Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Tracking Ainneve world development #58

Open
ergodicbreak opened this issue Dec 31, 2015 · 5 comments
Open

Tracking Ainneve world development #58

ergodicbreak opened this issue Dec 31, 2015 · 5 comments

Comments

@ergodicbreak
Copy link
Contributor

ergodicbreak commented Dec 31, 2015

This issue is to help people stay on top of updates to the Ainneve world design doc located at https://docs.google.com/document/d/10C6YXdniCYWOX0HlYtR5RW2EBlsqscJBCJnjVr_-0WQ/pub under development by @kylemecklem .

As items in that doc become canon we should move them to the source repository or the project wiki.


Want to back this issue? Post a bounty on it! We accept bounties via Bountysource.

This was referenced Dec 31, 2015
@feend78
Copy link
Member

feend78 commented Jan 17, 2016

Hey @kylemecklem,

If you ever have some time to come to the #evennia IRC channel, I'd love to have a chat with you about world building for Ainneve. With the completion of the character generation menu and a couple of other tasks, we'll have enough of a skeleton of the game rules to begin building parts of the game world, and I'm hoping you'll be interested in playing a

I've been working on some guidelines for world builders in Ainneve's wiki. If you are comfortable learning the Evennia builder commands and scripting with them, I think you'll enjoy being able to convert the ideas from your Ainneve design doc into the actual, interactive game environment.

I do want to have a conversation about maps before we start building in force. Your OA-style grid based maps look awesome, but by default, Evennia has a "node-based" rather than "grid-based" mapping system, so we'll have to decide how to negotiate those differences. Rather than get into specifics here, I hope we can chat about it in IRC sometime soon.

@kylemecklem
Copy link

Sure thing! I've been meaning to get on there; and hang no problem learning
some basic commands! I've already begun work on a point-by-point layout for
the maps in question.
On Jan 17, 2016 7:42 AM, "Dan Feeney" notifications@github.com wrote:

Hey @kylemecklem https://github.com/kylemecklem,

If you ever have some time to come to the #evennia IRC channel, I'd love
to have a chat with you about world building for Ainneve. With the
completion of the character generation menu and a couple of other tasks,
we'll have enough of a skeleton of the game rules to begin building parts
of the game world, and I'm hoping you'll be interested in playing a

I've been working on some guidelines for world builders in Ainneve's wiki.
If you are comfortable learning the Evennia builder commands and scripting
with them, I think you'll enjoy being able to convert the ideas from your
Ainneve design doc into the actual, interactive game environment.

I do want to have a conversation about maps before we start building in
force. Your OA-style grid based maps look awesome, but by default, Evennia
has a "node-based" rather than "grid-based" mapping system, so we'll have
to decide how to negotiate those differences. Rather than get into
specifics here, I hope we can chat about it in IRC sometime soon.


Reply to this email directly or view it on GitHub
#58 (comment).

@kylemecklem
Copy link

I recently made some additions to the design document. The two main sections are:

  • Riverport city (starting at "A. North Gate") -- A bunch of descriptive text that players read as they wander about. I'm using a "2x" system, which means a general overview is read, then the player has a choice to "zoom in" on individual parts of that area and examine them for additional details/info.
  • Dialog tree (starting at "C. Villager House 1") -- This is a back-and-forth conversation between the player and a small boy who lost his skink. Before you read it, you may need to read the section titled "Dialogue Cards", in order to make sense of the format I'm using. It allows for the players to choose from a list of responses/questions that they can pitch to the NPC, some of them conditional. Additionally, they can ask for additional details concerning keyword items regarding important locals, events and NPCs. I'm hoping someone can read over the conversation and let me know if this is something they want/need/can do in the game, or if I should opt for a simple command-response format.

Also, I'd like to provide edit permissions to a few of the Ainneve developers, so that the design document can be worked on and updated by other people than just me. Who would be trustworthy enough to provide such credentials?

Lastly, which code documents should I be looking at, to keep myself updated? I'm referring to the descriptive text that others have written thus far. I don't want to write descriptions for sections that are already complete, or step on any toes.

All the changes can be found here: https://docs.google.com/document/d/10C6YXdniCYWOX0HlYtR5RW2EBlsqscJBCJnjVr_-0WQ/pub

@feend78
Copy link
Member

feend78 commented Aug 10, 2016

Hey @kylemecklem, I hope you've been having a good summer!

Your additions look great. The rooms in Ainneve support the same general description/detail description structure that you've used, so that will be super convenient. I scanned the dialog tree format, and it looks like it should be a good model for a dialog system. However, we'll have to include programming it on the to-do list.

I think giving edit permissions is a good idea. I don't know if I'm a great candidate for this, though, because I'm doing more of the coding and not as much content writing. I've been talking to @stefanludlow about doing work on NPCs, and he may be a good one for edit rights, along with @ergodicbreak. I don't know either of their Google IDs, so perhaps they should contact you to get set up.

For your last question, we just merged a change that has the first few actual "rooms" in it. The directory that you can monitor for new content (or add your own new files, if you want to start formatting your descriptions into build scripts directly) is

https://github.com/evennia/ainneve/tree/master/world/content/riverport

The world/content/ directory will eventually have subfolders for major zones, and those subfolders will contain individual files for areas within the zone.

With the addition of some world content, Ainneve is almost playable. I don't know if you were able to ever get an instance of it running on your local computer, but if you want to and need help, either come find me in the Evennia IRC channel or e-mail me directly.

@stefanludlow
Copy link
Contributor

Happy to assist. Ludlow.stefan@gmail.com

Sent from my iPhone

On Aug 10, 2016, at 11:02 AM, Dan Feeney notifications@github.com wrote:

Hey @kylemecklem, I hope you've been having a good summer!

Your additions look great. The rooms in Ainneve support the same general description/detail description structure that you've used, so that will be super convenient. I scanned the dialog tree format, and it looks like it should be a good model for a dialog system. However, we'll have to include programming it on the to-do list.

I think giving edit permissions is a good idea. I don't know if I'm a great candidate for this, though, because I'm doing more of the coding and not as much content writing. I've been talking to @stefanludlow about doing work on NPCs, and he may be a good one for edit rights, along with @ergodicbreak. I don't know either of their Google IDs, so perhaps they should contact you to get set up.

For your last question, we just merged a change that has the first few actual "rooms" in it. The directory that you can monitor for new content (or add your own new files, if you want to start formatting your descriptions into build scripts directly) is

https://github.com/evennia/ainneve/tree/master/world/content/riverport

The world/content/ directory will eventually have subfolders for major zones, and those subfolders will contain individual files for areas within the zone.

With the addition of some world content, Ainneve is almost playable. I don't know if you were able to ever get an instance of it running on your local computer, but if you want to and need help, either come find me in the Evennia IRC channel or e-mail me directly.


You are receiving this because you were mentioned.
Reply to this email directly, view it on GitHub, or mute the thread.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

No branches or pull requests

4 participants