(well, some of it)
NO MAEVA FOR YOU!
Perhaps this isn't the brightest thing to do, but I'd really like Maeva to be... well... everyone's game. Anyways, there it is, what there is of it at the moment anyways. I realized after I spent hours trying to get it uploaded somewhere last night that I uploaded it with an error in the code. An easy fix for it at the moment would be to go into mobs_monsters.dm and remove +TAIL from the orange dragon's anatomy. I was just adding them last night and forgot to add tails as part of my anatomy possibilities. That should get it to compile at least. I have added Maz and Xooxer to my "admin" areas, if someone else wants to make maps, by all means go ahead, but you'll find it easier if you go in and add your key to the lines where my key, DerDragon, can be found, as well.
When making maps, I'd advise you put them into a folder "maps" under the main Maeva folder, and then into subfolders by region. Map names should be "[region]_[zone].dmp" for them to be picked up in my swapmaps interface. Upon loading up Maeva, creating a character, and then hitting "continue", you'll probably end up in blackness. (I haven't included any of my own maps, I'll work on those) If you've created some maps and put them in the folders/format above, they should appear in the map list accessible through your character sheet. You can get to the character sheet page by clicking on your little portrait in the top right. Maps must be refreshed (converted into swap_maps, before they can be loaded) Hitting refresh for an already loaded map refreshes it from the dmp, if one is available. For testing purposes, you can compile with a dmp selected, but this will disable all swapmap/population functionality. I recommend, for most mapmaking, compile without any maps selected. You can import dmps while Maeva is running, just refresh the map list page by navigating away and then back.
As for what kind of maps I want... make anything, design your own continent if you like. I'll find a way to connect it to the rest of my world. If you really want guidance, I have a lot of the world planned out, but its really basic stuff. I'm on dial-up so I'm not online much, I can be reached by e-mail at [email protected], or on AIM (DerDragon). Please, if you have any suggestions for new mobs, objs, turfs, just e-mail me, if you want to go so far as to draw your own, I'd be happy to put them in. Take a look at my format for my icons, it should be really easy to make your own if you do feel like it.
Portraits as well... if you can make something close to the style of the rest of them, I'd be more than happy to include them in the game.
Right now I'm doing a lot of work in the actual code... I don't mind realeasing my full work because it two days it's outdated anyways. I'd ask that no one host Maeva publicly or distribute it widely. I'd like it to be sort of a suprise for the rest of BYOND. I'm getting very close to having something releasable, though.
I have a fully functioning quest system in Maeva for assassinations, deliveries, eradication, kidnapping, rescuing, escorting, and scavenger hunts. They need to be defined in the code. If you add your own code to Maeva, please make a seperate file if possible, so I might be able to integrate it into the final product.
Lastly, tell me what you think! I'd love to hear people's take on what's happening with Maeva, what they like, what they don't like, what they'd change about it. I've got so much more going on in it to talk about just in one post, if you have questions, contact me with the above, if you just have comments, heck, leave em here.
ID:109
May 3 2005, 6:13 am
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May 3 2005, 7:07 am
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This won't stay private for a while, I hope you know that the BYOND public will come rushing towards these blogs soon enough:)
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Oh well, I suppose I'll have to take it down eventually, I have no maps included, so they're not really seeing the world... and without the world, most people won't understand how my maps are put together.
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Wow, Der, it looks like you've put a lot of effort into this -- I can't wait to play the final version! Nice job so far!
Here's a trick I learned from Spuzzum that I think you might want to know about: If you turn off the option, "Automatically set FILE_DIR for sub-directories", then the compile time will decrease a whole lot. Of course, that means that instead of just defining something's icon as 'my_icon.dmi', you would have to define it as 'directory/sub-directory/my-icon.dmi'. It might take a while to change all of those definitions, and you may never want to do it, but if you decide to, you'll be pretty happy when the compile time has decreased by about 75%! Anyway, I recommend deleting this post -- the code thieves will come soon if they haven't come already! |