lore
staff puppet account
Posts: 16
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Post by lore on Dec 17, 2014 11:52:07 GMT -5
It certainly looks interesting. Python's not exactly my strongest language but I'm tempted to offer some aid with fleshing out code, if you have tasks that could make use of entry-level skill.
I should ask: Are you using Python 3 for development, or does what you are doing need to use Python 2 for compatibility?
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Post by nyrsucks on Dec 17, 2014 13:00:32 GMT -5
Looking over the code it might be a little hard to integrate. I put in stuff for NOT keywords.
kill figure.!amos
That would let you attack first figure who is not Amos.
That and being able to change languages mid speech added another level of complexity.
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Deleted
Deleted Member
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Post by Deleted on Dec 17, 2014 20:45:57 GMT -5
If you don't mind me asking, what are you using for the codebase, also, I have some experience coding for muds if you would like some assistance, but it wouldn't be more than 1-2 hours a week probably.
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drov
staff puppet account
Posts: 21
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Post by drov on Dec 17, 2014 22:36:33 GMT -5
It certainly looks interesting. Python's not exactly my strongest language but I'm tempted to offer some aid with fleshing out code, if you have tasks that could make use of entry-level skill. I should ask: Are you using Python 3 for development, or does what you are doing need to use Python 2 for compatibility? The library is still in Python 2.7 because Twisted has not yet ported over to Python 3. When Twisted finishes migrating to Python 3, the library will migrate with it. I will likely move to Python 3 a little bit after the library does. I do have some tasks that entry-level people could do, and the library has some great tutorials to help anyone get started. I've also been in the industry a good while, so if you're interested in learning more about development process, etc, I could help you get along learning. I am using Evennia. It's a great library and is under very active development. I talk to the two main developers daily, and once my game lib is in a decent place I'll be committing to the project some myself. Any help is good help, though I will say I would prefer to keep a close eye on code, and until the beginning of January I am trying to move pretty swiftly. I start work in January, so my amount of free time will go down a considerable amount, so I am trying to get a lot of the hard work out of the way before then. By the time January rolls around, my goal is to primarily have building tasks left. That being said, what I need most are solid builders. I have one builder who has so far just helped me brainstorm, as they don't have much time to commit. And another was fickle and didn't turn out. So, a decent builder is what I need most right now, although the building process is a bit rough at the moment. Evennia comes with great building tools, but I want all the areas scripted so that they can move from dev to production environment easily, and the scripts serve as a backup. In addition, if we ever needed to change and recreate the area, the scripts make that quick and painless as well. The scripts just add a little pain to the build process, but I'll work that out eventually once the game lib is in a pretty "stable" state by creating a tool to write the scripts for you. --- Last is that this game is a bit different from Armageddon, I will just warn you all, as there has been some remarks by people who like "grit". There will be grit, yes, as an entire area of the map will be dieselpunk (black iron, smog, street gangs, think the Labyrinth but industrialized) and there are some influences from H.P. Lovecraft as well, so there will be a "horror" element to some of the fantasy, and of course it's post apocalyptic so there's that. For example, one of the areas currently being designed is a deserted lot of various vehicles (by my builder, not myself) -- however, there ARE "pretty" areas. The starting area, apart from being a rubble heap and dried up, is a beautiful place. So I don't want to shock anyone when there is a nice place in the world. Also, I am trying to keep a "man vs world" mentality (which will of course spawn a man vs man) but in that I have constructed a multiverse, and the high fantasy element is apparent, but I'm trying to constantly dialogue with folks and figure out how to balance post apoc man vs world with fantasy and so on. As for an update, I finally have all the melee skills, abilities, feats, etc, planned out, and I've started writing the Rule module. That means the Combat system is well in the works. If I do a demo by the end of December, it will likely be melee-only, but that wouldn't be a big deal for a demo I guess. I appreciate everyone's interest, it's exciting. Feel free, again, to drop by the IRC where I idle and hang out. irc.freenode.net, #anwmud
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delerak
GDB Superstar
PK'ed by jcarter
"When you want to fool the world, tell the truth." - Otto Von Bismarck
Posts: 1,656
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Post by delerak on Dec 17, 2014 22:47:48 GMT -5
I don't like the name. What does it even mean?
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Kronibas 2.0
Displaced Tuluki
this account will go inactive once I hit 420 posts
Posts: 389
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Post by Kronibas 2.0 on Dec 17, 2014 22:48:32 GMT -5
I'm definitely interested in the game, glad that you're trying to keep it 'man vs. world'. When it starts getting too high fantasy, I start losing interest. I know that's a bit hard in a sandbox MUD because everyone wants to be creative and interesting, which is why I tend to stick to RPIs and largely playing mundanes in games like Arm.
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Post by sirra on Dec 17, 2014 22:49:14 GMT -5
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Jeshin
GDB Superstar
Posts: 1,451
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Post by Jeshin on Dec 17, 2014 22:59:45 GMT -5
Evennia is probably the best codebase for a custom MUD with solid mechanics that doesn't have legacy issues that DIKU/RPI++/Whatever has. I know because when I spent 3 working on and reviewing the possibility of opening my own MUD evennia was the codebase I choose for just that reason. It also has a good license allowing for control of the IP and the ability to charge money, accept money, sell merchandise, or whatever. I look forward to checking it out.
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drov
staff puppet account
Posts: 21
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Post by drov on Dec 18, 2014 1:33:41 GMT -5
I don't like the name. What does it even mean? I'm not stuck on the name, either. I'll probably re-evaluate before release. But "Arise" means...get up, or rise up...and "Wreak" is like from "Wreak havoc", a definition of wreak would be like make/create/etc...so basically it's an allusion to the storyline at the start of gameplay, rising up after destruction to take your world back, etc. But like I said, I've had my doubts about the name as well, so I may re-evaluate later. But I'm not going to stress over the name right now.
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drov
staff puppet account
Posts: 21
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Post by drov on Dec 18, 2014 1:35:58 GMT -5
Except that does make the name quite a bit cooler, ha. That's a neat find.
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drov
staff puppet account
Posts: 21
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Post by drov on Dec 18, 2014 1:51:27 GMT -5
IRC log from tonight that you guys might be interested in, about melee combat:
I just left me in there, and removed the person I was talking to.
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malkeninthemiddle
Displaced Tuluki
Black woman lawyer on a television morning show
Posts: 279
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Post by malkeninthemiddle on Dec 18, 2014 11:30:07 GMT -5
'Arise & Wreak' is also my penis' motto, so I'll be interested to try it out in the future.
Keep us updated.
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Post by topkekm8s on Dec 21, 2014 12:13:35 GMT -5
arise and wreck imo
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Deleted
Deleted Member
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Post by Deleted on Dec 21, 2014 15:17:40 GMT -5
The name is kind of cringeworthy. It sounds like a really bad flash game.
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drov
staff puppet account
Posts: 21
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Post by drov on Dec 22, 2014 14:17:19 GMT -5
Feel free to give suggestions. I find the name rather inconsequential and have no focus on it right now. I will re-visit it before release.
As far as an update, Weapons and Armor and coded in and combat rolls are possible now, taking various factors into account. No ranged weapons and no magic, yet. However, the Combat system is very close to being tested. The holidays are very busy for me, however.
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