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Old 09-08-2006, 01:59 AM
jake13jake jake13jake is offline
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Quote:
Originally Posted by Tyhm
I think the overworld looks just fine the way it is. If you happen to find yourself editing a level and say "Oh, wait, we have a tile for that now", by all means, fix the corners here and there...but I wouldn't put any serious effort into it. There are higher priorities in life.

Mind, if all you CAN do is fix the tiling, then sure, go for it.

Regarding what someone said about every player uploading their own quests with their own weapons, etcetera, etcetera, etcetera...from experience, let things break. If for example Antago's Trident Quest shatters between versions, put a worker over the front door and update the weaponscript to destroy; itself (or hide itself until it's fixed, whatever). Boo hoo, it's broken - it was a sidequest anyway, it's more important that the main trunk of quests be in good repair. When someone's got time to kill, they can repair it or replace it.
The disturbing trend all through the history of Classic (and I'm more guilty of this than most) is dedicated revisionism: Every LAT, be they admin or Graphics (*coughZERO33cough*) has to leave their mark, they have to Fix things, Replace things, Improve things. So they spend the first year or so of their career going through, ripping out the Newbie House, putting in a new Newbie House, ripping out the first few quests, replacing them with Better, Prettier, More Sensible quests...and by the time they leave, we have much less progress than we would have if they'd just let it be. It's like everyone comes in on different days to paint a room and they all start at the same place. Again, this isn't criticism of the current administration - gods know I replaced the Newbie House five times on my own watch (Brother's House, Gertrude's Orphanage, newbie house, better newbie house, Tule Village...), just general advice.

Recap: don't bother repainting the world map yet. Focus on stuff like the Pyramid, like bringing back Baddies, like filling in the old quests (I'm sure they'll be Updated Old Quests, and the poor gnomes will be uprooted again, but that's just how it goes). The map can be ugly and path-y for a little while if it has to be.
Well, my major goal with rescripting systems is to make it so a million quests don't break, and also make the scripts for quests are easier. For instance, when arrows are finally rescripted, the boss of the first quest will break and a few other things as well.

My personal goal for the quality of quests is to make them less one-dimensional. In essence, I'll want the player to have to return to certain rooms in a dungeon, etc. Sardon's Tower was a good example of a well layed-out quest, although not well tiled. The layout for Kulls was also not so bad (once again, the tiling sucked), but unless we finish rescripting projectiles, the old layout just won't work.

EDIT: I'll give an extra example on how important the system working properly is to adding quests. I had to rescript the damage system and the movement system for the Castle Dungeon quest to even come close to any functionality. The now resolved bugs with that quest were caused by reused scripts from the previous system. (ie. I'm not going to put up new content if that content is going to be empty)

Last edited by jake13jake; 09-08-2006 at 07:46 PM..
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