New Mu* Creation: Atharia
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@icanbeyourmuse I love being in an on-grid room... but at the same time, you can't host two events at the same place at the same time. And sometimes people want to be in a location, but not leaving themselves open to anyone that wants to join. Being able to easily grab a room's desc in a c/p to toss into a temp room is a good way to allow someone to enjoy the work someone put into descing a room without hampering peoples' fun.
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@too-old-for-this yep. Temp rooms are great for a variety of spaces, including versions of ones that already exist.
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Just an update: I'm working on transferring all the stuff on the website into the game. This is probably about 75% done.
I've got a fair amount of the grid built. For the grid I've decided to use districts for, at least, the neutral city, described so I can add streets if I want to expand/need to expand. I someone who wanted t come help me build/proof read.
I got a coder and my coder decided Penn with FS3 customized would be easiest method/quickest way since it is pretty close to plug and play. It also has most of what I wanted. I told coder that what we use is up to them.
I believe all the news files are written. I'm 100% open to people looking at them and suggesting something I might have missed/suggesting changes/indicating something might be off putting/etc.
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@carma said in New Mu* Creation: Atharia:
Just a suggestion: if you want to allow for temp room scenes but encourage on-grid scenes, you could gamify earning temp room creation by participating in on-grid scenes.
For example, complete 1 or 2 on-grid scenes to 1 temp room creation, up to a max of 3 at any time. That way, they can do up to 3 temp room scenes before they need to participate on-grid to earn them back. Play with the numbers to suit what you want to see.
Two weeks late to the party, but:
I'm not sure that this is a great idea? Ultimately, I Rp with only a handful of people, usually, and I generally do it where Billy Bob can't come bustin' in with his Psychobilly Band, or whatever.
Making people play in places they are not inclined to in order to play in the places they want to play in, with the people they want to play with, seems counterproductive.
If they can't do it on your game, they'll fire up a sandbox.
I know. I did it too!
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@derp said in New Mu* Creation: Atharia:
@carma said in New Mu* Creation: Atharia:
Just a suggestion: if you want to allow for temp room scenes but encourage on-grid scenes, you could gamify earning temp room creation by participating in on-grid scenes.
For example, complete 1 or 2 on-grid scenes to 1 temp room creation, up to a max of 3 at any time. That way, they can do up to 3 temp room scenes before they need to participate on-grid to earn them back. Play with the numbers to suit what you want to see.
Two weeks late to the party, but:
I'm not sure that this is a great idea? Ultimately, I Rp with only a handful of people, usually, and I generally do it where Billy Bob can't come bustin' in with his Psychobilly Band, or whatever.
Making people play in places they are not inclined to in order to play in the places they want to play in, with the people they want to play with, seems counterproductive.
If they can't do it on your game, they'll fire up a sandbox.
I know. I did it too!
My coder and I have been discussing temp rooms and such. We're going to have them in some form.
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An update:
Most of the code is sorted out. A few things left that we need to test and tweak. It is a fairly customized FS3.
All theme files are written (and put on both the game and the website) and so are policies (subject to be added to as we realize things are missing or people point out they are needed)
The grid for the main city is mainly built (Still adding some places for people to RP in) and a lot of it is described. I will be expanding the grid for other capital cities for people to play in, should they desire too.
Families: I'm currently considering the idea of letting people change the details (Except for royal houses) on them for the first two weeks the game is open. Haven't fully decided. The changes allowed would be: Family member names and ages (ages need to fit in the theme rules on how old a person has to be for holding a title), the family story, family name, the motto, the holdings names and amounts (aka the cities, towns, villages, etc that are listed for them on the Kingdom info page. Not the coat of arms or colors (those took me a very long time to do) but they can reword how the coat of arms is described. Though, to make these changes all the PCs need to be on board for it. I tried to make the families pretty diverse. It's not to hard for me to edit information on the website and in game.
I am also making the planned plots public knowledge (not the details for them) so people can shoot for them to happen sooner/later and to express interest or disinterest in them.
So, it shouldn't be that much longer until we will be able to officially open.
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Just an update (probably the final one as a game development post before ad goes up).
All the code is almost done. My coder says about allt hat is left is generators I want in CG for people who don't like to write background/descs/whatever and for those who don't like doing stats. Basically, my coder who has the patience of a saint, has made it, by my asking, so that players can take a roster, do CG and use a generator for the parts they don't like (or everything), or just trail through CG as normal.
For at least the neutral city the grid is built just needs describing still. We're working on it, It will be expanded to include other kingdoms but those are not dire to opening the game. Especially since I want to, at least at the start, have every reason for people of other kingdoms to be interacting. I'll probably start the game off with some reason all the kingdoms are in the neutral city, including PC family heads. I'll chat with my staff for thoughts on what a good reason could be.
For the first two weeks after Atharia is open, I'm letting people be able to modify the information on their family of choice excluding royal families (since those affect theme stuff). Basically, anything about them. Probably the only exception being the house colors and coat of arms. Mainly because the coat of arms took me a long time to do.
I'm going to be forthcoming with the major plots planned by staff. Not the details just a 'title' for what it is about. Titles like 'Finding Nemo' or 'Save the prince!'. I'm not going to be set on 'This plot is next!' but more of going towards what of the planned plots (if any) the players focus on going down the path of. I'd rather run do things people join because it is interesting not because it is fells an obligation because staff plot. Staff (and players) can absolutely run things of interest to them to run and staff will do what we can to provide hooks into the main theme stuff. Also open to plot suggestions.
We would not object people who would like to come test CG to give us thoughts on how the points are and what not. So far only my coder and I have tested them. Combat stuff is also needing more than just us testing but this is not dire or anything. We /think/ we got it all in a pretty good place.