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Proposal originally dreamed up and recorded by Elffy.
World D

Objectives
----------

GRID/MAPPING
MOVEMENT
DOMAIN/REALM/KINGDOM/FEATURES
TERRAIN
FLORA/POPULATION
FAUNA/POPULATION
CITIZEN/POPULATION

World Goals
-----------

Mapping Basics

***   N     (x+1,y+0)
*O*   S     (x-1,y+0)
***   E     (x+0,y+1)
      W     (x+0,y-1)
      NE    (x+1,y-1)
      NW    (x+1,y+1)
      SE    (x-1,y+1)
      SW    (x-1,y-1)
      U
      D
      Enter


Short Example
On a narrow dirt road, in the territory of Athul, in the realm of the Tulwyn.

Breakdown
(A)(On a) (B)(narrow dirt road), (C)(in the Territory of Athul), (D)(in the realm of the Tulwyn.)

(A) Range Prefix = from the edge of this terrain or domain how far are we, ( on the edge of, in the middle of, on the outskirts of, deep within ... etc)
(B) type = terrain type ( desert, mountains, plains, playa, etc )
(C) kingdom = groups of rooms make up Kingdoms, boundaries of kingdoms are set by Wizards.
(D) realm = groups of rooms and possibly Kingdoms, boundaries of realms are set by Players.


Long Example
A narrow dirt road meanders roughly to the east and west.  A large mound of dirt sits off the edge of the road that towers above the surrounding trees. Bordering the road to the north is a dense forest, edging the road to the south is a swath of light forest, to the east and west the road continues.  In the distance to the north a large mound of dirt can be seen towering above the surrounding trees.

Breakdown
(A)(A narrow dirt road meanders roughly to the east and west.) (B)(A large mound of dirt sits off the edge of the road that towers above the surrounding trees.) (C)(Bordering the road to the north is a dense forest, edging the road to the south is a swath of light forest, to the east and west the road continues.) (D)(In the distance to the north a large mound of dirt can be seen towering above the surrounding trees.)

(A) local desc = is a random/static long that is assigned in the terrain.o for that terrain type.
(B) local features = are items that are located within this piece of terrain (hills, mountains, lakes, buildings, etc) that appear in the long description.  Local features may also appear in the objects list.
(C) directional descriptions = are descriptions of borderings rooms as viewed from a certain direction, as defined within the terrain.o for that terrain type.  A room may have several directional descriptions depending on the number of exits.
(D) remote feature = describe features in bordering rooms that are tall enough to be viewed from this room.  A room may have more than 1 remote feature present.


Definitions
terrain range prefix =




(short construction) range prefix, type, kingdom, realm
(long construction) local desc, local features, terrain range prefix, DIRECTIONAL, dir desc, remote features, LOS/Range prefix, DIRECTIONAL, dir description


Flow
----
ROOM CONSTRUCTION FLOW

check for existance of roomfile
   if is_file then move to room.
   if not_file then gen room

check map
check map skill
check literacy skill
check ranges
check LOS
check weather
create short (range prefix, type, kingdom, realm)
create long  (local desc, local features, (terrain desc) range prefix, dirs, dir desc, (remote features) range prefix, dirs, dir desc
build features
build explore items
build inspect items

LOOK/FACE FLOW
check domain/terrain
check i/o
   if face
      change desc
   if look
      give blurb

-- PumaN - 18 Jan 2003

Topic ElffyGridProp . { Edit | Attach | Ref-By | Printable | Diffs | r1.2 | > | r1.1 | More }
Revision r1.2 - 17 Jan 2003 - 23:53 GMT - PumaN
Parents: WebHome > GridWorlds
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