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Re: Beastiary (In Game)

Posted: Wed Jan 22, 2014 8:24 pm
by r0tt3nj4ck
I'll do the quest writing I don't mind at all. Give me a direction and a length :)

Re: Beastiary (In Game)

Posted: Wed Jan 22, 2014 8:38 pm
by Oet
r0tt3nj4ck wrote:I'll do the quest writing I don't mind at all. Give me a direction and a length :)
Have a look at this tutorial.

You can also check out this guide.


Maybe someone with an actual experience in writing quests can help you further.

Re: Beastiary (In Game)

Posted: Wed Jan 22, 2014 8:55 pm
by Zukero
@r0tt3nj4ck : the guide I'm writing about development also covers quest making somehow (mostly giving links to the wiki, including the one Oet just gave you).

For the quest, I'd love have two. One that enables the bestiary for which you have to press the info button or that has limited info, and the second one that allows auto filling it just by encoutering the creature.

Re: Beastiary (In Game)

Posted: Wed Jan 22, 2014 9:24 pm
by Mayweed
Would it be possible to fill the bestiary in another way than encountering creatures?
Some examples that came in my mind:

- In the abandoned house south of crossglenn (before the road leads west to flagstone) you could find a book in which you learn something about anklebiters. And maybe a hint that some of them have been seen west of there).

- There are several underemployed scholars that only tell you not to disturb their studies. They could teach you some lore about some uncommon local creatures for a reasonable amount of gold.

- Lodar tells you about the Hira'zinn. That could generate an (albeit incomplete) entry in the bestiary before encountering it.

Re: Beastiary (In Game)

Posted: Thu Jan 23, 2014 8:01 am
by Oet
Mayweed wrote:Would it be possible to fill the bestiary in another way than encountering creatures?
Some examples that came in my mind:

- In the abandoned house south of crossglenn (before the road leads west to flagstone) you could find a book in which you learn something about anklebiters. And maybe a hint that some of them have been seen west of there).

- There are several underemployed scholars that only tell you not to disturb their studies. They could teach you some lore about some uncommon local creatures for a reasonable amount of gold.

- Lodar tells you about the Hira'zinn. That could generate an (albeit incomplete) entry in the bestiary before encountering it.

I like this idea. The guy (forgot his name) that helps you reach BWM, maybe can teach you something about those creatures.

Ulirfendor can also teach you about what creatures there are to explore deeper in the cave.

Edit:
Spelling is hard before morning coffee

Re: Beastiary (In Game)

Posted: Thu Jan 23, 2014 5:31 pm
by r0tt3nj4ck
We should all decide on the limits to this addition since it will define the substructures we use going road. I don't want to get 70% of a quest written only start over because we have done new idea about the beastiary.

So.

Decide this ideas limits please below. Once that is complete I will submit my initial drafts for some ideas so we can get to work refining those. Once we have several polished ideas I will privately make a submission to the Dev team. Deal?

Re: Beastiary (In Game)

Posted: Thu Jan 23, 2014 6:00 pm
by Zukero
r0tt3nj4ck : we will definitely discuss this matter at the next team meeting (Feb. 2), and will discuss the beastiary itself, and whether a quest-oriented approach is best, the use of skill(s), item(s)...

However, writing a quest definitely takes time and refinement, and changing the outcome of one is a rather minor change (i.e. we decided to not need a quest for the beastiary, so you change your quest to make it reward the player with an item, or a skill...), so whatever you start working on, it'll definitely not get wasted, unless you abandon it midway and nobody takes over.

However, this :
r0tt3nj4ck wrote:I will submit my initial drafts for some ideas so we can get to work refining those. Once we have several polished ideas I will privately make a submission to the Dev team. Deal?
is definitely the way to go ! So, if you allow me to say so, DEAL !

Edit : next meeting is actually Jan. 26 !

Re: Beastiary (In Game)

Posted: Thu Jan 23, 2014 7:14 pm
by Mayweed
I forgot to say that my ideas would not affect the quest itself.
I saw it only as an additional way to fill the bestiary after the quest,
beside encountering monsters and clicking the info button.

An example:
Situation:
You are in an abandoned house, in the nw corner you can see a bookshelf.
If you step on the tile beside it, a dialog is triggered:

As you browse the books on the shelf, you notice an old dusty volume
entitled "Beasts in the wilderness". Do you want to pick it up and read it?

- Yes, I am always interested in animal lore. You'll never know to much about wild beasts.
--> (You read an interesting entry about anklebiters)
--> (Your bestiary is updated)

- Never. Old mouldy books are boring me.

- I already read this book.

Re: Beastiary (In Game)

Posted: Fri Jan 24, 2014 10:38 pm
by r0tt3nj4ck
I'm off tonight. I will try and crank some gems out of this dusty old noggin and we can get to work. See you in an hour or so. :)

Re: Beastiary (In Game)

Posted: Sat Jan 25, 2014 1:44 am
by rijackson741
This is a good idea. One possible extra twist that has not been suggested is that perhaps some NPC, who is writing a book about "Known beasts of the World", in Nor City or Feygard will pay something for the information you collect in your Bestiary. Although I guess that would just result yet more gold to add to the stash we already don't know how to spend :| . Drifting off-topic, we really need a way to spend more gold!