In response to EGUY
That could work, I guess, but I for one never was really fond of them, Especially if you start to get into crowded areas where the bubbles could begin to overlap.
In response to Jamesburrow
If I could create a crowd of players in a game, it'd greatly overshadow any trouble with overlaps. :P
In response to Xooxer
Ok, I've updated. But now half my sounds won't work (bugs perhaps). I kinda like how it is zoomed in (when using default interface). So now there are coders, iconers, mappers, and interfacers. O_o Hmm. What's a script for?
In response to EGUY
scripts were in 3.5. Now I think they are dead.
In response to EGUY
Allow the player to name those around him, and allow those around him to name him. So, instead of the message coming from UserX, it comes from "The Strange Fellow", or "Mr Chuckles". Names that mean something to the player, because the player named them. If they later learn a character's actual name, the one they call them selves, the one they introduce themselves as, they can always update the name. Each player would have a personal list of aquintences whom they have come across, and whom they have chosen names.
In response to Xooxer
I like that idea, and thats something I had thought of just a little bit ago.
Probly could be done with lists and list associations?
In response to Jamesburrow
That's what I was poking at before. But what should be the default name when you first run into someone? "Stranger"? Perhaps it would help to use the icon in the output box feature (if it's still in 4.0) to help the player identify what the other player looks like.
In response to EGUY
Yes, the \icon[ref] text macro is still in 4.0. But if you made a verb to give someone a name, and they can have multiple "identities", how would you show the name you gave them in the status bar(if you want to show names in the status bar), while other people see them as how they named them?
In response to Kaiochao2536
The if/else clauses.
mob
var/list/named
verb
name(mob/M as mob in oview(), nme as text)
named.Add(M)
named[M]=nme
say(msg as text)
for(var/mob/M in world)
if(usr in M.named)
M<<"[named[usr]] : [msg]"
else
M<<"[randomnamehere] : [msg]"

The only real problem then comes with the thing about their name showing up in the list for the name verb, but meh <_< You can still play around with it and get it to work right. Maybe assing that code to a proc, accessed only when you double click someone.
In response to Jamesburrow
Now what I was thinking of as the default name for a new person is the most common name they have. If 60% of the other players call a certain person "Thunder Master" (even if it's not their 'intended' name), then that's their default name when introduced. If less than some number of people don't know them, then they don't get that default name and it only shows the icon instead.

Would it be better, for instance, if my player mob kept track of everyone's name for me, or if my mob kept track of everyone else's name I have for them? Probably the later, if I ever wanna to look someone up who wasn't logged in. I'd list them in a statpanel (as its own window when I figure interfaces out) as a sort of journal.

Maybe as a way of marking progress, the more people who have names for you, the more powerful you are. Kind of like at the end of that Merlin Sci-Fi movie where they killed of Meyb (sp?) by ignoring her. Or if anyone here has read DnD's Tome of Magic (Truenaming), though in the reverse.




I'm also considering an item creation system based on combining adjectives. Wanna make a sword? Thin + sharp + light. A hammer? Heavy + hard + blunt. Shield, you say? Large + thin + sturdy.
In response to EGUY
People could have a default name, but not shown when mouse is moved over them. Probably have a verb called "Tell Name", and give the player the option to accept his name, or give him a name on your own. It'd be a little confusing if you gave a lot of people the same name, but that would be your bad.


Ha ha, how many adjectives would there be to choose from?

Sword: Thin, sharp, moderately heavy, pointed tip, blunt handle, symmetrical, metal blade, wield-able.

Hammer: Wooden handle, blunt, tough, metal "tip".

Shield: Metal, thin, tough, defensive.

A couple hundred more adjectives can describe these things.
In response to Kaiochao2536
http://developer.byond.com/hub/EGUY/Quequien

Here's what I see it as right now. The NPCs auto-talk every three seconds but you have to be near them to hear it.
In response to EGUY
Interesting :P
In response to Kaiochao2536
The question is where to take it from there.
In response to EGUY
You could implement your strange idea for adjective combinations to create objects...

or if you were talking about the identity thing, I think that's exactly what you wanted, right?
In response to Kaiochao2536
Yeah. But I couldn't see it as a prime mechanic of a game. More like just a feature.

But I do want something fluid/dynamic in the way of items like that.
You pretty much described how Final Fantasy Online by Gakumerasara(best game ever) does it. The game is between versions at the moment and in closed testing, though. The way it works now is that no one knows anyones names when they first start. If you heard someone talk, it' be like(Knight is Exophus):

Knight says: message

But if they said their name in their message it would be like this.

Knight says: What's your name?
Exophus says: Mine is Exophus.

It also works in a way that people can introduce you to someone else. If there are three people(Person A, B, and C) all by eachother(on the same screen), and Person A has Person B's name, but Person C doesn't, then Person A can introduce Person C to Person B by simply saying Person B's name in a message.
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