Kanhef said:
I suggest having maps of the local area around towns as well. It doesn't need to have a fixed radius, as larger towns would know about more of their surroundings (e.g., VC has regular patrols, while the residents of Modoc rarely travel farther than the nearby farms). A town might know about a large area of plains/desert, but nothing of what's on the other side of a nearby mountain range.
Great idea. I could put wandering merchants outside of town, as well as have small creatures for the player to kill and level on, sorta like small random encounters.
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Concerning the Pipboy and Worldmap travel:
The player can't just wander into the desert without having a Pipboy 2000. I am making a newbie zone, a vault, where he can't leave until completing a simple quest that teaches the player the basics of the mud and rewards the player with the pipboy. If the player wants to go to another town without random encounters, they can take a Caravan(not necessarily as a guard, there must be some caravans that people use to go from one town to the next.)
And there's always broken down railroads, which are mentioned/used quite a bit in the Van Buren design docs.
The worldmap will look like this, only bigger:
Code:
[ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ]
[ ][M B][ ][ ][ ][ ][v13][***][***][***][ShS][***][***][v15][ ]
[ ][***][***][ ][ ][ ][***][ ][ ][ ][***][ ][ ][ ][ ]
[ ][ ][***][ ][ ][ ][***][ ][ ][ ][***][***][Kah][ ][ ]
[ ][ ][***][ ][ ][ ][***][ ][ ][ ][ ][ ][ ][ ][ ]
[ ][ ][ ][***][ ][ ][***][ ][ ][ ][ ][ ][ ][ ][ ]
[ ][ ][ ][***][ ][ ][Jnk][***][***][***][Nec][ ][ ][ ][ ]
[ ][ ][ ][***][ ][ ][***][ ][ ][ ][ ][ ][ ][ ][ ]
[ ][ ][ ][BoS][ ][ ][***][ ][ ][ ][ ][ ][ ][ ][ ]
[ ][ ][ ][***][***][Hub][***][***][ ][ ][ ][ ][ ][ ][ ]
[ ][ ][ ][ ][ ][***][ ][***][***][***][ ][ ][ ][ ][ ]
[ ][ ][ ][ ][ ][***][ ][ ][ ][***][***][***][ ][ ][ ]
[ ][ ][ ][ ][ ][***][***][ ][ ][ ][ ][***][***][ ][ ]
[ ][ ][ ][ ][ ][ ][LA ][***][***][ ][ ][ ][***][***][ ]
[ ][ ][ ][ ][ ][ ][ ][ ][Cat][ ][ ][ ][ ][***][Glw]
Where the letters are the names of the towns that you have visited, the "***" are places visited where there is nothing but wasteland, and the blank are unvisited places. To move around, the player types North, South, East, and West. To make worldmap movement more realistic, a delay, with a progress bar, will be coded in, as well as a 50/50 chance of a random encounter, with a (10+luck)% chance of a special random encounter.
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I'm very pleased to share with you the first official screenshots of this epic project.
The writing was done by fa2241(aka Metzger) who is doing some of the writing on the mud along with UnidentifiedFlyingTard
After building is done on at least 5 towns, scripting for at least 10 quests, and the conversation and turn based combat systems are complete, the Mud will be launched for all to enjoy. I'm not sure how long it will take me to code the conversation and combat systems, but it shouldn't take more than two, maybe three weeks.
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Progress is going slowly, but surely. No problems whatsoever, and hopefully I can get it up for testers.
Speaking of which, if you want to be a tester, send me a PM. I can use all the help I can get.
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Did some work on the score sheet. Has a lot more work to do, but I like it so far