From: Jon D. <re...@gm...> - 2004-11-17 09:02:44
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Well that explains a few things. I agree, rotmar sounds like a good place to have the demo. Its designed, and I am sure alot of the buldings can be done easily. T'brulcar is going to be a project of a much larger scale (though hopefully we will learn, then it will be a spec compared to the big cities on the big continents). Agree'd that tbrulcar is once city, but its three seperate areas still. While the common and the port will need to blend, the royal area wont nearly as much. But again, yes in terms of co-operation. We can also make fringe changes latter to help the city act as one. Though hopefully the designers will already be working together due to quests, and that kind of thing. -Jon On Wed, 17 Nov 2004 16:09:04 +1300, Thomas Clive Richards <th...@th...> wrote: > > I thought I'd take some time out of my busy schedule to reply to this... > > First, it's great to see ome interest going into content design again! > > Now - let me clarify one point: For the tech release, we will NOT have a > playable game. There will be no NPC interaction - doors will be shut all the > time, and the playable area will be very small. > > The qualities we are looking for for a beginning area for the tech release are > as follows - these are from most important to least important: > * The area MUST be small and SELF CONTAINED. > * The area should show off a variety of buildings and other entities. > * The area design must be totally complete - thatincludes quests, NPCs, > buildings, maps, etc. etc. > * The area should be a part of the final Feld design - so we don't waste time > building it. > * The area should be interesting. > > As you can see, gameplay really isn't on our minds that much :) > > So far, the area that matches the criteria above most is Rotmar. Personally, I > don't care which area is used, so long as it matches the specifications above > - I chose Rotmar because I know that it matches our vision for the game 100% > (mainly 'cos I designed it, and Caillan and I scoped out the game design), > and because it's more complete than any other area that I know of. > > Anyway, about T'brulcar - I really like this idea, however, you'll have to be > careful; remember that you are designing one city, not three. So the three > areas will have to be VERY integrated - doing this will require a hughe > amount of cooperation between the three designers. It's a cool idea, and if > it works it'd be a great way to design complex areas in the future - I guess > you guys are our guinea pigs ;) > > As for quests, I just finished this wiki page: > > http://www.once.net.nz/wiki/moin.cgi/OnceQuestGuidelines > > It'd be really nice if you gusy could transform this page - remove the > inevitible spelling mistakes and typos, add more examples, etc. etc. > > Overall, well done - just make sure the quality of any added content remains > at a high level. > > -- > > Thomi Richards, > th...@on... > > ------------------------------------------------------- > This SF.Net email is sponsored by: InterSystems CACHE > FREE OODBMS DOWNLOAD - A multidimensional database that combines > robust object and relational technologies, making it a perfect match > for Java, C++,COM, XML, ODBC and JDBC. www.intersystems.com/match8 > _______________________________________________ > Once-content mailing list > Onc...@li... > https://lists.sourceforge.net/lists/listinfo/once-content > |