I came all the way to the dummy room, the chicken room was the only thing I thought was quite fun, the rest 'felt' like I was wasting my time.
true but all previous rooms, touch the idea of all the complicated features I have in my server.
If you don't do them in tutorial, then you would do them in the game itself. But there are no hints and so much other things what might you get off the track.
Easier if you know how to talk with the NPC or how to climb in game, instead of finding it out like days later from other players.
Also it gives players some kind of idea how in depth the game is.
Only few people seem to care what is inside a skeleton off the road or in the boxes. Because they assume the server is not that detailed.
And even less people look items what give off no visual hint that it should be looked or opened. They even walk by statues or objects what are out of place.
They think its just background noise.
But with the tutorial, I try to explain that anything my server can be something.
I actually try to be obvious or logical, but even still. I need to give out hints.
With the upcoming map updates I'm going to be even more detailed about some of the objects.
For example: when you look dead skeleton. instead of getting message "you see dead skeleton", you will get message "Looks like these bodies have been abandoned"
AND if you know the reason why there are dead skeleton everywhere. The same body will give different look information for you "These bodies must have been left behind in rush because they were insured."
This same message could update even more if you find even more information about anything.
In the end you might even know the body names what could be the hint for some quest or whatever.
But usually it serves as decoration for a map and illustrates my game story.
Anyway no need to go look for these things in my server atm. Only obvious things currently have these messages.
However at patch 0.1.7 I will increase the quality of story and make lot of these changes.
Btw. Today I planned to finish new spell for each class, but I got home rather late.
I finished 2 spells today and created addEvent system.
Addevent system is something like this:
every time I use addEvent and I want to manipulate it, I can register it trough the addEvent system.
Then while addEvent has not yet been executed. I can change its paramaters and duration. Also much easier to stop the appropriate events.
The 2 spells I did was simple ones:
Hunter spell - taunt
Code:
["taunt"] = {
minL = 4,
spellType = "physical",
word = "!taunt",
effect = "Your next physical weapon damage makes target to focus you.",
effect2 = "If monster, it can not chance target for some time.",
manaCost = 5,
cooldown = "15 seconds",
vocation = "hunter",
formulaMin = "taunt duration: (3 + sLs*2 - L*0.5)",
},
Knight spell - onyxdef
Code:
["onyxdef"] = {
minL = 4,
spellType = "death",
word = "!onyxdef",
effect = "gives death resistance against first death hit for 5sec.",
effect2 = "heals 2 times the amount resisted if death damage taken",
manaCost = 5,
cooldown = "5 seconds",
formulaMin = "resistance: (50 + mL*3 + sLs - L - sLw*2)",
formula2Min = "heal cap: (30 + mL*4 + sLs*8 - L - sLw*5)",
vocation = "knight",
},
the druid spell will be innervate.
which will have a passive: food gives +1 HP per sec
and active: for next 30sec regenerate back 50% of maximum mana. Passive is removed for next 10minutes
the mage spell will be ????.
sorry, my brain could not handle thinking yet another basic yet an unique spell for mages xD
But certainly I will think something.