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        <title>Evre's Obscure Corner of the World</title>
        <link>http://www.byond.com/members/Evre</link>
        <description>Lurking quietly since 2003.</description>
        <lastBuildDate>Mon, 06 Oct 2008 16:40:42 GMT</lastBuildDate>
        <language>en-us</language>
    
                <item>
            <title>Starship Server Combat</title>
            <link>http://www.byond.com/members/?command=view_post&amp;post=37089</link>
            <guid>http://www.byond.com/members/?command=view_post&amp;post=37089</guid>
            <pubDate>Tue, 04 Dec 2007 03:07:28 GMT</pubDate>
            
            <comments>http://www.byond.com/members/Evre?command=view_comments&amp;post=37089#comments</comments>
            
            <description>A few nights ago, Garthor, Nadrew, Fizz, and I got into a discussion about a game concept. Basically you play on a server that emulates a battleship. Other hosted servers are opposing battleships. Via inter-server communication (possibly through a master server to keep things clean and validated), the two ships engage in a big sci-fi naval battle.&lt;br/&gt;
&lt;br/&gt;
References to Space Station 13 were made more than a few times, since gameplay would be similar in some aspects. The idea's been sticking out in my mind for the past few days and, well, I want it to happen. I doubt it will, but I'm still trying to get a group of people interested together to start working on it. This is sort of a really, really rough &quot;design document&quot; that hopefully conveys the general gist of the game.&lt;br/&gt;
&lt;br/&gt;
The interesting thing about having multiple-server communication is that we can eventually have more than one type of server. Right now it would just be battleships (perhaps different battleships, but battleships nonetheless). It's certainly feasible to include planet or space-station server types later on (with gameplay working on a larger level for planets, a'la Sim City).&lt;br/&gt;
&lt;br/&gt;
Anyway, here are some notes I scribbled down on the thing:&lt;br/&gt;
&lt;br/&gt;
-=-=-=-=-=-=-=-=-=-=-=-=-=-&lt;br/&gt;
&lt;br/&gt;
Each hosted server represents a single entity. For the purposes of this document, we'll be discussing the battleship server type, though more may become available as things progress (space stations, planets, etc.) All entity servers connect and validate through a single master server.&lt;br/&gt;
&lt;br/&gt;
&lt;b&gt;Red Shirts&lt;/b&gt; – Obviously battleships are going to require a large crew to run effectively. Chances are, however, that you will not have 30 players to a server. That's where the Red Shirts come in; They're your generic throw-away NPCs that perform menial tasks and take the place of players should none be available. Red Shirts are generated and removed as dictated by player joins and disconnects. Command privileges over Red Shirts will be given to anyone of the same role as the Red Shirt in question. The Captain is given command over all available Red Shirts.&lt;br/&gt;
&lt;br/&gt;
&lt;b&gt;&lt;br/&gt;
Ship Layout&lt;/b&gt;&lt;br/&gt;
	Ships will consist of rooms, corridors, and infrastructure. Rooms won't be defined by /areas, but instead will be recognized by relevant objects within them (or lacking that, a dummy indicator flag obj.). The boundaries of the room can be determined by checking the relevant object's orange() and acting as a sort of “fill” tool (MSPaint, Photoshop, whatever) with an open-space tolerance of 2 or 3 (that is, any boundary with less than 2 or 3 open spaces within it is considered a wall of the room.) This is done to keep with the dynamic nature of the ship design, since rooms can be added, removed, or modified during runtime and the game needs to be able to recognize those changes and act accordingly.&lt;br/&gt;
&lt;br/&gt;
	For simplicity's sake, power and data are supplied via one cable (ships of the future run on super USB!) which is “in” the walls or under the floor and can be exposed with the proper tools. Wires can be spliced, rerouted, and clipped and may be connected to devices as needed. Data packets literally transfer along them (each section of wire receives the packet and forwards it to the next section.) Technicians can use this to their advantage and, for example, provide an emergency power supply to shield generators should the default supply not be enough.&lt;br/&gt;
&lt;br/&gt;
&lt;br/&gt;
Potential Roles:&lt;br/&gt;
&lt;br/&gt;
&lt;b&gt;Captain&lt;/b&gt;&lt;br/&gt;
	The Captain provides direction to the rest of the ship. The overall, long-term goals of the combat are put forth by him. The Captain also has free reign over all Red Shirts available to the ship and decides how many should fill each role. The entire ship and all of its functions are open to him, including those that no other role can access (Scuttle, partial self destruct, and terminal safety overrides, for instance.)&lt;br/&gt;
&lt;br/&gt;
	A Red Shirt may not fill the Captain position. If the role is empty, it becomes available as a player choice. In the meantime, Red Shirts are set to wander/panic until calmed by a player with command privileges over them or a new Captain is assigned.&lt;br/&gt;
&lt;br/&gt;
&lt;b&gt;Sensor Operator&lt;/b&gt;&lt;br/&gt;
	Due to the dramatic distances between the player-ship and the opposing ship, players must rely on sensor data in order to understand the current combat situation. There are no “omni-sensors” in that there are no devices onboard that can simply be fed a target name and reply with exact and accurate health, energy, ammunition, manpower, and location data. Instead, there is a large suite of sensing equipment made available to Sensor Operators, so that they may gather and interpret any recorded data. The Operators then pass on that information to be used by the rest of the ship accordingly.&lt;br/&gt;
&lt;br/&gt;
	&lt;i&gt;Potential Sensor Types:&lt;br/&gt;
		-Electromagnetic&lt;br/&gt;
		-Radiowave&lt;br/&gt;
		-Proximity&lt;br/&gt;
		-Heat&lt;br/&gt;
		-Infrared/Ultraviolet/Visible Spectrum&lt;/i&gt;&lt;br/&gt;
&lt;br/&gt;
	If a Red Shirt fills a Sensor Operator position, the server interprets the data with a random error-rate (from light to severe). Data posted this way will always be less up-to-date than if a player was doing so.&lt;br/&gt;
		&lt;br/&gt;
&lt;br/&gt;
&lt;b&gt;Gunner&lt;/b&gt;&lt;br/&gt;
	Gunners further interpret data provided by Sensor Operators and instruct the gun batteries placed under their direction on where to fire (and when, and how much, etc.) This holds true for both long-range weapons and short-range defensive devices. A player Gunner may attempt to target specific regions of a ship or use their fire to force an opposing ship into a certain course. Enough variance within the weapons settings should make the job more interesting than simply turning up everything to maximum power, setting the target to the enemy's bridge, and spamming a fire verb. Much of a Gunner's effectiveness relies on the accuracy of the target data they're provided.&lt;br/&gt;
&lt;br/&gt;
	Red Shirt Gunners will take a random registered and validated (by a Sensor Operator) target and fire at it as often as the weapons they control can safely fire. Specific targets may be focused on if a player instructs them to do so, but accuracy will always be better if a player Gunner is behind the controls.&lt;br/&gt;
&lt;br/&gt;
&lt;b&gt;Engineer&lt;/b&gt;&lt;br/&gt;
	An Engineer will spend most of their time balancing between retrieving and storing resources, traveling to various work sites, and putting those resources to use. If a portion of the ship becomes damaged, an Engineer can be dispatched to begin repairs and damage-control. They have the ability to affect the ship's topology, though major changes require large amounts of manpower and time (which is likely better spent on smaller, more pressing tasks than renovating.) Terminals can be tweaked or repaired and conduits may be rerouted or disconnected by an Engineer.&lt;br/&gt;
&lt;br/&gt;
	If a Red Shirt fills an Engineer position, they wander the ship until a damage report is registered and announced. The job will be processed much more slowly by an NPC Engineer than its player-equivalent. Changes to be made to the ship (building a wall to seal off a very large hull-breach, for instance; or setting up a secondary command center after having lost the first one to a fire) will not be available if no player Engineers are active.&lt;br/&gt;
&lt;b&gt;&lt;br/&gt;
Fighter Pilot&lt;/b&gt;&lt;br/&gt;
	Should a ship come equipped with a fighter bay, smaller one-man fighter ships will be available. Players can sortie in either the immediate space surrounding their home battleship, or the proximity space of an opposing battleship. Left unchecked, fighters can cripple starships by targeting specific areas of the hull and repeatedly damaging them, potentially disabling critical systems. Pilots may also fly slightly larger freighters in order to deposit troopers intent on boarding and capturing/disabling the enemy starship.&lt;br/&gt;
	&lt;i&gt;Potential Available Ships:&lt;br/&gt;
		Fighter Ship&lt;br/&gt;
		Freighter/Troop Transport&lt;br/&gt;
		Sensor/Utility Craft &lt;br/&gt;
			(Possibly combine this with the Freighter? Worked for BSG.)&lt;/i&gt;&lt;br/&gt;
&lt;br/&gt;
	Red Shirts will scramble fighters if instructed to do so, but will mostly serve as “fodder” while bigger and better things happen around them. Expect sufficiently skilled player Pilots to penetrate the Red Shirt fighter-wall you've established on the perimeter of your battleship. Red Shirts will also attempt to deposit troops on enemy ships when commanded to. More complex missions will only be available through players (Scanning runs, precision operations, and so on.)&lt;br/&gt;
&lt;br/&gt;
&lt;b&gt;Trooper&lt;/b&gt;&lt;br/&gt;
	The only role afforded a weapon in their default kit, Troopers provide both a necessary defense and a powerful offense if used properly. No number of gun batteries or high-energy shields can save a battleship from being captured by a group of Troopers that have successfully boarded it. Troopers needn't be front line grunts, however. They can also serve a more specialized role as covert operations specialists. A lone Trooper slinking through the innards of a Starship may strike with a deadly accuracy that an entire platoon storming the halls can never hope to achieve. Troopers also stand to defend against opposing insurgents, ensuring that the other crew is not threatened from within their very own ship.&lt;br/&gt;
	&lt;br/&gt;
Red Shirts may be assigned to Trooper roles and will happily serve as sentries (a potentially boring task if nothing's going on) until otherwise commanded. Red Shirts may also accompany a player Trooper on a boarding mission, but cannot initiate one on their own.&lt;br/&gt;
&lt;br/&gt;
&lt;i&gt;(Feature Creep: Instead of forcing player Troopers to get on troop transports that may or may not be destroyed in transit (thereby killing the player for attempting to fulfill their role without actually getting to do anything), it may be worthwhile to place them in a 'queue'. When a troop transport successfully boards an enemy starship, the Troopers in the queue are informed and given the option to join the party or remain where they are.)&lt;/i&gt;&lt;br/&gt;
&lt;br/&gt;
&lt;b&gt;Medic&lt;/b&gt;&lt;br/&gt;
	I'm a bit ambiguous as to whether or not I should allow this as a player role. Medics provide in-field and long-term care for wounded crew. This role could be exceedingly dull, however, if no one is actually hurt. If the battleship's shields are holding up and there are no boarding parties onboard, it's unlikely that anyone will need a Medic's services. When the time of need does arise, though, Medics can treat wounds on-the-spot that would otherwise debilitate a crew member. Given the proper equipment (such as that found in most Medical Bays), they can restore a patient to near or perfect health. Perhaps a DNA system like the one found in SS13 would provide some distraction during down-time, though I think perhaps additional drug and bacteria systems might add to the fun.&lt;br/&gt;
&lt;br/&gt;
	Red Shirt Medics should be sufficient for most starship's needs, unless the majority of the crew is wounded, in which case one or two player medics might help remedy the situation faster. Their only limitations are their pathfinding AI.&lt;br/&gt;
&lt;br/&gt;
-=-=-=-=-=-=-=-=-=-=-=-=-=-&lt;br/&gt;
</description>
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            <title>Fizz's Thingy</title>
            <link>http://www.byond.com/members/?command=view_post&amp;post=36011</link>
            <guid>http://www.byond.com/members/?command=view_post&amp;post=36011</guid>
            <pubDate>Mon, 22 Oct 2007 23:00:27 GMT</pubDate>
            
            <comments>http://www.byond.com/members/Evre?command=view_comments&amp;post=36011#comments</comments>
            
            <description>I decided to follow in Maggeh's footsteps and try my hand at illustrating Fizz's alien. He calls it a Plasmeus. I don't think it's spot-on, but it's close enough I suppose.&lt;br/&gt;
&lt;br/&gt;
&lt;img src=&quot;http://img206.imageshack.us/img206/7512/plasmeus2ep1.png&quot;&gt;</description>
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            <title>Ever wanted to be a god?</title>
            <link>http://www.byond.com/members/?command=view_post&amp;post=34850</link>
            <guid>http://www.byond.com/members/?command=view_post&amp;post=34850</guid>
            <pubDate>Sat, 15 Sep 2007 16:48:47 GMT</pubDate>
            
            <comments>http://www.byond.com/members/Evre?command=view_comments&amp;post=34850#comments</comments>
            
            <description>&lt;a href=&quot;http://members.byond.com/RoleplayersGuild/forum?id=109&amp;view=1#109&quot;&gt;http://members.byond.com/RoleplayersGuild/ forum?id=109&amp;view=1#109&lt;/a&gt;</description>
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            <title>Online singleplayer!</title>
            <link>http://www.byond.com/members/?command=view_post&amp;post=34406</link>
            <guid>http://www.byond.com/members/?command=view_post&amp;post=34406</guid>
            <pubDate>Fri, 31 Aug 2007 14:53:17 GMT</pubDate>
            
            <comments>http://www.byond.com/members/Evre?command=view_comments&amp;post=34406#comments</comments>
            
            <description>I just realized that I’m not designing a multiplayer game. Well, not entirely anyway. Look, I know the state of the MUD community. Unless you have something truly incredible (I’m not arrogant enough to assume I can create something akin to Godwars  or any of the pay-to-play codebases), then you should only expect 5 to 10 players at a time, if you do indeed manage to gather a player base at all. From there you can expect to grow to about 20 players or so in the coming months or years. Beyond that, however, there’s little chance of expansion.&lt;br/&gt;
&lt;br/&gt;
Rather than fight that fact, like a lot of people I’ve seen attempt, or just assume I’m making a text-based MMORPG, I’m going to go the opposite route. I’m going to accept it. With that in mind, I’m designing the minute-to-minute mechanics around the idea that the player will be “alone”. That is to say, s/he won’t be interacting with other players in any way save for a global chat channel. To balance that out, I’m making NPC interaction a priority. My world will be “alive”. The majority of it will be faked, and much of it will only occur when there’s someone to witness it occurring, but dammit – I’ll be able to genuinely say that the world evolved of its own volition. Items in shops won’t instantiate, they’ll be delivered by trucks or planes (that a daring player might wish to hijack). The shipment will come from a warehouse, which will have gotten its contents from several factories. That means that at any point in the production and shipment process, a player can affect the world meaningfully.&lt;br/&gt;
&lt;br/&gt;
I’m not limiting it to production/shipment, though. I want everything to happen in-game. If no one’s around to see it happen, of course it’ll just be instantiated instead (I’m not insane, I still comprehend the sanctity of CPU and Memory preservation), but if they are, then it’ll happen.&lt;br/&gt;
&lt;br/&gt;
Some of the things I’d like a player to be able to do in-game;&lt;br/&gt;
&lt;br/&gt;
•	Play a photographer – explore the game world, find interesting events and take pictures of them. Whether it be the unveiling of a new product, the aftermath of a crimescene, a politician’s election party, or a warzone, the player can take the images and sell them to publishing groups for money (and fame, occasionally).&lt;br/&gt;
&lt;br/&gt;
•	Get attached to their ship – Starships will develop their own “personality”. During take-off, flight, landing, or any other actions, there’s a chance the ship will shake or generate a sound. These behaviors will persist until modifications are made to it mechanically. A keen pilot will learn these subtle nuances of his/her ship and use it (along with more precise means) to get an idea of the state their vessel is in. “Hit the thrusters! We’re getting out of here!  …wait! Something doesn’t sound right… The fuel line’s been cut!”&lt;br/&gt;
&lt;br/&gt;
•	Influence the macro – A player skilled in oration, or one with psionic talents, can show up to a meeting of Congress/Triumvirate/whatever and influence the outcome of their decisions (assuming they’re in the position to do so). If you don’t have a position of power yourself, there’s nothing stopping you from swaying a politician before s/he enters the debate room (either through logical/moral means or monetary).&lt;br/&gt;
&lt;br/&gt;
&lt;br/&gt;
I’d say more, but I’m late for work.&lt;br/&gt;
</description>
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            <title>Welcome to the Mysterious Stranger!</title>
            <link>http://www.byond.com/members/?command=view_post&amp;post=32904</link>
            <guid>http://www.byond.com/members/?command=view_post&amp;post=32904</guid>
            <pubDate>Mon, 23 Jul 2007 04:11:48 GMT</pubDate>
            
            <comments>http://www.byond.com/members/Evre?command=view_comments&amp;post=32904#comments</comments>
            
            <description>&lt;a href=&quot;http://www.youtube.com/watch?v=cqi5F5MqqTQ&quot;&gt;http://www.youtube.com/watch?v=cqi5F5MqqTQ&lt;/a&gt;&lt;br/&gt;
&lt;br/&gt;
&lt;br/&gt;
This was a bit chilling, actually. Just thought I'd share. (Bloody thing won't embed, so a link will have to do.)</description>
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            <title>Drunken post go!</title>
            <link>http://www.byond.com/members/?command=view_post&amp;post=28750</link>
            <guid>http://www.byond.com/members/?command=view_post&amp;post=28750</guid>
            <pubDate>Sun, 25 Mar 2007 04:36:55 GMT</pubDate>
            
            <comments>http://www.byond.com/members/Evre?command=view_comments&amp;post=28750#comments</comments>
            
            <description>First time I've had alcohol and it was four shots of tequila. Depending on how stupid this post looks when I'm not feeling the effects of the drink anymore, I'll determine whether or not I ought drink in the future.&lt;br/&gt;
&lt;br/&gt;
Consequently, I should install some sort of device to keep my screen from spinning.&lt;br/&gt;
&lt;br/&gt;
&lt;br/&gt;
edit-&lt;br/&gt;
&lt;br/&gt;
make it 6. drunken rapp is hilarious. must remember this is the alcohols fault. probably.</description>
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            <title>Not dead yet</title>
            <link>http://www.byond.com/members/?command=view_post&amp;post=27903</link>
            <guid>http://www.byond.com/members/?command=view_post&amp;post=27903</guid>
            <pubDate>Wed, 28 Feb 2007 22:59:32 GMT</pubDate>
            
            <comments>http://www.byond.com/members/Evre?command=view_comments&amp;post=27903#comments</comments>
            
            <description>It's been a whopping 3 months and some change since I last made a post. Subtract that change, and it's probably the last time I really logged on to BYOND until a few days ago. Things took a turn for the worse last November, and coupled with some personal problems that the Internet needn't know nor care about, and the N:BOTLS controversy reaching critical mass... well, BYOND just didn't seem very attractive. Forgive the run-on sentence, I'm Peter Parker when it comes to explaining trouble.&lt;br/&gt;
&lt;br/&gt;
Back on topic; I &lt;i&gt;am&lt;/i&gt; still working on TSS, albeit slowly. The code that was already written for it became messy and dysfunctional pretty quickly once the more complex systems were added in. That prompted me to redesign the thing from the ground up, so that's where I am now... again. Despite the slow progression (well, zero, considering recent setbacks), it's still promising to be something worth my time. That doesn't sound like it'll be changing anytime soon.&lt;br/&gt;
&lt;br/&gt;
While the AI's little more than stub-work now (typical fight or flight response, no 'simulated intelligence' or automation), there are plans in place to make it much, much more. I want NPCs to have &lt;i&gt;memory&lt;/i&gt; - both short and long term - and be able to evaluate decisions and take necessary actions (note I said actions, not &lt;b&gt;re&lt;/b&gt;actions, although the latter's certainly still going to occur) based on their wants and needs. &lt;br/&gt;
&lt;br/&gt;
The practical logic behind the system's already been thought up. It's going to rely heavily on (presumably SQL) databases, and it's going to be a far cry from &quot;true AI&quot;, but it will offer enough immersion that you have just as much incentive to socialize with Shopkeeper Bob as you do stab him and take all his stuff.&lt;br/&gt;
&lt;br/&gt;
Magic is still giving me a lot of trouble, simply because I can't make up my mind. Do I want a traditional &quot;this spell costs x MP and does this&quot; system, or a &quot;Perform these actions, which if combined in a proper order with some verbal commands and physical components, produce a unique magical effect&quot; setup? &lt;br/&gt;
&lt;br/&gt;
The former is much easier on me mathematically, making skills directly influence spell-casting (Your White Magic skill is 65%, and you're casting a first level healing spell, so you have a 65% chance to successfully cast), while the latter makes for more 'interesting' skills (You have an oratory skill representing how well you can faithfully reproduce &quot;magic words&quot;, a skill based on dexterity to see how well you perform hand gestures, etc). Both have their merits. &lt;br/&gt;
&lt;br/&gt;
I could see a Space Station 13 situation developing with the more free-form magic system, though. Something like &quot;Click here for instructions to cast Finger of Death and other top-secret spells!&quot; being posted on the forums.&lt;br/&gt;
&lt;br/&gt;
So, yeah, I'm still alive and kicking, albeit by myself. Help on the project would be a boon, but I don't expect any interest when I have little to show for my troubles. Maybe I should write a pamphlet... &quot;Come see sunny Clennon! Cheap, quality rat and human traps! Fae-folk eat free on Wednesdays!&quot;</description>
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            <title>You're so cute when you're slurring your speech</title>
            <link>http://www.byond.com/members/?command=view_post&amp;post=22662</link>
            <guid>http://www.byond.com/members/?command=view_post&amp;post=22662</guid>
            <pubDate>Tue, 14 Nov 2006 08:09:06 GMT</pubDate>
            
            <comments>http://www.byond.com/members/Evre?command=view_comments&amp;post=22662#comments</comments>
            
            <description>Death Cab for Cutie's playing a show here soon. The only seats left are in the balcony.&lt;br/&gt;
&lt;br/&gt;
Damn.</description>
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            <title>Progressing Nicely</title>
            <link>http://www.byond.com/members/?command=view_post&amp;post=22159</link>
            <guid>http://www.byond.com/members/?command=view_post&amp;post=22159</guid>
            <pubDate>Sun, 05 Nov 2006 10:16:57 GMT</pubDate>
            
            <comments>http://www.byond.com/members/Evre?command=view_comments&amp;post=22159#comments</comments>
            
            <description>Late last night I received a reply from my e-mail to Hedgemistress. I asked her for permission to use the ideas presented in &quot;Through a Glass Darkly&quot;, and she gave that permission with only a few minor stipulations.&lt;br/&gt;
&lt;br/&gt;
So the project appropriately rests squarely on my shoulders, now. Next step in the process is setting up a comprehensive design document. I'll be using PBWiki to house my information (and a backup copy of Hedgemistress' documentation to reference more easily). Some more definites about the game;&lt;br/&gt;
&lt;br/&gt;
* This game will be roleplay enforced. I don't plan on allowing downloads, so expect to have to deal with the administrative tactics you so enjoyed during your stay on my SS13 server.&lt;br/&gt;
&lt;br/&gt;
* The setting is modern-day, within a large city. Particularly the game will focus on one or two sections of the city (which I'm thinking of calling &quot;Clennon&quot;.)&lt;br/&gt;
&lt;br/&gt;
* Major map areas will include A nightclub; Graveyard; Park; Hotel; Sewers; University; and probably a few other important areas I haven't named yet.&lt;br/&gt;
&lt;br/&gt;
* There will be magic. Its use will &lt;i&gt;not&lt;/i&gt; be widespread, and the general public won't know about it, much like they don't know about the rest of the supernatural world.&lt;br/&gt;
&lt;br/&gt;
* Psychics, Vampires, Werecreatures, Demons, Androids, Robots, and a few other oddities will be playable character types (along with 'normal' humans).&lt;br/&gt;
&lt;br/&gt;
* The combat system's still in a heavily abstract state, however it &lt;i&gt;will&lt;/i&gt; necessitate roleplay above &quot;player skill&quot;. This is to discourage unnecessary and unroleplayed PvP from occurring.&lt;br/&gt;
&lt;br/&gt;
* Combat will be turn based, and probably interactive with the environment in which it's happening.&lt;br/&gt;
&lt;br/&gt;
* Characters will be both graphically and descriptively customizable on a greater scale than usual. Players will be able to choose from a pool of body parts to mix and match and create their character - descriptions will be generated from these selections and added onto later through player choices. Character portraits may come into play with a similiar system of customization, using a few base faceshapes and letting players &quot;Mr. Potato Head&quot; features onto them.&lt;br/&gt;
&lt;br/&gt;
* There will be a chase system to facilitate conflict during extended movement. More on this later.&lt;br/&gt;
&lt;br/&gt;
* The working title for the game will be &quot;The Sun's Shadows&quot;.&lt;br/&gt;
&lt;br/&gt;
I'll link the Wiki when I've got something worth reading up there. In the meantime, I'm still up for some help wherever you may wish to provide it.</description>
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            <title>Lusting after RP</title>
            <link>http://www.byond.com/members/?command=view_post&amp;post=22038</link>
            <guid>http://www.byond.com/members/?command=view_post&amp;post=22038</guid>
            <pubDate>Fri, 03 Nov 2006 02:07:53 GMT</pubDate>
            
            <comments>http://www.byond.com/members/Evre?command=view_comments&amp;post=22038#comments</comments>
            
            <description>Anyone else notice a stark lack of roleplay on BYOND lately? Maybe I just don't know where to look, maybe they're all private servers, or maybe it's because I sleep from noon to nine and miss the majority of the active players in doing so. Whatever the reason, there's a stark lack of RP in my life, and this does not make Evre happy.&lt;br/&gt;
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To that end, I've been thinking more and more about starting up my big project to make the next best thing on BYOND. There's only one thing definitely set about the project so far, and that's that it will be RP-enforced. As far as likelihoods, I'm looking into making it grapihcal, over text-only, and set in a modernish sort of Anne Rice world. Vampire the Masquerade meets D20 Modern is a good way to gloss over it. &lt;br/&gt;
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Reading Hedgemistress' copious design notes on &lt;i&gt;Through a Looking Glass Darkly&lt;/i&gt; didn't help keep my setting bias in check at all. I absolutely adore alot of her ideas, predominantly Circle Magic, Psychics, and being able to have high-tech and mysticism together without suspending disbelief too much.&lt;br/&gt;
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Honestly, I'd like to directly use some of her mechanics and ideas, but that's a big no-no without permission. If anyone knows how I can get in touch with her, I'd be extremely appreciative. She has a history of not wanting contact from people she doesn't know very well, which isn't going to help my case at all, but it's better than not asking at all.&lt;br/&gt;
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Graphics are another concern - I'm decent at the art, but I imagine the sheer scope of this project is going to go beyond a single person's managable workload, especially when she has a real job to deal with as well. Players are going to be able to customize their appearance using pre-made &quot;body parts&quot; like various types of eyes, mouths, torsos, etc. Additionally, I'd like each piece of equipment to be visible on the characters (within reason, of course.) In that sense, I suppose I'm borrowing from Space Station 13, but it's a wonderful idea, and given enough diversity of choice, I'm hoping it'll make player characters truly unique from one another, instead of just being the same sprite with different colorations.&lt;br/&gt;
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Combat is going to play a much less signifigant role in this game, which is going to imply some interesting things. With fewer people being true combatants, those who are combatants are going to have an easier time of beating others into submission. Repurcussions will be in place to discourage this, of course, but it's still a viable approach. Since combat isn't going to be the primary driving goal for the majority of characters, that's going to entail me writing much more indepth systems for not only things like crafting and magic, but several other interesting professions as well. Suggestions in that field would be appreciated as well.&lt;br/&gt;
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I like the idea of advancement being partially or entirely time-based, much like in HrH, though it does encourage &quot;AFK Botting&quot;, which is going to hurt server lag and defeat the purpose of playing. I might just base it on player-file age, with modifiers attained from certain ingame actions with positive or negative effects on experience netgain.&lt;br/&gt;
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It all sounds very abstract, I know, but I'm hoping to capture several of the better qualities of a lot of popular BYOND games of the past and present, and roll them into one package, where hopefully they'll all complement one another nicely.&lt;br/&gt;
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My name isn't very well known in the community, and I wish that weren't the case. Without anything to back me up, this just sounds like another case of a newbie spouting out dreams of inevitable vapourware. Regardless, I don't plan on letting this project die, should it get started. Having others to support me, or even help me, would be a substantial benefit to the process. If you're interested in helping with the code, graphics, music, or even just want to suggest something (who says the idea people aren't important?), please please please don't hesitate to tell me.&lt;br/&gt;
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On a side note, I found my very first BYOND key from way back in my &quot;pretend to be a boy&quot; phase. It's dated in early 2002, which officially makes me an oldbie, I think. Not that it really matters, but I thought it was fun.</description>
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