mirror of
https://github.com/evennia/evennia.git
synced 2026-03-16 21:06:30 +01:00
Add stack support for object.search
This commit is contained in:
parent
7015b4992d
commit
42612c92a7
4 changed files with 57 additions and 13 deletions
|
|
@ -91,7 +91,7 @@ bulletin boards.
|
|||
#### How will the world be built?
|
||||
|
||||
There are two main ways to handle this:
|
||||
- Traditionally, from in-game with build-commands: This pretty means builders creating content in their game
|
||||
- Traditionally, from in-game with build-commands: This means builders creating content in their game
|
||||
client. This has the advantage of not requiring Python skills nor server access. This can often be a quite
|
||||
intuitive way to build since you are sort-of walking around in your creation as you build it. However, the
|
||||
developer (you) must make sure to provide build-commands that are flexible enough for builders to be able to
|
||||
|
|
@ -119,13 +119,13 @@ code (such as what you can do with the `py` command). You can
|
|||
it's suggested that this is accomplished by adding more powerful build-commands for them to use.
|
||||
|
||||
For our tutorial-game, we will only allow privileged builders to modify the world. The exception is crafting,
|
||||
where we will allow players to to use in-game commands to create specific, prescribed objects from recipes.
|
||||
which we will limit to repairing broken items by combining them with other repair-related items.
|
||||
|
||||
### Systems
|
||||
|
||||
#### Do you base your game off an existing RPG system or make up your own?
|
||||
|
||||
We will make use of [Open Adventure](http://www.geekguild.com/openadventure/), an 'old school' RRG-system
|
||||
We will make use of [Open Adventure](http://www.geekguild.com/openadventure/), a simple 'old school' RPG-system
|
||||
that is available for free under the Creative Commons license. We'll only use a subset of the rules from
|
||||
the blue "basic" book. For the sake of keeping down the length of this tutorial we will limit what features
|
||||
we will include:
|
||||
|
|
@ -140,12 +140,11 @@ we will include:
|
|||
#### What are the game mechanics? How do you decide if an action succeeds or fails?
|
||||
|
||||
Open Adventure's conflict resolution is based on adding a trait (such as Strength) with a random number in
|
||||
order beat a target. We will emulate this in code.
|
||||
order to beat a target. We will emulate this in code.
|
||||
|
||||
There are no pre-set "skills", all resolution is based on using suitable traits in different combinations.
|
||||
The computer can't do this decision on-the-fly like a GM could, so we need to encode what is needed
|
||||
to achieve a certain effect - this will be a set of 'skills'. We will only make the minimum amount of skills
|
||||
needed to accomplish the actions we want to support. This will mean custom Commands.
|
||||
Having a "skill" means getting a bonus to that roll for a more narrow action.
|
||||
Since the computer will need to know exactly what those skills are, we will add them more explicitly than
|
||||
in the rules, but we will only add the minimum to show off the functionality we need.
|
||||
|
||||
#### Does the flow of time matter in your game - does night and day change? What about seasons?
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue