Post by Jeremy on Dec 3, 2012 5:15:25 GMT -5
Hello everyone and an early Happy Holidays.
Today I want to fill you in on a lot that's happed over the months.
First off, not a lot has happened physically, but that doesn't mean things are in a bad way.
Things are going really well. It's just mostly been conceptually.
Gameplay direstions:
The MUD is now codenamed 'Skern', as you may have noticed the title of this forum as changed to.
The MUD will be a highly literary MUD, focusing strongly on the written word, developing narrative and dynamic updates.
Dynamic updates and especially dynamic room-decriptions are a big part of what will make up the living, changing and evolving world of Skern.
This isn't terribly difficult code-wise, but it does increase workload tremendously.
As an example, one room could potentially have 8 separate and unique descriptions, not including all the dynamic parts.
This may also be further enhanced with weather and time-based systems.
Skern will also be highly affected physically, socially and politically by the players.
The political system will likely be simple, by allowing a chosen number of seats on councils and city hierarchies and contestable by players. This should allow players to vie for popularity and a seat. What the benefits of securing a seat will be is yet to be seen, but likely monetized in a way other than simple "perks" or "rewards"(ala armor, money, bonus XP, etc...). Instead it will likely tie greatly into social control(I.E. allowing passage between areas, controlling mail systems, responsibilities for writing reports and so on.
Lastly, Skern will be mechanically be built around a new, unique and very deep crafting system that will be broken into 3 categories but work seamlessly together. This is for to have a highly dynamic economy run by the players.
In recap:
Heavy use of dynamic updates and dynamic room-descriptions to result in a highly literary world.
Political system
Deep 3-fold crafting tied to location-based trading posts to create a deep, complex and fluctuating economy.
If you have any question, feel free to ask them on the forum.
Also, I will be creating a Blog for my continued thoughts and easier interaction. Look for it soon!
Have a great Holiday.
-Jeremy Stratton
Today I want to fill you in on a lot that's happed over the months.
First off, not a lot has happened physically, but that doesn't mean things are in a bad way.
Things are going really well. It's just mostly been conceptually.
Gameplay direstions:
The MUD is now codenamed 'Skern', as you may have noticed the title of this forum as changed to.
The MUD will be a highly literary MUD, focusing strongly on the written word, developing narrative and dynamic updates.
Dynamic updates and especially dynamic room-decriptions are a big part of what will make up the living, changing and evolving world of Skern.
This isn't terribly difficult code-wise, but it does increase workload tremendously.
As an example, one room could potentially have 8 separate and unique descriptions, not including all the dynamic parts.
This may also be further enhanced with weather and time-based systems.
Skern will also be highly affected physically, socially and politically by the players.
The political system will likely be simple, by allowing a chosen number of seats on councils and city hierarchies and contestable by players. This should allow players to vie for popularity and a seat. What the benefits of securing a seat will be is yet to be seen, but likely monetized in a way other than simple "perks" or "rewards"(ala armor, money, bonus XP, etc...). Instead it will likely tie greatly into social control(I.E. allowing passage between areas, controlling mail systems, responsibilities for writing reports and so on.
Lastly, Skern will be mechanically be built around a new, unique and very deep crafting system that will be broken into 3 categories but work seamlessly together. This is for to have a highly dynamic economy run by the players.
In recap:
Heavy use of dynamic updates and dynamic room-descriptions to result in a highly literary world.
Political system
Deep 3-fold crafting tied to location-based trading posts to create a deep, complex and fluctuating economy.
If you have any question, feel free to ask them on the forum.
Also, I will be creating a Blog for my continued thoughts and easier interaction. Look for it soon!
Have a great Holiday.
-Jeremy Stratton