From: Thomas C. R. <tul...@us...> - 2004-03-28 02:04:29
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Update of /cvsroot/once/documentation/design docs In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv32476 Modified Files: Design_Docs.xml chap01.xml chap02.xml chap04.xml chap05.xml chap06.xml chap12.xml stylesheet Log Message: fixed a few mistakes in the designd ocs, and added the weapon proficiencies. Index: chap12.xml =================================================================== RCS file: /cvsroot/once/documentation/design docs/chap12.xml,v retrieving revision 1.12 retrieving revision 1.13 diff -C2 -d -r1.12 -r1.13 *** chap12.xml 27 Mar 2004 04:58:53 -0000 1.12 --- chap12.xml 28 Mar 2004 01:53:16 -0000 1.13 *************** *** 80,88 **** </section> <section><title>Crafting</title> <para>Objects need to be used together in a certain order. This will create several "intermediate" objects, which then need to be used with something else, to create the finished item.</para> <para><ulink url="http://www.once.net.nz/once_cvs/documentation/design%20docs/tables/crafting.dia"><citetitle>Crafting Dia file</citetitle></ulink></para> - </section> --- 80,92 ---- </section> + <section><title>Weapon Proficiencies</title> + <para>The following Dia file contains a tree digram for the character weapon proficiencies. These are used to calculate combat damage dealt.</para> + <para><ulink url="http://www.once.net.nz/once_cvs/documentation/design%20docs/tables/combat_proficiency.dia">Combat Proficiency</ulink></para> + </section> + <section><title>Crafting</title> <para>Objects need to be used together in a certain order. This will create several "intermediate" objects, which then need to be used with something else, to create the finished item.</para> <para><ulink url="http://www.once.net.nz/once_cvs/documentation/design%20docs/tables/crafting.dia"><citetitle>Crafting Dia file</citetitle></ulink></para> </section> Index: chap04.xml =================================================================== RCS file: /cvsroot/once/documentation/design docs/chap04.xml,v retrieving revision 1.3 retrieving revision 1.4 diff -C2 -d -r1.3 -r1.4 *** chap04.xml 27 Mar 2004 09:35:40 -0000 1.3 --- chap04.xml 28 Mar 2004 01:53:16 -0000 1.4 *************** *** 4,11 **** <para> ! Players begin playing Once, when they log into an on line server. They are then transported into the seamless 3D world, and they are faced with many options. MMORPG's are, unlike other games, without an overall purpose or mission other than to have fun. Players can work on their levels (magic, miplomacy, woodwork, herb lore, mining, smithing, fishing, cooking, archery, crafting), or increase their knowledge of things like the combat system in a library on line, which will in turn give them the edge while fighting other characters. This is what we are referring to when we claim that once has a "knowledge base system". This means that, cateris parabus, a level 5 fighter has a chance to defeat a level 10 fighter, if she/he is carrying the right weapons or armour to counter her/his enemies armour or weapons. This information will be available to the player in many places, and players should not be able to read a single web site and know all there is to know. The information should be spread between a web site and the on line world. In the on line world, books can be read to gain useful tips. NPCs may give advice on fighting as well. Of course, this idea applies to all other skills as well! </para> <para> The religion players decide to join will effect the rest of their avatars life in the on line world, as other players and NPCs have different reactions to avatars of different religions. For example, a shopkeeper or a peasant might be surly and rude to someone who worships the god of War, but much more pleasant to someone who worships the god of Nature. This helps to bring a much more dynamic feel to the game play in general. </para> ! </chapter> --- 4,12 ---- <para> ! Players begin playing Once, when they log into an on line server. They are then transported into the seamless 3D world, and they are faced with many options. MMORPG's are, unlike other games, without an overall purpose or mission other than to have fun. Players can work on their skills, or increase their knowledge of things like the combat system in an on line library, which will in turn give them the edge while fighting other characters. This is what we are referring to when we claim that once has a "knowledge base system". This means that, cateris parabus, a level 5 fighter has a chance to defeat a level 10 fighter, if she/he is carrying the right weapons or armour to counter her/his enemies armour or weapons. This information will be available to the player in many places, and players should not be able to read a single web site and know all there is to know. The information should be spread between a web site and the on line world. In the on line world, books can be read to gain useful tips. NPCs may give advice on fighting as well. Of course, this idea applies to all other skills as well! </para> <para> The religion players decide to join will effect the rest of their avatars life in the on line world, as other players and NPCs have different reactions to avatars of different religions. For example, a shopkeeper or a peasant might be surly and rude to someone who worships the god of War, but much more pleasant to someone who worships the god of Nature. This helps to bring a much more dynamic feel to the game play in general. </para> ! <para>There are many more areas where Once differs from traditional MMOG's. These are extensive enough that to list them all here would be a folly. Throughout the rest of this document there are many systems which have only been explained in part. Most of these are ideas still in development, or ideas which have been documented elsewhere (try the once wiki pages for example). If readers notice any glaring oversights, please feel free to contact one of the once design team.</para> ! </chapter> Index: stylesheet =================================================================== RCS file: /cvsroot/once/documentation/design docs/stylesheet,v retrieving revision 1.2 retrieving revision 1.3 diff -C2 -d -r1.2 -r1.3 *** stylesheet 27 Mar 2004 09:35:40 -0000 1.2 --- stylesheet 28 Mar 2004 01:53:16 -0000 1.3 *************** *** 11,17 **** ;; General measure of document text size ;; "tiny" ! ;; "presbyopic" ;; "large-type" ! "normal" ) --- 11,17 ---- ;; General measure of document text size ;; "tiny" ! "presbyopic" ;; "large-type" ! ;; "normal" ) Index: chap02.xml =================================================================== RCS file: /cvsroot/once/documentation/design docs/chap02.xml,v retrieving revision 1.3 retrieving revision 1.4 diff -C2 -d -r1.3 -r1.4 *** chap02.xml 27 Mar 2004 09:35:40 -0000 1.3 --- chap02.xml 28 Mar 2004 01:53:16 -0000 1.4 *************** *** 23,27 **** </para> <para> ! It may be advisable for all the artwork to be screened by one single artist, to keep the styles the same. However, this approach will only be suitable if there are enough artists to keep the project active. </para> --- 23,27 ---- </para> <para> ! In order to help facilitate the large number of models this project will need, Once is closely aligned with <ulink url="http://www.worldforge.org">Worldforge</ulink> in the 3D graphics department. All once's models will utilise the worldforge texture template system, which allows a greater degree of flexability when it ocmes to texturing models. </para> Index: chap01.xml =================================================================== RCS file: /cvsroot/once/documentation/design docs/chap01.xml,v retrieving revision 1.3 retrieving revision 1.4 diff -C2 -d -r1.3 -r1.4 *** chap01.xml 6 Mar 2004 10:07:56 -0000 1.3 --- chap01.xml 28 Mar 2004 01:53:16 -0000 1.4 *************** *** 3,10 **** <title>An introduction to Once MMORPG</title> <para> ! Once is an ambitious project to create a totally free, open source MMORPG. It is currently in it's planning/pre-release stages, so any contributions are more than welcome. For more information, visit our website at <ulink url="http://once.net.nz">http://once.net.nz</ulink>. </para> <para> ! Once is a level based MMORPG, but it also has an element of knowledge based playing. It will consist of players going about their daily business around a large map. Players are free to do anything from hunting for food, mining, smithing, and, of course, killing each other. Once will utilise the powerful Crystalspace 3D engine, and all game play will take place inside a seamless, beautifully rendered, 3D world. </para> <para> --- 3,10 ---- <title>An introduction to Once MMORPG</title> <para> ! Once is an ambitious project to create a totally free, open source MMORPG. It is currently in it's planning/pre-release stages, so any contributions are more than welcome. For more information, visit our website at <ulink url="http://www.once.net.nz">http://www.once.net.nz</ulink>. </para> <para> ! Once is a level/tree based MMORPG, but it also has an element of knowledge based playing (for more information on the skills system, see chapter 6). It will consist of players going about their daily business around a large map. Players are free to do anything from hunting for food, mining, smithing, and, of course, killing each other. Once will utilise the powerful Crystalspace 3D engine, and all game play will take place inside a seamless, beautifully rendered, 3D world. </para> <para> Index: chap06.xml =================================================================== RCS file: /cvsroot/once/documentation/design docs/chap06.xml,v retrieving revision 1.7 retrieving revision 1.8 diff -C2 -d -r1.7 -r1.8 *** chap06.xml 27 Mar 2004 09:35:40 -0000 1.7 --- chap06.xml 28 Mar 2004 01:53:16 -0000 1.8 *************** *** 51,62 **** </para> </section> ! <section><title>Production: Archery</title> ! <para>Archery is the skill of the bow. There are different types of bow, which vary in the distance they fire, as well as the base amount of damage they deal to enemies. Different types of arrows also affect the amount of damage. Archery experience is gained by using your bow. There are a large number of different arrows, from sharp wooden sticks, to poisoned arrows with metal heads and feathers. </para> </section> - <!--<section><title>Production: Jewelry</title> - <para>Jewelry is the art of crafting fine rings and bracelets, many of which bestow additional magical powers on the wearer. All jewelry gives a slight bonus to your diplomacy skill. Jewelry is the easiest way to make money quickly, providing you have the required skills and natural resources; which are hard to come by. - </para> - </section>--> <section><title>Production: Crafting</title> <para>Crafting is the art of creating both wooden items, and clothing. Crafting also includes the skill of making items from clay, such as a bowls or vials, which can either be sold or used with the cookery and herb lore skills. --- 51,58 ---- </para> </section> ! <section><title>Production: Weapon Proficiency</title> ! <para>This tree contains all the weapons characters may use. Characters can pick up any weapon they like and start using it, but in order to gain the most damage out of a weapon, they must be proficient with it. This tree also includes archery and other ranged weapons. </para> </section> <section><title>Production: Crafting</title> <para>Crafting is the art of creating both wooden items, and clothing. Crafting also includes the skill of making items from clay, such as a bowls or vials, which can either be sold or used with the cookery and herb lore skills. *************** *** 67,69 **** --- 63,66 ---- </para> </section> + </chapter> Index: chap05.xml =================================================================== RCS file: /cvsroot/once/documentation/design docs/chap05.xml,v retrieving revision 1.3 retrieving revision 1.4 diff -C2 -d -r1.3 -r1.4 *** chap05.xml 27 Mar 2004 09:35:40 -0000 1.3 --- chap05.xml 28 Mar 2004 01:53:16 -0000 1.4 *************** *** 4,11 **** <para> ! Players can also worship a god. Religions give bonuses to gaining experience in some skills, and detract from experience in others. Religions also give bonuses to certain weapons. They also restrict and enable certain spells, and provide some quests for the players to embark upon. "Religion points" measure how religious a player is. The more religion points a player has, the more bonuses' a player will receive from his/her religion. Religion points are not really counted as a skill because they affect the game much more than skills do, and in a different way. Also, a player may lose religion points many ways, such as killing players of his/her own religion, or committing an act which his/her religion disagrees with. Religion points are gained by: completing quests your religion provides, by using skills your religion agrees with; or by killing monsters your religion dislikes. </para> <para> ! The religion a player decides to join will effect the rest of their avatars life in the on line world, as other players and NPCs have different reactions to avatars of different religions. For example, a shopkeeper or a peasant might be surly and rude to someone who worships the god of war, but much more pleasant to someone who worships the god of Nature. This help s to bring a much more dynamic feel to the game play in general. </para> --- 4,11 ---- <para> ! Players can worship a god. Religions give bonuses to gaining experience in some skills, and detract from experience in others. Religions also give bonuses to certain weapons. They also restrict and enable certain spells, and provide some quests for the players to embark upon. "Religion points" measure how religious a player is. The more religion points a player has, the more bonuses' a player will receive from his/her religion. Religion points are not really counted as a skill because they affect the game much more than skills do, and in a different way. Also, a player may lose religion points many ways, such as killing players of his/her own religion, or committing an act which his/her religion disagrees with. Religion points are gained by: completing quests your religion provides, by using skills your religion agrees with; or by killing monsters your religion dislikes. </para> <para> ! The religion a player decides to join will effect the rest of their avatars life in the on line world, as other players and NPCs have different reactions to avatars of different religions. For example, a shopkeeper or a peasant might be surly and rude to someone who worships the god of war, but much more pleasant to someone who worships the god of Nature. This helps to bring a much more dynamic feel to the game play in general. </para> Index: Design_Docs.xml =================================================================== RCS file: /cvsroot/once/documentation/design docs/Design_Docs.xml,v retrieving revision 1.15 retrieving revision 1.16 diff -C2 -d -r1.15 -r1.16 *** Design_Docs.xml 27 Mar 2004 11:16:45 -0000 1.15 --- Design_Docs.xml 28 Mar 2004 01:53:16 -0000 1.16 *************** *** 45,49 **** <bookinfo> <title>Once MMORPG Design Documents</title> ! <legalnotice><para>This document is distributed under the terms of the Gnu General Public Licnse (GPL), version 2. For more information, consult <ulink url="http://www.opensource.org">www.opensource.org</ulink>.</para><para>However, the artworks contained within this document are released under seperate licenses. For more information, try here: <ulink url="http://opencontent.org/opl.shtml">http://opencontent.org/opl.shtml</ulink>.</para></legalnotice> <authorgroup> <author> --- 45,49 ---- <bookinfo> <title>Once MMORPG Design Documents</title> ! <legalnotice><para>This document is distributed under the terms of the Gnu General Public Licnse (GPL), version 2. For more information, consult <ulink url="http://www.opensource.org">www.opensource.org</ulink>.</para><para>However, the artworks contained within this document are released under seperate licenses. For more information, contact the individual artists.</para></legalnotice> <authorgroup> <author> *************** *** 53,74 **** <firstname>Caillan</firstname><surname>Crowe-McAuliffe</surname> </author> - <!-- <othercredit> - <firstname>Padarn</firstname><surname>Wilson</surname> - <contrib>Initial design help.</contrib> - </othercredit> - <othercredit> - <firstname>Brendan</firstname><surname>Lyon</surname> - <contrib>Most of the concept sketches.</contrib> - </othercredit> - --> </authorgroup> <copyright><year>2002,2003,2004</year><holder>Thomi Richards</holder></copyright> </bookinfo> <preface><title>Preamble</title> <para> ! The very nature of this design document means that If you are a prospective future player, the information you glean from this document will be pretty much useless. Why? Simply because this document is meant to give designers an idea of what type of game we are striving to create. The actual figures and data contained within the document are almost meaningless; they are likely to change often, and will probably have to be tweaked in the alpha playing stages. </para> <para> ! This document is also subject to considerable change, both before development starts, and during development. This document is also not the final word on the game in any way. It is very likely that the game designers will change things in the final game to create a more balanced play, or to tweak some features which are not quite right. </para> </preface> --- 53,66 ---- <firstname>Caillan</firstname><surname>Crowe-McAuliffe</surname> </author> </authorgroup> + <copyright><year>2002,2003,2004</year><holder>Thomi Richards</holder></copyright> </bookinfo> <preface><title>Preamble</title> <para> ! The very nature of this design document means that If you are a prospective future player, the information you glean from this document will be pretty much useless. Why? Simply because this document is meant to give designers an idea of what type of game we are striving to create. The actual figures and data contained within the document are almost meaningless; they are likely to change often, and will probably have to be tweaked in the alpha testing stages. </para> <para> ! This document is also subject to considerable change, both before development starts, and during development. This document is not the final word on the game in any way. It is very likely that the game designers will change things in the final game to create a more balanced play, or to tweak some features which are not quite right. </para> </preface> |