Forum > Development and Presentation
A realistic after-Warcraft III server
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sshroud:
If I may chip in another suggestion; I think you should consider narrowing the scope and breaking the content into modules that can be added later and exist independently of each other, with a small size you won't have to compromise as much. For example, judging from your first post I get the impression that your early focus has been on Durotar/Barrens, if you could focus on realizing that area and use it a playground for new ideas I think you've got yourself something solid along with a path to grow from there.
I'd also urge you to strongly consider what is essential and what isn't, my impression is that the focus is scattered from the core concept to the most trivial details, e.g. NPC details or world topology. While having an eye for detail is a great quality to have it could help to break the work down into a hierarchy from most important to least and go from the top to bottom and develop the less important features/ideas later. Starting with polish early on can give high quality, but from what we're dealing with here I think it's important to get something essential to go on, an elevator pitch, a prototype, something concise and tangible.
If someone told you to get started with this yourself all on your own, even if just a prototype, I don't think you will make it, there's much to be done and learnt before even being able to take on the actual project. However, if you distill the very essence and your passion for it(feed us your koolaid) then you might be able to form a circle of people with an aligned interest who'd be interested in helping you create the prototype for it, and if people like what they see in the prototype you can go on from there.
Please understand that I say this with your best interest in mind, I don't write this with any hostile connotations or try to undermine your effort.
Martinus:
--- Quote from: "sshroud" ---If I may chip in another suggestion... --- End quote ---
Greetings again, sshroud!
I see... As the whole concept of the World is not yet finished, some forms of its realization are being conceptualized only during process of the actual work on the project. Therefore I can not determine with certainty which modules should be applied and if their application ensures compatibility with the other ones.
Yes, during that initial stage of developent I have had provided materials (pictures and information) depicting different models of the World to decide which one can be realized. Those maps of Durotar, Barrens, Mulgore and Darkshore had represented the Model 3 of the World, where there will be minimum terrain changes (if any) and the work in that respective model was meant to focus solely on movables (entities, objects) and abstraction (quest and attributes changes). However, as I have recieved support and confirmations concerning the Model 2 of the World, which incorporates also re-shaping of the World, I have chosen this as an actual model World for the project. The work has already begun on Kalimdor and Lordaeron. Therefore I have drafted a topographical map, in this instance, of Kalimdor for coordination of the work concerning terrain re-modelation of the main continental structure.
Also in relation to the first paragraph of this message: While the work is proceeding, I am continually advancing to further details: environmental features of respective regions followed by design of, as you have noted, the "bottom ideas". As you can possibly see, I emphasize on geografical distribution of features in accordance with Warcraft III loading screens while also operating with other official Warcraft-related materials, as pre-World of Warcraft concepts and Role-playing game materials are, for illustration, for their further adjustment.
You are right. I am aware of this situation and am coordinating the work to proceed in accord with the possibilities and expectations.
As I am meaning this project seriously, all of your activities are fully respected here, sshroud. Your contribution is always appreciated, as that of anyone else.
I thank you.
Vortalex:
I think the project is far too large for you to do. It looks okay and all I guess but, just far too large a project.
Simple as that.
Martinus:
--- Quote from: "Vortalex" ---I think the project is far too large for you to do. It looks okay and all I guess but, just far too large a project.
Simple as that. --- End quote ---
I welcome everyone in joining the cause.
Martinus:
I wish you a good day again,
I inform you that as the work on the World continues, a new formalized and detailed description of the project is being prepared for publication.
Before it is issued, I will sequentially present to you individual concepts for your revisions in order to ensure their proper conceptualization and implementation thereof.
***
Concept of mining
There are planned to be a three types of means (two original and one new) of how to find resources through mining activity: 1. By their extraction from objects (resource nodes). 2. By their extraction from entities (giants and elementals). 3. By their extraction from locations (universal).
In the first two cases, a resource can be extracted in the same manner as it is able currently in game. In the third case, the mining ability will be usable at any location in the World, but only certain locations contain a specific resource. Each location will provide a certain chance to find a specific resource. The actual chance will be determined by the richness of the given location. The richness and representation of resources will correspond with the character of the given location.
Example: In a cave, or ideally a mine, the chance to find a resource will be many times higher than, for example, on the farming field. Also the representation of minerals, ores and stones will be derived from a character of the location concerned. As a result, the mining performed on the farm field will provide empty loot, or at least a dirt or a stone. The result from mining in a cave will most probably be a loot containing a mineral specific to that location. The loot will also contain rock, as it is another material extracted in the process.
The highest chance to find a resource will be from extracting it from objects or entities, where its presence is evident. The presence of a resource node might also indicate an abundance of resources in respective location. So the chance to find a resource in the vicinity of the mentioned resource node will be higher. At the same time, the representation of resources in that particular location can be determined by the kind of a resource the node contains.
***
I am looking forward to your reactions.
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