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From: Jon 'R. D. <re...@gm...> - 2005-09-30 03:59:05
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Holy crap - someone actually used that webform I made up. Now I forward this to the list in the hopes that there is still someone else listed. -- -Jon 'ResQuad' Davis General Annoyance. Once MMORPG www.oncemmorpg.com |
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From: Kayvan G. <kay...@ho...> - 2005-07-23 01:28:05
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Finally, our 0.1 release is out! You can still do very little at the moment, here is the list of available features: -Display of your character and other players characters -3D world with day/night cycle and a little test village -Chat and social interactions like Private Messages, Contact list -Basic inventory and interactions with objects -Graphical GUI Here's the link to the Sourceforge download page where you can find the client for Windows and Linux: https://sourceforge.net/project/showfiles.php?group_id=71341 Here are the useful controls for now: http://oncemmorpg.com/node/80 Try it and give us your opinions! _________________________________________________________________ Vidéoconférence plein écran avec MSN Messenger http://g.msn.fr/FR1001/866 |
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From: Jon 'R. D. <re...@gm...> - 2005-07-12 02:40:50
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Hi All - Just a friendly notice to everyone that on 08/01/2005 - We _will_ be releasing Once 0.1 - If you want anything to make it into the release - please have it checked in by the end of the 29th so we can test everything out for a day before we release. I know that Once has never had a deadline before, and most open source projects dont (and I'm not a fan of them either) - but we've been dragging out feet for a long damned time. The feet dragging has got to stop - we have to move on and pick up some speed. We've gotten alot farther than many open source projects do - so lets keep up the good work. Most everyone has done great stuffs and has lead to a great client so far. If you have any questions - please direct them to the lists or to directly to me. -- -Jon 'ResQuad' Davis Content Design Lead Once MMORPG www.oncemmorpg.com |
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From: Jon 'R. D. <re...@gm...> - 2005-07-11 00:52:03
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Hey Everyone - Long time, no spam. For thoes that havent been to the project page recenetly, or generally misse the anouncement - it goes as follows. We have a new website - This is ment to a be a useable frontpage for any visitors & it includes some wiki like functions, a forum, screen shots, and all sorts of goodies. Our old wiki is still in place - but thats ment for dev stuff. The new website can be found at: http://www.oncemmorpg.com I strongly encourage anyone that reads this message to stop by, sign up, and say hi. -Jon 'ResQuad' Davis Content Design Lead Once MMORPG www.oncemmorpg.com |
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From: Jon 'R. D. <re...@gm...> - 2005-07-05 19:03:12
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With some help from some volunteers - and the impending release of 0.1 - I'm going to attempt to resurect the content department. I'll repeate my statements from earlier - Even if you dont want to do all the work of a full city design - Smaller parts help! If you want to see a perticular NPC, city style, building, storyline, etc - Email them to the mailing list (or directly to them). If I can - I'll make sure that all sugestions recived are incorporated into the design somewhere. -Jon PS - I'm also going to start drumming up public sugestions. |
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From: Manuel A. F. M. <man...@gm...> - 2005-05-11 17:39:39
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hi, I explained this in a reply to Thomi, maybe the mail went only to the media list.. I'll explain it again. - about swimming, water was proposed as a natural barrier. from the game point of view doesn't make much sense that a guy with a full backpack with minerals, weapons, heavy armor and all the stuff go to swim. in addition, the inventory should at least be affected (scrolls, food, etc). sure, we could force people to leave all inventory in the ground and even be naked, but this has also a few problems: if the sea is not a natural barrier you could swim endlessly, so you would have to find methods to make a fake endless sea; for swim you would need to invert gravity and other tricks; more animations for the models; etc. so swimming doesn't have to be discarded for future, but would help a lot to not have it there initially :) - about fishing, the main difference is that for animals in the land (and in the sea, if you can submerge) we need to have them loaded all the time, acting like they should act (predators, etc); but with fishing we just need to load them when you catch them, not all the time. so in this case we would have to program the behaviours of the animals, but not the one of the fishes. - anyway, I was not asking to remove the fishes or anything :P, but to add land animals.. even if the sea is important, the land is usually where most of the action takes place. I still think that we should have a few "standard" animals: why can we have trouts, rats or tui birds, but not wolves or goats? at least wolves are not that common... we can't stop development waiting for people to design the things if we need them now, and animals with models already done in worldforge would be a big advantage to take a few of them and put them in the game (more than anything, we're lacking artists). we can always have that fancier animals later, and I also would like to have strange animals, but as I said we can't stop the development of this for months. hmm, what about this: making animals which act like, say, cows or chickens or wolves, so we can use the model from WF for a while, and then replace it with the fancier model? most of the animals that you can create have to adopt similar patterns of behaviour, and that's what we programmers need: I don't mind if it has ten horns or it's a simple box :) (we only need to have different models to know what type of animal is there). so in this case, it would help a lot if you -or any other person- would make such a list explaining not how the animal should look like but what's the behaviour. please, let me know of the progress of that list. Qua, 2005-05-04 às 09:41 +0000, Xander escreveu: > Yes that would not be good, why was it propossed that we cant swim? > > I made the fish list ages ago, it was designed to give variety and > interest to the normaly very boring fishing skills... allowing harpoon > fights with sea monsters and so on. I think that the sea should be > just as alive as the land. > > But even if swimming was a problem, fishing in boats would still be > important. > > I will have a go at filling up the animal list with firstly animals > that exist here, then extinct ones (dodos ;) ) and then finaly the > made up "uber" animals, like dragons and stuff. I will also try to > snap away from the cliche creatures but still include basic things... > dont forget the rat killing quests :P > > I will also make sure we have wierd animals but still from the real > world, i get a bit sick of mmorpgs either shoving normal rats or made > up creatures in deserts instead of using real creatures. > > Any suggestions are welcome. -- Manuel A. Fernandez Montecelo <man...@gm...> |
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From: Kayvan G. <kay...@ho...> - 2005-05-10 18:48:15
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Forwarding from mafm, who has problems sending mails currently... >From: "Manuel A. Fernandez Montecelo" <man...@gm...> >To: Kayvan Gerami <kay...@ho...> >Subject: Re: [Once-content] Content and Art >Date: Tue, 10 May 2005 20:37:54 +0200 > >hi, > >I explained this in a reply to Thomi, maybe the mail went only to the >media list.. I'll explain it again. > >- about swimming, water was proposed as a natural barrier. > >from the game point of view doesn't make much sense that a guy with a >full backpack with minerals, weapons, heavy armor and all the stuff go >to swim. in addition, the inventory should at least be affected >(scrolls, food, etc). > >sure, we could force people to leave all inventory in the ground and >even be naked, but this has also a few problems: if the sea is not a >natural barrier you could swim endlessly, so you would have to find >methods to make a fake endless sea; for swim you would need to invert >gravity and other tricks; more animations for the models; etc. > >so swimming doesn't have to be discarded for future, but would help a >lot to not have it there initially :) > > >- about fishing, the main difference is that for animals in the land >(and in the sea, if you can submerge) we need to have them loaded all >the time, acting like they should act (predators, etc); but with fishing >we just need to load them when you catch them, not all the time. so in >this case we would have to program the behaviours of the animals, but >not the one of the fishes. > > >- anyway, I was not asking to remove the fishes or anything :P, but to >add land animals.. even if the sea is important, the land is usually >where most of the action takes place. > >I still think that we should have a few "standard" animals: why can we >have trouts, rats or tui birds, but not wolves or goats? at least wolves >are not that common... we can't stop development waiting for people to >design the things if we need them now, and animals with models already >done in worldforge would be a big advantage to take a few of them and >put them in the game (more than anything, we're lacking artists). > >we can always have that fancier animals later, and I also would like to >have strange animals, but as I said we can't stop the development of >this for months. > >hmm, what about this: making animals which act like, say, cows or >chickens or wolves, so we can use the model from WF for a while, and >then replace it with the fancier model? > >most of the animals that you can create have to adopt similar patterns >of behaviour, and that's what we programmers need: I don't mind if it >has ten horns or it's a simple box :) (we only need to have different >models to know what type of animal is there). > >so in this case, it would help a lot if you -or any other person- would >make such a list explaining not how the animal should look like but >what's the behaviour. please, let me know of the progress of that list. > > >Qua, 2005-05-04 às 09:41 +0000, Xander escreveu: > > Yes that would not be good, why was it propossed that we cant swim? > > > > I made the fish list ages ago, it was designed to give variety and > > interest to the normaly very boring fishing skills... allowing harpoon > > fights with sea monsters and so on. I think that the sea should be > > just as alive as the land. > > > > But even if swimming was a problem, fishing in boats would still be > > important. > > > > I will have a go at filling up the animal list with firstly animals > > that exist here, then extinct ones (dodos ;) ) and then finaly the > > made up "uber" animals, like dragons and stuff. I will also try to > > snap away from the cliche creatures but still include basic things... > > dont forget the rat killing quests :P > > > > I will also make sure we have wierd animals but still from the real > > world, i get a bit sick of mmorpgs either shoving normal rats or made > > up creatures in deserts instead of using real creatures. > > > > Any suggestions are welcome. > >-- >Manuel A. Fernandez Montecelo <man...@gm...> > _________________________________________________________________ MSN Messenger : personnalisez votre messagerie instantanée ! http://g.msn.fr/FR1001/866 |
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From: Xander <cou...@nt...> - 2005-05-04 09:47:25
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Yes that would not be good, why was it propossed that we cant swim? I made the fish list ages ago, it was designed to give variety and interest to the normaly very boring fishing skills... allowing harpoon fights with sea monsters and so on. I think that the sea should be just as alive as the land. But even if swimming was a problem, fishing in boats would still be important. I will have a go at filling up the animal list with firstly animals that exist here, then extinct ones (dodos ;) ) and then finaly the made up "uber" animals, like dragons and stuff. I will also try to snap away from the cliche creatures but still include basic things... dont forget the rat killing quests :P I will also make sure we have wierd animals but still from the real world, i get a bit sick of mmorpgs either shoving normal rats or made up creatures in deserts instead of using real creatures. Any suggestions are welcome. > > From: "Manuel A. Fernandez Montecelo" <ma...@us...> > Date: 2005/04/30 Sat PM 09:29:58 GMT > To: onc...@li... > CC: onc...@li... > Subject: Re: [Once-content] Content and Art > > > about this, in our fauna page most of the stuff are fishes (or aquatic > animals), which will be mostly unusable if we can't swim as proposed. > > and we don't have "common" animals except for sheeps, but there are > packages in worldforge with cows, rabbits, chickens, dogs, wolves, etc., > ready to use, so we could have a significant amount of work done using > them. > > probably, there's a similar situation with the flora. > > > PS: we should find an effective way to communicate with people in > worldforge, to exchange data (in example, give them our player > characters), discuss tweaks to other models, fixes, etc. zzorn is > sometimes there, but almost all of the time away. any idea? > > > > Sáb, 2005-04-30 às 13:44 -0700, Larry Offley escreveu: > > I was wonder what manner of animals are we having. There is very little > > on the wiki or in the design document regarding animals, trees and the > > sort. I assume we will most likely have standard > > animals(cow,sheep,wolves,beers,deer,etc) and tree (pine,fur,oak,etc). I > > want to start fleshing out the art to do lists and reorganize it from > > "organic & non-organics" > > creatures,reasources,npc,pc,tools,decorations,buildings type layout. But > > I want a little direction and a go ahead. > > > > Lucullus > > -- > Manuel A. Fernandez Montecelo <ma...@us...> > > > > ------------------------------------------------------- > This SF.Net email is sponsored by: NEC IT Guy Games. > Get your fingers limbered up and give it your best shot. 4 great events, 4 > opportunities to win big! Highest score wins.NEC IT Guy Games. Play to > win an NEC 61 plasma display. Visit http://www.necitguy.com/?r > _______________________________________________ > Once-content mailing list > Onc...@li... > https://lists.sourceforge.net/lists/listinfo/once-content > ----------------------------------------- Email sent from www.ntlworld.com virus-checked using McAfee(R) Software visit www.ntlworld.com/security for more information |
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From: Manuel A. F. M. <ma...@us...> - 2005-04-30 21:30:07
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about this, in our fauna page most of the stuff are fishes (or aquatic animals), which will be mostly unusable if we can't swim as proposed.=20 and we don't have "common" animals except for sheeps, but there are packages in worldforge with cows, rabbits, chickens, dogs, wolves, etc., ready to use, so we could have a significant amount of work done using them. probably, there's a similar situation with the flora. PS: we should find an effective way to communicate with people in worldforge, to exchange data (in example, give them our player characters), discuss tweaks to other models, fixes, etc. zzorn is sometimes there, but almost all of the time away. any idea? S=E1b, 2005-04-30 =E0s 13:44 -0700, Larry Offley escreveu: > I was wonder what manner of animals are we having. There is very little= =20 > on the wiki or in the design document regarding animals, trees and the=20 > sort. I assume we will most likely have standard=20 > animals(cow,sheep,wolves,beers,deer,etc) and tree (pine,fur,oak,etc). I= =20 > want to start fleshing out the art to do lists and reorganize it from=20 > "organic & non-organics"=20 > creatures,reasources,npc,pc,tools,decorations,buildings type layout. Bu= t=20 > I want a little direction and a go ahead. >=20 > Lucullus --=20 Manuel A. Fernandez Montecelo <ma...@us...> |
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From: Larry O. <luc...@te...> - 2005-04-30 20:44:19
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I was wonder what manner of animals are we having. There is very little on the wiki or in the design document regarding animals, trees and the sort. I assume we will most likely have standard animals(cow,sheep,wolves,beers,deer,etc) and tree (pine,fur,oak,etc). I want to start fleshing out the art to do lists and reorganize it from "organic & non-organics" creatures,reasources,npc,pc,tools,decorations,buildings type layout. But I want a little direction and a go ahead. Lucullus Thomas Clive Richards wrote: >On Thursday March 10 2005 11:34 am, Jon 'ResQuad' Davis wrote: > > > >>PS. Thomi, can you see if there is something set different in the >>content list compared to the dev list? My replies are always directed >>to the person that wrote back instead of the entire list (unlike the dev >>list). Its driving me nuts - Sorry. >> >> > >There is. Remind me on Monday, and I'll fix it. I'm going camping / fishing >this weekend... > > > |
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From: Thomas C. R. <th...@th...> - 2005-03-28 02:47:39
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Hi guys, check out www.once.net.nz for the latest website updates. From the news article on the site: """ This brand new website is based on the xoops CMS (Content Management System). Xoops allows us to care about the actual content of the website, and forget about the infrastructure behind it. At the time of writing, the website is still incomplete. The following features will be implemented in the near future: * An image gallery, featuring screenshots from Once, snaps of models within the game and concept art. * More regular updates from the development team, across all departments. * A series of discussion articles focussing on the game design of Once. * User polls, so you can tell us what you think we should be doing. * A download area, so you don't have to navigate the sourceforge site If you have any suggestions for website features, please contact the webmaster. """ One of the things I want to do is to get at least one person from each department to post news items on the site as often as possible. If you think you can do this for a particular department, register as a user on the site, then send me an email with your site username. Posting news is easy, and I'll compile a short guide for news posters too. Thanks, -- Thomi Richards, th...@on... |
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From: Thomas C. R. <th...@th...> - 2005-03-10 20:27:09
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On Thursday March 10 2005 11:34 am, Jon 'ResQuad' Davis wrote: > PS. Thomi, can you see if there is something set different in the > content list compared to the dev list? My replies are always directed > to the person that wrote back instead of the entire list (unlike the dev > list). Its driving me nuts - Sorry. There is. Remind me on Monday, and I'll fix it. I'm going camping / fishing this weekend... -- Thomi Richards, th...@on... |
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From: Jon 'R. D. <re...@gm...> - 2005-03-09 22:56:33
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Ok. I'll come up with a more specific key. Kept/Paved roads, Unkept roads, vs "paths" (right now Unkept should probably something along the line up paths). Manuel A. Fernandez Montecelo wrote: >I mean roads/unkept roads as is in the legend of the map. I talked about >"main roads", the other would be "secondary" or whatever; but the >concept is the same: kept roads are the ones most used, the most used >are the ones between important points, etc. the road >Rotmar->To'seka->Basysk would be more used than the one on the bandit >camp, or the one T'brulcal->Ierta in the coast, in example. > > >Qua, 2005-03-09 às 14:34 -0800, Jon 'ResQuad' Davis escreveu: > > >>All I'm have time to reply to at the moment is the Roads. Define road. >>I didnt. See my idea of a "road" is everything from a decently worn >>foot path to a full paved road. While I define un-worn paths (to >>Ln'fell and to'seka) thats different. I'm all for one main road between >>towns (in the flats) being "paved" but the rest can be road in the fact >>that their worn foot paths. >> >>-Jon >> >> > > > |
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From: Manuel A. F. M. <ma...@us...> - 2005-03-09 22:53:30
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I mean roads/unkept roads as is in the legend of the map. I talked about "main roads", the other would be "secondary" or whatever; but the concept is the same: kept roads are the ones most used, the most used are the ones between important points, etc. the road Rotmar->To'seka->Basysk would be more used than the one on the bandit camp, or the one T'brulcal->Ierta in the coast, in example. Qua, 2005-03-09 =E0s 14:34 -0800, Jon 'ResQuad' Davis escreveu: > All I'm have time to reply to at the moment is the Roads. Define road.= =20 > I didnt. See my idea of a "road" is everything from a decently worn=20 > foot path to a full paved road. While I define un-worn paths (to=20 > Ln'fell and to'seka) thats different. I'm all for one main road betwee= n=20 > towns (in the flats) being "paved" but the rest can be road in the fact= =20 > that their worn foot paths. >=20 > -Jon --=20 Manuel A. Fernandez Montecelo <ma...@us...> |
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From: Jon 'R. D. <re...@gm...> - 2005-03-09 22:35:02
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All I'm have time to reply to at the moment is the Roads. Define road. I didnt. See my idea of a "road" is everything from a decently worn foot path to a full paved road. While I define un-worn paths (to Ln'fell and to'seka) thats different. I'm all for one main road between towns (in the flats) being "paved" but the rest can be road in the fact that their worn foot paths. -Jon PS. Thomi, can you see if there is something set different in the content list compared to the dev list? My replies are always directed to the person that wrote back instead of the entire list (unlike the dev list). Its driving me nuts - Sorry. Manuel A. Fernandez Montecelo wrote: >I have a few comments about this, two blocks: > >* about rivers/water: > >- that's not a natural layout for rivers, maybe it happens in some place >of the world, but it's not very common. if there aren't good reasons to >be born together it would be better to separate them. > >- the rivers don't tend to divide in the beginning when the terrain >isn't flat, so Zelso and Fenlee should not be divided, they should born >in different points. could be a good idea the opposite, to make a new >river to join with a bigger one, as it happens often. > >- lakes don't have usually a way to let the water go away in big >quantity, otherwise wouldn't be such lakes, I wouldn't put that flow >between the lake and the sea. > >- one of the reasons to make a dam is to make an artificial flow of >water, so the flow which goes to the farm should born in the dam, not >after it. > >- Ln'Fell is a fishing village, would be nice to have a river too (so we >could let people go there to learn how to fish with some specialization, >or just have in Ln'Fell most types of fishes to practice the skill, >etc). > > >* about roads, the road layout got a bit better than before, but doesn't >make much sense for me, unless there are good reasons to make it this >way: > >- usually main roads are between main places, this is not the case with >the roads in that map, where there are roads in places without villages >between. in example, the road between Rotmar and the lake could be the >one on To'seka, looking at the map there's no good reason to not make it >that way. > >- there are roads all across the range, usually main roads are better in >flat terrains, when they can't be flooded with mud avalanches caused by >rains, etc. we can say "ok, there are a pass through the ranges quite >flat". that's not maybe a good idea, if we make people to go around the >range the map would look bigger, but in addition that's not an >explanations to have all the roads crossed in the range, instead of only >one. > >- there are roads without purpose, in example the one in the coast to >reach Ierta, when there's a straight one at a short distance. if we say >"well.. but could be villages in the coast", then Ln'Fell should have >also a main road. the one from T'Brulcar to the range seems to have the >purpose of being assaulted by the bandits. > >--- > >enough for today. in the map that I'm making for the terrain, the things >are in the same place, I only separate the rivers, put the one for the >farms borning in the dam, and made a short river to use with Ln'Fell in >the middle left part of the map. I didn't put roads yet, but planned >make everything go around the range. > >I like the new form of the range though. > >I can change this things but I already have to spend too much time with >that, and it's easier to make a new map plane following the heightmap >than the other way around, unless there are a good reason to make it >this way. > > >Qua, 2005-03-09 às 12:11 -0800, Jon 'ResQuad' Davis escreveu: > > >>Ok. So in order to our assist our dev's who are making height maps. >>I'm trying to finalize the basic layout of Feld. Few things have been >>moved, rearanged, etc. Is everyone happy with the basic layout (exact >>pixel positioning will come latter)? I took some of Madact's >>'sugestions' and included them, along with some other goodies from >>around the wiki. Once its "finalize" the basic layout won't be changed >>again . >> >>Little stuff like inn's and outposts are _not_ on the map, they arent >>much of a problem to add latter. Some changes: Forests weren't labeled >>(may be done latter). Mt's were expanded. Ln fell was moved. Rivers >>moved. Roads remapped. Ranger camp added. Bandit camp added. Ruins >>added. >> >>http://www.once.net.nz/wiki/moin.cgi/Feld_5fMap?action=show >> >>-Jon 'ResQuad' Davis >> >> > > > |
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From: Manuel A. F. M. <ma...@us...> - 2005-03-09 22:01:24
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I have a few comments about this, two blocks: * about rivers/water: - that's not a natural layout for rivers, maybe it happens in some place of the world, but it's not very common. if there aren't good reasons to be born together it would be better to separate them. - the rivers don't tend to divide in the beginning when the terrain isn't flat, so Zelso and Fenlee should not be divided, they should born in different points. could be a good idea the opposite, to make a new river to join with a bigger one, as it happens often. - lakes don't have usually a way to let the water go away in big quantity, otherwise wouldn't be such lakes, I wouldn't put that flow between the lake and the sea. - one of the reasons to make a dam is to make an artificial flow of water, so the flow which goes to the farm should born in the dam, not after it. - Ln'Fell is a fishing village, would be nice to have a river too (so we could let people go there to learn how to fish with some specialization, or just have in Ln'Fell most types of fishes to practice the skill, etc). * about roads, the road layout got a bit better than before, but doesn't make much sense for me, unless there are good reasons to make it this way: - usually main roads are between main places, this is not the case with the roads in that map, where there are roads in places without villages between. in example, the road between Rotmar and the lake could be the one on To'seka, looking at the map there's no good reason to not make it that way. - there are roads all across the range, usually main roads are better in flat terrains, when they can't be flooded with mud avalanches caused by rains, etc. we can say "ok, there are a pass through the ranges quite flat". that's not maybe a good idea, if we make people to go around the range the map would look bigger, but in addition that's not an explanations to have all the roads crossed in the range, instead of only one. - there are roads without purpose, in example the one in the coast to reach Ierta, when there's a straight one at a short distance. if we say "well.. but could be villages in the coast", then Ln'Fell should have also a main road. the one from T'Brulcar to the range seems to have the purpose of being assaulted by the bandits. --- enough for today. in the map that I'm making for the terrain, the things are in the same place, I only separate the rivers, put the one for the farms borning in the dam, and made a short river to use with Ln'Fell in the middle left part of the map. I didn't put roads yet, but planned make everything go around the range. I like the new form of the range though. I can change this things but I already have to spend too much time with that, and it's easier to make a new map plane following the heightmap than the other way around, unless there are a good reason to make it this way. Qua, 2005-03-09 =E0s 12:11 -0800, Jon 'ResQuad' Davis escreveu: > Ok. So in order to our assist our dev's who are making height maps. =20 > I'm trying to finalize the basic layout of Feld. Few things have been=20 > moved, rearanged, etc. Is everyone happy with the basic layout (exact=20 > pixel positioning will come latter)? I took some of Madact's=20 > 'sugestions' and included them, along with some other goodies from=20 > around the wiki. Once its "finalize" the basic layout won't be changed= =20 > again . >=20 > Little stuff like inn's and outposts are _not_ on the map, they arent=20 > much of a problem to add latter. Some changes: Forests weren't labeled= =20 > (may be done latter). Mt's were expanded. Ln fell was moved. Rivers=20 > moved. Roads remapped. Ranger camp added. Bandit camp added. Ruins=20 > added. >=20 > http://www.once.net.nz/wiki/moin.cgi/Feld_5fMap?action=3Dshow >=20 > -Jon 'ResQuad' Davis --=20 Manuel A. Fernandez Montecelo <ma...@us...> |
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From: Jon 'R. D. <re...@gm...> - 2005-03-09 20:11:42
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Ok. So in order to our assist our dev's who are making height maps. I'm trying to finalize the basic layout of Feld. Few things have been moved, rearanged, etc. Is everyone happy with the basic layout (exact pixel positioning will come latter)? I took some of Madact's 'sugestions' and included them, along with some other goodies from around the wiki. Once its "finalize" the basic layout won't be changed again . Little stuff like inn's and outposts are _not_ on the map, they arent much of a problem to add latter. Some changes: Forests weren't labeled (may be done latter). Mt's were expanded. Ln fell was moved. Rivers moved. Roads remapped. Ranger camp added. Bandit camp added. Ruins added. http://www.once.net.nz/wiki/moin.cgi/Feld_5fMap?action=show -Jon 'ResQuad' Davis |
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From: Jon 'R. D. <re...@gm...> - 2005-03-09 17:03:45
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With a few changes... http://www.once.net.nz/wiki/moin.cgi/Feld_5fMap |
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From: Thomas C. R. <th...@th...> - 2005-03-07 08:19:04
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Agreed... must... sleep.... On Monday March 7 2005 12:54 pm, Manuel A. Fernandez Montecelo wrote: > as I didn't play that games and we don't have a common measure, it's > difficult to give an idea, but I'd say that we can have 5 big cities, if > they were put in the 4 cardinal points of the map and in the middle, not > less than 6 minutes to reach the nearest cities (in fact could be > obstacles -mountains, lakes, ...-) running (some games limit the time > running, in our case could be to low the stamina or so), more than the > distance between two towns in Morrowind (Cirilo said); and you have > plenty of space to put a lot of content. and the more important, you can > add zillions of buildings in the city and stuff to do, so it would be > also the "depth dimension" :) > > I'd like to get rid of this problem because it's keeping me stuck, in > fact I don't think that the size of Feld it's a problem at all, it's big > enough for all the towns designed at this moment. and if we exhaust Feld > with content no problem, we just begin to make it another continent, as > Jon says; and this would allow us to have something to play with in not > so distant future (I also think that "expansion pack" it's not a good > concept, probably Once will be continuously changing). > > and if somebody it's not convinced it's better to delay the discussion > until the next minor release, so people can run around and see if it's > big enough. > > Dom, 2005-03-06 =E0s 09:45 -0800, Jon 'ResQuad' Davis escreveu: > > Its odd. I can just hit "reply" on dev list mails and it goes back to > > the dev list, but not so with Content list. Odd. What ever. > > > > Yea. We are really planning on having a HUGE amount of content in this > > game. For example FFXI has 4 main cities, and 3 small aditional cities > > (in the "common" areas, one you get into the more advanced and expantion > > pack thats a different story). Thats about the same thing we are > > looking at, we're also looking to have T'brulcar be very very big (in > > terms of amount of stuff) - Which gets compared to the cities in EQ2 > > (which had 13 zones each), in which there were only 2 cities. > > > > So what do you think Thomi? With a few tweaks to your basic designs - > > And a few additions to the story line - I think we could do this. As I > > type this I guess using the term "Expansion Pack" isnt the best way of > > putting it, but it will have to do. We basically just need a system > > that will allow us to concentrate on Feld - And "Finish" it to > > perfections. Once that is done and released, we can move on to the next > > continent on the list. The users will be happy because they have > > something to play, and we'll be happy because we're not releasing a beta > > (like SOE loves to do, and yes, we'll be releasing beta's - but I ment > > the final product wont be a beta and changing continusly). > > > > -Jon =2D-=20 Thomi Richards, th...@on... |
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From: Thomas C. R. <th...@th...> - 2005-03-07 08:17:04
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On Monday March 7 2005 10:16 am, Jon 'ResQuad' Davis wrote: > So this is one topic that comes to mind, but isn't delt with in the > Design Doc (that I can see, as yes I actually did look for once). > Sorry, this IS in the design docs.. I'm too tired to look. Hopefully tomorrow I'll remember to look and point it out to you.. Look around the section on logging in / out of the world. -- Thomi Richards, th...@on... |
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From: Manuel A. F. M. <ma...@us...> - 2005-03-07 00:08:00
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as I didn't play that games and we don't have a common measure, it's difficult to give an idea, but I'd say that we can have 5 big cities, if they were put in the 4 cardinal points of the map and in the middle, not less than 6 minutes to reach the nearest cities (in fact could be obstacles -mountains, lakes, ...-) running (some games limit the time running, in our case could be to low the stamina or so), more than the distance between two towns in Morrowind (Cirilo said); and you have plenty of space to put a lot of content. and the more important, you can add zillions of buildings in the city and stuff to do, so it would be also the "depth dimension" :) I'd like to get rid of this problem because it's keeping me stuck, in fact I don't think that the size of Feld it's a problem at all, it's big enough for all the towns designed at this moment. and if we exhaust Feld with content no problem, we just begin to make it another continent, as Jon says; and this would allow us to have something to play with in not so distant future (I also think that "expansion pack" it's not a good concept, probably Once will be continuously changing). and if somebody it's not convinced it's better to delay the discussion until the next minor release, so people can run around and see if it's big enough. Dom, 2005-03-06 =E0s 09:45 -0800, Jon 'ResQuad' Davis escreveu: > Its odd. I can just hit "reply" on dev list mails and it goes back to=20 > the dev list, but not so with Content list. Odd. What ever. >=20 > Yea. We are really planning on having a HUGE amount of content in this= =20 > game. For example FFXI has 4 main cities, and 3 small aditional cities= =20 > (in the "common" areas, one you get into the more advanced and expantio= n=20 > pack thats a different story). Thats about the same thing we are=20 > looking at, we're also looking to have T'brulcar be very very big (in=20 > terms of amount of stuff) - Which gets compared to the cities in EQ2=20 > (which had 13 zones each), in which there were only 2 cities. >=20 > So what do you think Thomi? With a few tweaks to your basic designs -=20 > And a few additions to the story line - I think we could do this. As I= =20 > type this I guess using the term "Expansion Pack" isnt the best way of=20 > putting it, but it will have to do. We basically just need a system=20 > that will allow us to concentrate on Feld - And "Finish" it to=20 > perfections. Once that is done and released, we can move on to the nex= t=20 > continent on the list. The users will be happy because they have=20 > something to play, and we'll be happy because we're not releasing a bet= a=20 > (like SOE loves to do, and yes, we'll be releasing beta's - but I ment=20 > the final product wont be a beta and changing continusly). >=20 > -Jon --=20 Manuel A. Fernandez Montecelo <ma...@us...> |
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From: Jon 'R. D. <re...@gm...> - 2005-03-06 21:32:30
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Nope. We got no message mr doom Alexander Grace wrote: >Sorry just a quick message... can you receive this :) > >-----Original Message----- >From: onc...@li... >[mailto:onc...@li...] On Behalf Of Jon 'ResQuad' >Davis >Sent: 06 March 2005 05:58 >To: Once-Con >Subject: Re: [Once-content] Feld - Map. And Stuff > >Yes I know. Mafm is too, but there are very few people. > >Thomas Clive Richards wrote: > > > >>I'm alive.. >> >> >> >> >> > > >------------------------------------------------------- >SF email is sponsored by - The IT Product Guide >Read honest & candid reviews on hundreds of IT Products from real users. >Discover which products truly live up to the hype. Start reading now. >http://ads.osdn.com/?ad_id=6595&alloc_id=14396&op=click >_______________________________________________ >Once-content mailing list >Onc...@li... >https://lists.sourceforge.net/lists/listinfo/once-content > > > > > |
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From: Jon 'R. D. <re...@gm...> - 2005-03-06 21:16:18
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So this is one topic that comes to mind, but isn't delt with in the Design Doc (that I can see, as yes I actually did look for once). Death - What's the plan for death, how to rez, how much it hurts, etc. Most death system I've seen deal with debting XP - but since we arent using a level based system (besides skills) this isnt gonna work. Thomi? -Jon 'ResQuad' Davis |
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From: Jon 'R. D. <re...@gm...> - 2005-03-06 17:45:29
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Its odd. I can just hit "reply" on dev list mails and it goes back to the dev list, but not so with Content list. Odd. What ever. Yea. We are really planning on having a HUGE amount of content in this game. For example FFXI has 4 main cities, and 3 small aditional cities (in the "common" areas, one you get into the more advanced and expantion pack thats a different story). Thats about the same thing we are looking at, we're also looking to have T'brulcar be very very big (in terms of amount of stuff) - Which gets compared to the cities in EQ2 (which had 13 zones each), in which there were only 2 cities. So what do you think Thomi? With a few tweaks to your basic designs - And a few additions to the story line - I think we could do this. As I type this I guess using the term "Expansion Pack" isnt the best way of putting it, but it will have to do. We basically just need a system that will allow us to concentrate on Feld - And "Finish" it to perfections. Once that is done and released, we can move on to the next continent on the list. The users will be happy because they have something to play, and we'll be happy because we're not releasing a beta (like SOE loves to do, and yes, we'll be releasing beta's - but I ment the final product wont be a beta and changing continusly). -Jon Alexander Grace wrote: >I really like the idea of Feld being version 1.0 > >This could mean, the amount of work we are going to use for the game would >be channeled into Feld. Then later Alban etc. >Also it could make for a good story line. > >If you think about the amount of cities and camps in the whole Once world, >being used on Feld nobody would ever get bored of walking. And as it is a >free game add-ons would make people happy not peed :) > >Anyways, I hope this is on the content list :s > >Nobody ever replies! > >-----Original Message----- >From: onc...@li... >[mailto:onc...@li...] On Behalf Of Jon 'ResQuad' >Davis >Sent: 06 March 2005 05:44 >To: onc...@li...; Once-Con >Subject: [Once-content] Re: [Once development] Feld - maybe we need to >rethink the map? > >Granted and Granted. But I like spamming the dev list. Besides, there >sint anyone alive on the content list, but I will FW'd this message to >conent - > >Anyone else intrested in this topic can follow it to the content list. > >-Jon > >Oh PS. Besides the 5 cities listed, there will be no other mass trans - >Thats the areas you have to walk. Like to'seka, Ln' Fell, and other. > >Thomas Clive Richards wrote: > > > >>On Sunday March 6 2005 6:28 pm, Jon 'ResQuad' Davis wrote: >> >> >> >> >>>I agree. But I also think there is a difference between inter-continent >>>and intra-continent (or island). I'm going to talk about just >>>intra-island for now, because thats all there is to worry about. Also, >>>Feld is going to be the n00b area for a long time. We can also >>>incorperate real-world thought into this. >>> >>>Length of trip (distances) determines expense. >>>Popularity increases expensive. >>>Difficulty - Floating down the river is easy, going back up isnt. >>>The docking location doesnt have to be right exactly where you want to >>>be (FFXI had this, it was 3 zones to the boat, boat trip of about 10 >>>min, then 3 more zones to the town) >>> >>> >>> >>> >>The amount of weight you are carrying contributes to the expense. >> >> >> >> >> >> >> >> >>>As for Leaving areas with out decent transport? I'm not sure what you >>>mean ther.e >>> >>> >>> >>> >>> >>> >>There needs to be some areas where transport is not easily available. >> >>BTW, this is REALLY off topic, and should be moved to the content list. >> >> >> >> >> > > >------------------------------------------------------- >SF email is sponsored by - The IT Product Guide >Read honest & candid reviews on hundreds of IT Products from real users. >Discover which products truly live up to the hype. Start reading now. >http://ads.osdn.com/?ad_id=6595&alloc_id=14396&op=click >_______________________________________________ >Once-content mailing list >Onc...@li... >https://lists.sourceforge.net/lists/listinfo/once-content > > > > > |
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From: Jon 'R. D. <re...@gm...> - 2005-03-06 05:58:10
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Yes I know. Mafm is too, but there are very few people. Thomas Clive Richards wrote: >I'm alive.. > > > |