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Lujke Immortal
Joined: 18 Nov 2006 Posts: 642
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Posted: Sat Sep 23, 2017 8:49 pm Post subject: Lost City of the Tecqumin |
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The lost city of the Tecqumin is ready to be found!
Characters of appropriate levels may start encountering hints about where to find it.
Theme: A lost city in a thick jungle. What could go wrong?
Advised level: 41+
*Parties recommended.
This area is mostly designed as a questing area for players at or near end-game. While there are certainly fights to be had and exploration to be
done, the main emphasis is story-based questing. It has a number of bits of new and custom code, which mean that some things won't work the way you
might be used to. (Since much of this code is new & experimental, it also means that it might well go wrong. Apologies in advance!)
NPCs
Many of the quest based NPCs have a lot of information that they can give in conversation, and talking to the various NPCs is necessary to follow the
main quest lines. Some of this information may only be available after you have completed other bits of the quest, so it is often worth returning to
NPCs you have talked to before, to see if you can discover anything new from them.
Some of the NPCs will stay dead for a while if you kill them, which may prevent you from finishing the quests. Killing the NPCs may be necessary to
follow certain quest lines, but killing them at whim is not advised. (It is possible for the NPCs to be dead to certain PCs but not to others. If you
are in a group with someone who has killed an NPC that you haven't killed, it should be possible to identify who has caused the problem, in case you
want to eject that PC from your group and continue with your quest.
Certain mobs and NPCs are good at finding their way round on their own, which means that not all monster movement is random or purposeless.
Maps and mazes
Some areas have maps that change from time to time. So, while mapping may be necessary to find your way round, your map might not be entirely useful
the next time you visit. It should be reasonably obvious from room descriptions which areas this applies to.
Because the map may change while you are logged out, it is also possible to log in to a room that is no longer included in the map - in which case you will be ejected to a suitable room outside of the changed area.
Problem solving
In all traps and puzzles, I've tried to make all syntax as intuitive as possible, and to include hints and multiple options for using it. I've also
tried to include multiple possible ways of doing things, where possible.
If you find somewhere that syntax is tricky, please let me know so I can try to do something about it.
If you think of an original or ingenious way that you would like to solve a puzzle or challenge, which is not coded for, please feel free to suggest it
- I'll consider trying to add it in as an option.
Visual elements
I've played around with ASCII based visual elements in some areas. These work best if you have a terminal that can display ANSI colours, including
background colours, and if your screen width is set to at least 75 (using SETENV). Where possible, I've tried to include text-only options for those
who can't use the visual features. If anyone is unable to solve a bit of the quest as a result of problems with using the visual features (e.g. if
they are on a phone client, or using a text reader), it is permissible to seek assistance from another player who can use them. I can only apologise
to anyone who can't enjoy all of the area's challenges because of this.
Context sensitive help
Some items have specific uses that only apply in certain places or contexts. Where appropriate, they may have extra hints in their
descriptions when they are in the right place or context to be used.
Fighting
Building and balancing mobs isn't my forte. Chances are mobs will need to be balanced for difficulty based on player feedback. Some battles allow for
non-traditional methods to be used to shift things in your favour. Some may be more or less unwinnable without doing so.
Depending on the route you take, it may also be possible to complete at least some of the quests with little or no fighting.
Rewards
I've tried to include a reasonable range of suitable and original reward items, and will probably add new items as options as time goes on. If
there's something you'd love to see in the quest rewards, I'll be open to considering special requests.
Have fun!
Lujke _________________ Bears don't dig on dancing
(They just don't dig it)
http://www.youtube.com/watch?v=78XrI_2bPVA&feature=related
http://www.youtube.com/watch?v=NvnYIxv_364&feature=related
http://www.youtube.com/watch?v=RFO6ZhUW38w |
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Aurgloroasa
Joined: 15 Jan 2017 Posts: 56
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Posted: Sun Sep 24, 2017 5:06 am Post subject: |
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Also parrots. _________________
Lujke wrote: | Aaaand I've broken it. |
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Lujke Immortal
Joined: 18 Nov 2006 Posts: 642
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Posted: Sun Sep 24, 2017 8:39 am Post subject: |
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And, indeed, parrots.
This has been a very longterm project, so I'm delighted to finally have it in game.
Thanks are due to a number of people for helping me with stubborn bits of code:
Saide, Nienne, Ares, Octothorpe, Styx and Garrett all come to mind, though doubtless many others have contributed along the way (if only by me stealing their code).
Special thanks are also due to my sweatshop writer Jysibyll for some wonderful bits of writing that I hope may be discovered one day.
All errors and omissions are, of course, my own. _________________ Bears don't dig on dancing
(They just don't dig it)
http://www.youtube.com/watch?v=78XrI_2bPVA&feature=related
http://www.youtube.com/watch?v=NvnYIxv_364&feature=related
http://www.youtube.com/watch?v=RFO6ZhUW38w |
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Uriel
Joined: 09 Dec 2013 Posts: 145 Location: Chicago
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Posted: Sun Sep 24, 2017 11:06 pm Post subject: |
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Woo woo! Way to go Lujke! |
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ViolaRose
Joined: 20 Apr 2015 Posts: 113
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Posted: Mon Sep 25, 2017 9:13 pm Post subject: |
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Lujke wrote: |
Special thanks are also due to my sweatshop writer Jysibyll for some wonderful bits of writing that I hope may be discovered one day. |
I hope so too..... so get to discovering, people!
For real though, judging by the teensy peek I was allowed in order to do the writing, you won't be disappointed. Lots of cool stuff going on.
Way to go, Lujke! |
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Nienne Immortal
Joined: 17 Nov 2006 Posts: 2764 Location: Aussieland
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Posted: Thu Sep 28, 2017 1:11 pm Post subject: |
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Woo it's done! Exciting |
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Lujke Immortal
Joined: 18 Nov 2006 Posts: 642
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Lujke Immortal
Joined: 18 Nov 2006 Posts: 642
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Lujke Immortal
Joined: 18 Nov 2006 Posts: 642
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Lujke Immortal
Joined: 18 Nov 2006 Posts: 642
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Lujke Immortal
Joined: 18 Nov 2006 Posts: 642
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undelhorn
Joined: 20 Jun 2014 Posts: 71
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Posted: Sat Feb 03, 2018 3:03 pm Post subject: |
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Wait ASCII works in your compiler? I wrote a book in ASCII and it printed the unknown character icon when I read it even though my client supports ASCII and did the same for another, but with different characters.
Cool beans Lujke, I'll have to get that book back from Sadhara or Telsivar one of them has it I think. _________________ "GNOMES MAKE THE BEST GARDENERS!!!!!" - A random Garden Gnome to a group of snobby Elves. |
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Lujke Immortal
Joined: 18 Nov 2006 Posts: 642
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Lujke Immortal
Joined: 18 Nov 2006 Posts: 642
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Lujke Immortal
Joined: 18 Nov 2006 Posts: 642
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