User:Kribbel: Difference between revisions
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imported>Kribbel Find Santa's reindeer |
imported>Kribbel add flow charts |
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* create/draw sprite for NPC or use setOutfit method [DONE with setOutfit, drawn would be better]
* create a house with garden for him to live [DONE]
<gallery>
File:Flips_KISS.png|flow chart (simple)
File:Flips_advanced.png|flow chart (advanced)
</gallery>
==== beggar/pauper ====
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==== The Two Old Guys | Farting NPC====
Two old men sitting on a bench. Names could be Hans and Franz or like in the movie [https://www.imdb.com/title/tt0083109 »The Cabbage Soup«] Claude and Francis. Hans lets regularly one off. Franz comments on that. Franz doesn't want to talk to the
Every few minutes or so he farts. And a few seconds later Franz reacts to it like:
*Franz retches noisily
*Franz holds his breath and waves his hand before his face "Eek!"
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*"Stop eating that dam cabbage soup!"
*"Could someone cram a cork into his ass, please!"
He could also react to the stories. A specific reaction to every story would be reasonable instead of a handful general ones working with all stories and picked randomly.<br />
Claude Conteur is good to go. I still have to figure out Francis' interaction before he could join him.
=== Maps and areas ===
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* Nicklesworth would be the obvious solution. Would also be a level barrier to the players, because they need to go to amazon.
* Player would need to translate a few things correctly to Nicklesworth as part of a quest to be able to speak to merpeople under water. That way it is made sure players understand the concept. Communicating with merpeople has to be impossible when the quest isn't finished, although the language may be used correctly. (check of quest slot)
==== Painting Area ====
“Looks like a young artist did a little painting here.”<br />
Have an area of several tiles of cobblestone/cobbled paving. Tileset of these cobblestones (ground/green_paving.png) needs to be coloured in a couple of basic colours (white, black, red, yellow, blue, orange, green, violet, brown, pink, light blue, light green, plus the already existing greyish one which is used as nothing/uncoloured. This way pixelart can be created in that area as some kind of street art. The idea is that a kid used pavement chalk to colour the cobblestones/cobbled paving, every stone (or it's more every set of stones because they are so small) in one colour. One tile in Tiled would be 4 pixels. The three layers 0_floor, 1_terrain & 2_object can be used but this limits colours to a maximum of three per tile. If the area is properly defined it would be only one layer and four colours possible per tile of course. Players could create their own pieces of art and send them in. The pieces of art should change every few days. The area could be at 0_ados_wall_n south of the DM Arena in the hexagon 97,102 | 97,124 | 126,124 | 126,107 | 111,107 | 111,102 But players would not have to use all the space. This would allow up to 60x46 pixels but excluding 32x10 in the upper right corner. Or 0_ados_city_n 54,126 | 74,126 | 74,103 | 54,103. This would allow up to 42x48 pixels.
Here are two quick monochromatic examples, done by using the other cobblestones from the tileset green_paving.png on layers 1_terrain & 2_object. Collision is used to mark the painting area.
<gallery>
File:Painting_area_1.png
File:Painting_area_2.png
</gallery>
But would anyone – except for maybe me – want to create such paintings?
==== Deniran Museum ====
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Plant creatures and nymphs take revenge for the damage people did south of the river over the decades. The clearing of 0_kalavan_castle_w was the straw that broke the camel's back.
===== Bank robbery =====
A band of robbers has robbed the bank in Semos. They cracked open all chests and ran off with the contents. Only if all robbers are caught and brought to justice the chests' contents can be returned by the bank management to the players.
The chests in the bank need to point to an empty chest or they should better be not possible to open or even vanish so that players can't put items in the now empty chest which might cause problems when the items return. (Dagobert “I'm so sorry, but your vault is currently inaccessible. I'm told the #FCSI is still processing the scene and securing evidence. Please talk to the detective over there for more information. Please excuse me, I'm still pretty jazzed.” “FCSI? Faiumoni Crime Scene Investigation of course! I'm told they are the best of the best of the best.” Although a CSI would make no sense, when there is already a deadly manhunt going on, does it?)
It needs to be made sure that it's not possible to access the chest in a different bank (Vault, Ados, Nalwor, Deniran, Magic Bank)
Lieutenant Coolumbo (he's so cool, from Royal Faiumoni Police Department = RFPD) supervises the search for the robbers. He's in the bank near entrance and bulletin board. Do we have a trench coat? <br />
There is a “wanted” poster (wanted dead or dead) which shows the robbers (and bounty) and they are ticked off one by one when they are caught/killed (like in Kill Dark Elves). It's assumed that the share of stolen goods is immediately returned to the bank when the robber is killed. <br />
There is a bounty on every robber that is given to the player who kills the robber and divided like XP when several heroes damage the robber. <br />
A shout to all heroes when a robber is caught/killed to inform them. “Lieutenant Coolumbo shouts: Lefty was killed by hero1 and hero4. Good work! There are still four robbers on the loose.”<br />
Admin Sign “Semos Bank was robbed. The robbers are still on the loose. They are armed and extremely dangerous. Contact Lieutenant Coolumbo in Semos Bank for more information.”
The robbers could not act like the usual creature. Their goal is to run away, so they'd not engage the heroes but try to get away from them. They'd be as least as fast as the heroes, which is the maximum speed of 1. They'd all use range attack that reaches at least as far as the longest heroes can use (5?). The robbers could be of different level (not under 50 or even 100) but be pretty tough in general i.e. the Def is clearly higher than that of a normal creature of the same level. They should not appear in or near Semos City, because they'd want to get away from there as fast and wide as possible (and it would be to dangerous for new players, instant death). They could be able to move from map to map and should be smart enough not to get cornered to easily.
* How many robbers? Maybe a dozen. A leader, a deputy, maybe some specialists(chestcracker, explosives expert, doorbreaker/door kicker, headsmasher…), some guys who do the dirtywork(thug)
* What are their names? Every robber receives a name and has his own image on the bulletin board, don't have to be unique though, so they can be identified. Name for the band of robbers (maybe after the leader, like "Dillinger Gang")?
*All Risecia wear a red head scarf/napkin. Those sprites could be used wearing e.g. blue ones.
==== Gathering/Fetching ====
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