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Items in map

Posted: Tue Mar 01, 2011 3:59 pm
by Grog
I would like to be able to pick up some of the items on the map like the mushroomand things of that nature.

Re: Items in map

Posted: Tue Jul 30, 2013 5:46 am
by SkrikRunkarN
I think it's a wonderful idea, however: making that possible would take kinda big memory on AT (there would be needed to place out mushrooms etc. everywhere in the AT-world).

One thing could be to make a randomizing thing that places out lootbags on the ground -with mushrooms or w/e in it.
That would take less memory I think, but I'm not a developer so I can't tell for sure -just telling my wildest guesses :lol:

Re: Items in map

Posted: Tue Jul 30, 2013 5:56 am
by sorrow
Well mushrooms and stuff are all over the place in the game as is. I don't think it would take up much memory at all to add this feature. Now if you want these items to.come.back in x amount of time then that's a different story. Then again maybe not. Dev could tie these items to the timing like the mobs.

Re: Items in map

Posted: Tue Jul 30, 2013 11:48 am
by Tomcat
sorrow wrote:Well mushrooms and stuff are all over the place in the game as is. I don't think it would take up much memory at all to add this feature. Now if you want these items to.come.back in x amount of time then that's a different story. Then again maybe not. Dev could tie these items to the timing like the mobs.
The mushrooms you see are just artwork. The game code is not aware of them. It would be a big effort to change that. Even adding one special mushroom that can be picked up would take some coding if you don't want it to look like a loot bag instead.

But now I'm brainstorming on a way to get around that using the existing map system....think I have something...

Re: Items in map

Posted: Tue Jul 30, 2013 1:17 pm
by Ian
I like the idea! But only a small list of tiles (mushrooms/herbs) should be picked up to prevent annoying the player because of to many interactive tiles.

As far as I know, Oskar has already got a list of chests and other things to which he wants to tie some code which drops random items in these tiles. So it wouldn't be much effort to change the code a little bit to drop a particular item on a mushroom tile! ;)

Re: Items in map

Posted: Tue Jul 30, 2013 3:02 pm
by sorrow
What I was thinking was something like this:
You travel along when you come up to a strange plant.
Option 1: pick it
Option 2: leave it
You decided to pick it but you don't know what it is.
You go to the school and ask the teacher.
Excuse me can you tell me what this strange plant is?
Teacher : I can sure try give it here
(You give the teacher the plant)
Teacher : hmmm I'm sorry I can not identify this plant.
Options 1: do you know who might?
Option 2: blah! Your useless (would end convo to be restarted)
Teacher : you can try talking to one of the farmers. I'm sure they can help you.
Farmer: hey get out of my way I'm working here.
Option 1: hey no need to be rude. I just came to seek your help.
Option 2: oh I'm.sorry to disturb you (ends convo.)
Farmer: you seek my help? What does a little boy need with a simple farmer?
Option 1: I need help identifying this strange plant.
Option 2: no you were rude to me ill find myself another farmer (ends convo.)
(You give the farmer the plant)
Farmer: its a.simple mushroom to bad its a young one and if you eat it, it would kill you.
Option 1: I'm not afraid of death.
option 2: oh I'm glad you told me because I was getting hungry.
Farmer: you got alot to learn about wild plants maybe I.can teach you for a price that is.
Well how much are we talking?
Farmer: I would say 500 gold per lesson.
Option 1: that seems fair
Option 2: that's to much
(Farmer teaches you about wild plants)[new skill wild food Lvl 1]
Farmer: you next lesson will cost you 1000 gold.

Re: Items in map

Posted: Tue Jul 30, 2013 4:01 pm
by Sarumar
sorrow wrote:What I was thinking was something like this:
You travel along when you come up to a strange plant.
Option 1: pick it
Option 2: leave it
You decided to pick it but you don't know what it is.
You go to the school and ask the teacher.
Excuse me can you tell me what this strange plant is?
Teacher : I can sure try give it here
(You give the teacher the plant)
Teacher : hmmm I'm sorry I can not identify this plant.
Options 1: do you know who might?
Option 2: blah! Your useless (would end convo to be restarted)
Teacher : you can try talking to one of the farmers. I'm sure they can help you.
Farmer: hey get out of my way I'm working here.
Option 1: hey no need to be rude. I just came to seek your help.
Option 2: oh I'm.sorry to disturb you (ends convo.)
Farmer: you seek my help? What does a little boy need with a simple farmer?
Option 1: I need help identifying this strange plant.
Option 2: no you were rude to me ill find myself another farmer (ends convo.)
(You give the farmer the plant)
Farmer: its a.simple mushroom to bad its a young one and if you eat it, it would kill you.
Option 1: I'm not afraid of death.
option 2: oh I'm glad you told me because I was getting hungry.
Farmer: you got alot to learn about wild plants maybe I.can teach you for a price that is.
Well how much are we talking?
Farmer: I would say 500 gold per lesson.
Option 1: that seems fair
Option 2: that's to much
(Farmer teaches you about wild plants)[new skill wild food Lvl 1]
Farmer: you next lesson will cost you 1000 gold.
I like to see some more options:
3) eat it;
-3.1) - pläh awfull
-3.2) - + random HP
-3.3 - foodpoisoning

4) try to rub it to your weapon;
-4.1) - Your weapon smells really bad
-4.2) - weapon gets onetime poison effect on hit
-4.3) - your weapon rusted and it is useless now

etc..

Re: Items in map

Posted: Tue Jul 30, 2013 4:08 pm
by Tomcat
Ian wrote:I like the idea! But only a small list of tiles (mushrooms/herbs) should be picked up to prevent annoying the player because of to many interactive tiles.

As far as I know, Oskar has already got a list of chests and other things to which he wants to tie some code which drops random items in these tiles. So it wouldn't be much effort to change the code a little bit to drop a particular item on a mushroom tile! ;)
Ian,

Does the current system allow a tile to be redrawn immediately, or only when the map is re-entered? The only place I see map changes used so far is the Charwood tradehouse,.where the gate is removed based on completing a distant quest. If immediate redrawing is allowed, many possibilities open up...

Re: Items in map

Posted: Tue Jul 30, 2013 5:34 pm
by Ian
Tomcat wrote:
Ian wrote:I like the idea! But only a small list of tiles (mushrooms/herbs) should be picked up to prevent annoying the player because of to many interactive tiles.

As far as I know, Oskar has already got a list of chests and other things to which he wants to tie some code which drops random items in these tiles. So it wouldn't be much effort to change the code a little bit to drop a particular item on a mushroom tile! ;)
Ian,

Does the current system allow a tile to be redrawn immediately, or only when the map is re-entered? The only place I see map changes used so far is the Charwood tradehouse,.where the gate is removed based on completing a distant quest. If immediate redrawing is allowed, many possibilities open up...
Oh right. I wasn't thinking about this. It wouldn't be so difficult because we could create quests which aren't shown in the quest log and updating the map when the loot bag on top of the mushroom pops up. But maybe this is too much effort... :?

Should the drops respawn after resting?

Re: Items in map

Posted: Tue Jul 30, 2013 6:17 pm
by sorrow
Well I think you should be able to travel around finding different items pop up all around the world of AT not in just one place.
Saru: I came up with that to be an example.