense here, not only from hard monster battles, but also from the environment. Mystery and spookiness should play a part in the experience. There are a number of leads to next generation content for future builders, including expanded crafting, expanded classes, etc., little hints to what the world can be, if our players support us. (Usually delivered in the form of a humorous statement.)
Scripts: The following scripts will be arranged by order of importance to the ideal experience.
(Edits by Afara: = done)
Thorny Hedge Walls - This script would make it so if a player attempts to move in a certain direction, (or moves in that direction but stays in the same room), there is a chance they will take damage and to some level. Perhaps even a 1% chance to start bleeding? This will make the player take extra care to navigate the garden maze.
Revolving Shelf Entrance - When the player interacts with the right object in the central room with the shelf in the basement, it should activate a mechanism on the other side which causes the shelf to rotate, causing any player (and his followers) to be put into the room on the other side. If it is made so any and all NPCs on one side are put into the other side, than the NPCs on the other side should be moved to the room of the actors. Group A <---> Group B , completely switched. If this seems to buggy or hokey, then moving just the actor and his group should suffice. The other room has a lever which should perform the same function for people wishing to get out of the dungeon.
Thick Webbed Exits - This script would make it so if a player moves through a direction which has thick spider webs, there is a chance they will get caught. That would pause the player's movement, and has a chance to summon a big spider that drags the webbed player into the room which he could then try to escape from. (maybe while being dragged, particularly strong players could break free.)
(No quest though) Freeing a Man-Sized Coccoon - When you free a man-sized coccoon and it's a human it should load some copy of a random human adventurer. Which may be one that offers a quest to help it get out of there, or get its stuff, etc.. Would be a fun way to discover little quests -- like a lottery.
(No quest though) Freeing a Coccooned Spider Victim (hrossa) - Through conversation, she should follow the player who accepts her quest to get her home. [For now her home can be Toldara? Or she gets sick and turns into an undead after a certain time, of leading the player with random directions. lol]
Getting Webbed in the Garden Maze - This script should happen when a player is webbed. A spider NPC should drag the player towards room 172. It may be necessary to implement a webbed condition, and make sure the spiders can web players in level range long enough to allow some progress each webbing to be made toward the room which is a soft death-trap.
The Sleeping Room Spell - The room with the Master's wife and the Master's maid, would be cool to be enchanted with a sleeping spell. It causes anyone in it to fall asleep after a certain time. Maybe high intelligence can defend against falling asleep. This may require a Sleep condition to be created. It should be a minor challenge to defeat both the wife and maid, (who should also be asleep) before you are affected, unless you have high int.
Head Butler Attacks! - This script is meant to add to a more suspenseful experience. If some zombies appeared to be neutral (as in, you can't really tell the person is a zombie at first,) such as the Head Butler. I'd like him to attack a player who Hails him. More of the special NPCs could be made more surprising encounters.
The Eyes of the Master - This NPC is kind of like a spell or ability the Master uses to look around his domain. When someone kills one of these eyes, it would be cool if it could affect the master some way... it would make people teaming up on him more interesting if someone was tracking down the eyes in the house while another player was fighting him.
(A spider drags one into the room) Soft Death Trap / Room 172 - This is a room in the big spider web, a player has to interact with the room objects which are his body parts fastened to the web. There should be a randomized timer until a really nasty spider comes to eat the would-be dinner. Could be a lot of fun and lead to other little capture scripts for other zones.
(where is this?) Filling a Bucket - There are two ways that would be nice to work. One would be part of a quest to present a bucket full of blood to Eduardo Scissorhands. The other would be using a bucket at the well to get water out, (and potentially fall into the well!! -- muahaha!).
The Altar of Sacrifice / Room 67 -- if a player sacrifices a certain NPC (pet) here, they can trigger certain scripts to "scry"
-- this would ideally flash the target's map screen onto the actor's screen for X seconds
(would maybe need a special command or a verb that makes a window appear asking for a target name.)
-- (maybe give a timer bar under the map to alert the user)
-- this should be connected to how to find a lost person / character as a tool
. (could see bargof 20/30 somethings using this.)
-- there should be some lowering of Toldara city faction for using this,
-- maybe by having certain NPCs question the player who has used this, conversation determines degree of drop.
The Restless Altar / Room 66 -- the dark altar could be a totem kind of item
[if/when totems implemented.]
-- it could also be a container type item
-- (if those item types are included)
-- it should not allow the northern room to be seen
-- it should maybe sap the player's mana or stamina (at least cancelling regeneration)
-- good place for a quest or some kind of extra effect on the player or summoning of a powerful mini-boss.
-- good types of dominator and maybe some healer types, should be able to meditate here for a special effect / happening
-- evil types of necromancer / warlock types should be able to pray here for a special effect, event or something
Statue of the Twelve Angels -- No script at the actual room of it, however, the potion shop(s) which sell the 'useful potion of phasing' should either mention to players of the target level, or mention to players who buy the potion, or have something added to their conversation where a player is asking about their inventory, and the shop owner gives a hint about passing through marble. or about some adventurer talking about needing it under the gothic mansion on the restless estate.
Suit of Armor Basement Entrance Puzzle - Maybe it would be overkill, but the basement entrance could be made more secretive by implementing a small puzzle having to do with an old suit of armor in a room full of antiques.
The Butcher - A miniboss to be encountered in the meatlocker of the basement, the butcher should knock carcasses into the player to knock them over or stun them. And the extreme cold should affect NPCs somehow inside the meatlocker, especially if the door is closed. This is also a wink to the Diablo series Butcher.
Large Mysterious Treasure / Room 59 -- This treasure could have some kind of magical property and be useful for certain class(es) to perform special functions. Maybe useful for Bargof warlocks to enchant items, or something.
The Dark Portal -- This is at the end of the dungeon, and should be something big, scary and deadly, or at least part of some quest leading up to such.