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#41 |
Senior Member
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Well, we are in the process of changing our website entirely, so we haven't been as focused on the "old" site, which is probably why you wouldn't see it. If you logged onto the website's webserver, you could see the MOTD Board's notes on the system.
But sure, I can explain it in more detail. I'll try to use examples. Typically, on most MUDs(DIKU, especially), the interface looks like some variation on this; > cast fireball zombie Donathin's FIREBALL immolates a Zombie![1852] Clandestine used a similar interface previously, though our spells themselves were still cool - however, the gameplay for casters was direct, consistant, and unchallenging. Now, with the new system, you would see something like this; KaVir's encircling attack does UNSPEAKABLE things to Donathin![11%] Donathin begins to chant the Toxin spell. KaVir suddenly multiplies his form, surrounding Donathin with images! Donathin finishes chanting the Toxin spell. Donathin's toxin does ETCETC things to KaVir![2%] Donathin's toxin does ETCETC things to KaVir![3%] Donathin's toxin does ETCETC things to KaVir![4%] Donathin's toxin does ETCETC things to KaVir![2%] KaVir's encircling attack does UNSPEAKABLE things to Donathin![9%] ------ Now, though at surface this seems like a purely superficial change - it is not, especially when combined with feedback and the new ranged attack system. See below, a first person caster viewpoint. Here, I show one usage of ranged attacking, as well as chanting's ability to allow you to continue to respond to things going on in combat even while preparing to cast(there is no post-casting lag for most spells, with only necessary exceptions). This allows me below to que up a series of attack spells and flee before he can "encircle attack(attack from the example above), which requires him to surround me with images first. Take a look; >cast torment KaVir You begin to chant the torment spell. KaVir suddenly multiplies his form, surrounding you with images! KaVir suddenly screams as the spirits of the dead torment his soul. >cast toxin KaVir cast toxin KaVir cast toxin KaVir cast toxin KaVir flee flee You prepare toxin as a follow-up spell. You prepare toxin as a follow-up spell. You prepare toxin as a follow-up spell. You prepare toxin as a follow-up spell. You cannot escape!! You have fled from combat! A Bloodied Altar Exits: South You launch a powerful ranged attack! Your ranged toxin does ETCETC things to KaVir![2%] Your ranged toxin does ETCETC things to KaVir![3%] Your ranged toxin does ETCETC things to KaVir![4%] Your ranged toxin does ETCETC things to KaVir![2%] KaVir flies in from the south. >south You run south. Before the Altar Exits: North, South KaVir flies in from the north. >south You run south. Inside the Church Exits: North You launch a powerful ranged attack! Your ranged toxin does ETCETC things to KaVir![3%] Your ranged toxin does ETCETC things to KaVir![3%] Your ranged toxin does ETCETC things to KaVir![3%] Your ranged toxin does ETCETC things to KaVir![4%] ----- In the above example, you can see how you are able to, while in combat, queue up a series of spells. Attack spells that are que'd can be used as ranged attacks in the new system. The counter for this is the feedback spell, which is demonstrated below, from KaVir's point of view; >encircle donathin You suddenly multiply your form, surrounding Donathin with images! Donathin begins to chant the toxin spell. >encircle attack Donathin tries to flee! Donathin tries to flee! Donathin has fled! Donathin runs to the north. Attack who? Your target has left. Donathin blasts you with a ranged attack! Donathin's ranged toxin does ETCETC things to you![3%] Donathin's ranged toxin does ETCETC things to you![3%] Donathin's ranged toxin does ETCETC things to you![3%] Donathin's ranged toxin does ETCETC things to you![4%] >cast feedback You begin to chant the feedback spell. >quaff 'super heal' You quaff a 'super healing potion'.[-8%] You finish chanting the feedback spell. You summon a surge of energy at the void, and channel Donathin's mana aggressively back at him![21%] ---- Now, because of this system of checks and balances, we have also added the "cast stop" command, which works like this; >cast toxin kavir cast toxin kavir cast toxin kavir cast toxin kavir cast toxin kavir You begin to chant the toxin spell. You prepare toxin as a follow-up spell. You prepare toxin as a follow-up spell. You prepare toxin as a follow-up spell. You prepare toxin as a follow-up spell. KaVir begins to chant the feedback spell. >cast stop You stop chanting toxin. You stop chanting toxin. You stop chanting toxin. You stop chanting toxin. You stop chanting toxin. >wnah You scream "WNAHHHH!!!!" and pummel KaVir![4%] Kavir finishes casting the feedback spell! KaVir is unable to summon energy from the void! --- To note is that certain spells have remained instant-cast to avoid abuse, and that my hand-typing faked logs of the system is probably not the best way for you to understand the system(you'd have to play for that, probably), but I hope that gives you a more specific idea of how ranged attacks, chanting, feedback, and cast stop work. To be noted is that feedback/ranged attacks only are relevant to attacking spells, and not healing/lock-down/illusion/boons/curses or any other kinds of spells. |
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#42 |
Legend
Join Date: Apr 2002
Name: Richard
Home MUD: God Wars II
Posts: 2,052
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Okay, so if I've understood correctly, it basically works like this:
1) Instead of the spell going off instantly followed by a WAIT_STATE pause, there is a pause first and then afterwards the spell takes effect. 2) If you try to cast a spell while already chanting, it is added to your queue. I assume different spells take a different amount of time to perform? What happens if a spell is popped off your queue and the target has gone - it just fizzles? Can you choose to push a spell to the front of your queue, or does it always go on the end? Any thoughts about applying the same approach to regular combat, or even non-combat activities? For example I noticed you quaffed a potion while chanting - that might be a good candidate for using the queued system. |
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#43 |
Legend
Join Date: Sep 2002
Location: Mill Valley, California
Posts: 2,305
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I know precasting/windups/whatever you want to call it has been pretty popular in games that used it heavily, among certain kinds of players, at least. I understand that a lot of Ultima Online players bitched up a storm when precasting (as they called it) was removed, for instance. Pre-casting was just the generic name for it regardless of the fictional form the actual ability takes (magic, non-magic, etc).
--matt |
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#44 |
Senior Member
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#45 |
Senior Member
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#46 |
Senior Member
Join Date: Oct 2002
Name: Chris
Location: Wolverhampton, UK
Posts: 358
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Just out of curiosity, would it not make sense to bundle these and any other changes to the interface that are helpful to blind players using screenreaders into one simple command and make sure the beginning of the game mentions this? You might not have a problem with some, like the previous poster, getting frustrated without realising you can turn off the things that are causing problems.
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#47 |
Senior Member
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It would be a convenient addition, yes - but not really necessary. Anyone wanting to alter elements of the MUD to make it more friendly to their screen-reader need only to ask in-game for assistance, and they'd be on their way.
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