i'm trying to work a mystery into an island.
wont say what island it is, wont give any details as to where it is.
main problem is though, i got no clue how to set up this quest.
so, post some ideas that you can think of.
can make a full detailed description of it if you want. but the quest desired will include several: plane wrecks, boat wrecks, abandond and decrepid buildings, and crashed vehicles
discuss island quests/styles
discuss island quests/styles
Last edited by zaroba on Wed Nov 03, 2004 6:48 pm, edited 2 times in total.
do you want quest ideas or just tips on how to implement your existing ideas?
Personally, I think you'd need to come up with someway for text to pop up and generate your own menus - with the right models and skinning (guesswork here, not a world owner) you could make a building look like a person and then edit its menus to produce speech...
As for channelling the player, you could just use impassable sections/walls/hornball to bar them to the path of the quest, but I think you'd do better if you gave the player limited bubbles.
This is gonna get complicated so just let me clear something up before I go on. The server is a World. When I say "in the world" I'll mean on the server. An island will refer to an island on the world. A chunk of land surrounded by water, not another server.
You could make it so the user starts on an island and has to get through a maze (decrepid buildings could be used to turn the maze into an abandoned industrial complex) until they find a dock, filled with runied boats. But one works! Into the boat and follow the map to the next island. Attempting to go to any other island will make the player "run into rocks" and explode, putting them back at the dock.
On the next island, more ruined buildings and boats. But... a piece of a plane wing makes the player try to follow the plane wreckage to an old airfield. Cue 'sploded planes and such. Again, one is still working in the hangar and the direction to the next island is there too. Hop into the plane and off to the next island. If the player goes anywhere else they "run out of fuel" and plummet into the sea.
What happens on the last island is the mystery.
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It's an idea. I made it linear because otherwise someone will break and just head straight to the mystery island and ruin the quest.
Personally, I think you'd need to come up with someway for text to pop up and generate your own menus - with the right models and skinning (guesswork here, not a world owner) you could make a building look like a person and then edit its menus to produce speech...
As for channelling the player, you could just use impassable sections/walls/hornball to bar them to the path of the quest, but I think you'd do better if you gave the player limited bubbles.
This is gonna get complicated so just let me clear something up before I go on. The server is a World. When I say "in the world" I'll mean on the server. An island will refer to an island on the world. A chunk of land surrounded by water, not another server.
You could make it so the user starts on an island and has to get through a maze (decrepid buildings could be used to turn the maze into an abandoned industrial complex) until they find a dock, filled with runied boats. But one works! Into the boat and follow the map to the next island. Attempting to go to any other island will make the player "run into rocks" and explode, putting them back at the dock.
On the next island, more ruined buildings and boats. But... a piece of a plane wing makes the player try to follow the plane wreckage to an old airfield. Cue 'sploded planes and such. Again, one is still working in the hangar and the direction to the next island is there too. Hop into the plane and off to the next island. If the player goes anywhere else they "run out of fuel" and plummet into the sea.
What happens on the last island is the mystery.
-------------------------------------
It's an idea. I made it linear because otherwise someone will break and just head straight to the mystery island and ruin the quest.
Why not just make it half-web based and spare yourself half the effort?
If you have the visual representations and "clues" on the world you could have a weekly storyline following the progress of the story/mystery/puzzle as the players unravel clues.
This way, it could even be turned into a more dynamic type of contest and maybe into some kind of perpetual storyline involving more and more pieces coming together and other elements popping up. Weave this into the normal economy/dueling/whatever playing of the game and you have a very interesting new twist.
An example of how this could be done: send players off on a search for some mysteriously disppeared explorer, last seen at point X. Throw in a bunch of clues and some tantalizing rewards. People are bound to start a town at point X, thriving on the adventurers poking about. Then extend the storyline, include mysterious invaders, tempt players to join the "dark side", and it writes itself from there (a dark side would naturally spawn a point Y town).
Other alternative story suggestions: a town mysteriously emptying by, as it turns out, zombies (a la resident evil), a virulent disease wipes out an outpost, a valuable resource is dicovered.
~Newtown
If you have the visual representations and "clues" on the world you could have a weekly storyline following the progress of the story/mystery/puzzle as the players unravel clues.
This way, it could even be turned into a more dynamic type of contest and maybe into some kind of perpetual storyline involving more and more pieces coming together and other elements popping up. Weave this into the normal economy/dueling/whatever playing of the game and you have a very interesting new twist.
An example of how this could be done: send players off on a search for some mysteriously disppeared explorer, last seen at point X. Throw in a bunch of clues and some tantalizing rewards. People are bound to start a town at point X, thriving on the adventurers poking about. Then extend the storyline, include mysterious invaders, tempt players to join the "dark side", and it writes itself from there (a dark side would naturally spawn a point Y town).
Other alternative story suggestions: a town mysteriously emptying by, as it turns out, zombies (a la resident evil), a virulent disease wipes out an outpost, a valuable resource is dicovered.
~Newtown
hmm...think i thought up of a good way to do this. wont be any forced story lines at all. it will progress via building item tradeing, n't goto the end if you haven't gotten the neded stuff from the lower buildings. and as for the ending product, it will be something that gives the player an advantage on the island(s) that this will be used on.
on a side note, newtown, that is a pretty good way of doing one.
on a side note, newtown, that is a pretty good way of doing one.
Aye, nice first post.
It's likely that if I ever get my grubby little hands on an isle, it will have something where players can research goods by dropping a specified item into a government building.
For example there may be car, plane, boat and building blueprints. people can then trade these blueprints in for the next car/boat/plane/building available, with ever increasing amounts needed - therefore it makes sense for people to band together as a family and create research buildings, and then pump money into new industries as they discover them. Some kind of team-based system that would require a building to be 'researched' before it can be built in a town would be awesome..
It's likely that if I ever get my grubby little hands on an isle, it will have something where players can research goods by dropping a specified item into a government building.
For example there may be car, plane, boat and building blueprints. people can then trade these blueprints in for the next car/boat/plane/building available, with ever increasing amounts needed - therefore it makes sense for people to band together as a family and create research buildings, and then pump money into new industries as they discover them. Some kind of team-based system that would require a building to be 'researched' before it can be built in a town would be awesome..
would be an interesting thing to do.
but thiers nothing like that programmed yet.
unless you take the long route and have stone mine require stone, steel mill require steel, etc and not have any of that stuff available. then have a research building that makes a stone mine blue print from say....500s and 500 days, then a architecture planning building that turns that blueprint of the stone mine into enough stone to build the stone mine
*me changes the topic title
but thiers nothing like that programmed yet.
unless you take the long route and have stone mine require stone, steel mill require steel, etc and not have any of that stuff available. then have a research building that makes a stone mine blue print from say....500s and 500 days, then a architecture planning building that turns that blueprint of the stone mine into enough stone to build the stone mine
*me changes the topic title
...or, make a building and as stuff is researched (like you say) add blueprints for them onto the list, and make it cost say 1000s to build say, a Restaurant blueprint, and then to build it make it requite 100 Wood, 200 Stone, 250 Steel and 1 Restaurant Blueprint.
I like these ideas... *checks bank balance* maybe not :\
I like these ideas... *checks bank balance* maybe not :\