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Gehn, lord of ages

Joined: 13 Dec 2008

Posts: 251

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Post Posted: Sun Dec 14, 2008 9:28 pm — Post subject: what problems unite us

This thread is for all the projects that can be generally agreed on, the projects that even the strict shards need. I'll start with these.

- Reworking the KI

- The Gahreeson Wall

- The beginning of the game

I would suggest teams or individuals working on their plans to fix these problems. Then, they can be presented to the guilds or some general community unit to be approved. Any more suggestions?

Paradox

Joined: 09 May 2006

Posts: 1178

Location: British Columbia, Canada

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Post Posted: Mon Dec 15, 2008 1:22 am — Post subject:

Implement plGLPipeline and get the game running natively on Mac and Linux Wink

Lehm

Joined: 01 Mar 2007

Posts: 80

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Post Posted: Mon Dec 15, 2008 1:44 am — Post subject:

I think it'd be great to have a comprehensive list of things that things people think need tweeked in the game. And then somehow prioritized with a list of possible solutions for the developers to choose from. Probably best on a dedicated website for such things as things get burried on forums.

- Fixes

I also agree that the beginning of the game could be improved. What I thought would make more sense would be to have the player appear in the classroom as if they had just come down from the surface, then have a linking book to the cleft, possibly with a note from yeesha.

- Addition.

I think one thing that would make the game more interesting is if at some point early in the game you have to choose a side a faction if you will. In my opinion there isn't enough conflict in the game. Everyone is on the same side and its just a big chat room most of the time. Every Myst to this point has had conflict. I think it would be a big step to introduce it. So perhaps you'd have those that agree with yeesha and those on the side of the DRC or something like that. And at first it could be as simple has having their text be a different colors but eventually being on a side would become more meaningful.

Gehn, lord of ages

Joined: 13 Dec 2008

Posts: 251

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Post Posted: Mon Dec 15, 2008 4:17 pm — Post subject:

Good suggestions.

I personally like the starting at the Cleft idea, but the classroom sounds good too. It's just that Relto makes little sense.

I have heard a lot about taking sides, but so far nobody has really given a plaan for it.

I would love to see 233rd Age, but I'm afraid there are legal issues with that.

DarK

Joined: 21 May 2006

Posts: 508

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Post Posted: Mon Dec 15, 2008 4:21 pm — Post subject: Re: what problems unite us

Gehn, lord of ages wrote:

This thread is for all the projects that can be generally agreed on, the projects that even the strict shards need. I'll start with these.

- Reworking the KI

- The Gahreeson Wall

- The beginning of the game

I would suggest teams or individuals working on their plans to fix these problems. Then, they can be presented to the guilds or some general community unit to be approved. Any more suggestions?



I've done a lot of work on the KI in terms of functionality and would love to work/lead on the KI if possible!!

TomahnaGuy

Joined: 23 May 2006

Posts: 3128

Location: Tomahna

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Post Posted: Mon Dec 15, 2008 6:03 pm — Post subject:

-Getting the pellet system operational/brightening the cavern in correlation with pellet drops. Wink

It's a big undertaking but a project I started and hit a dead end with and should be able to continue when all is released.

TG


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Mowog

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Joined: 09 May 2006

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Post Posted: Mon Dec 15, 2008 6:29 pm — Post subject:

Quote:

I think one thing that would make the game more interesting is if at some point early in the game you have to choose a side a faction if you will. In my opinion there isn't enough conflict in the game.


Well, such a conflict was an essential part of the initial plot. We were advised to choose between the DRC and Yeesha, and the official literature - meaning the Uru CD insert - supported this plot. And that story line took off and flew for a while, until it finally dissolved during the later difficulties.

Having said that, I support the comment above regarding Lake lighting. An awful lot of us worked our fannies off for a long time building up millions of pellet points, only to find that nothing was going to change in spite of our efforts. If the adept writers among us could find the secret to making the pellets work, I think we'd have a great time dropping pellets again, this time knowing we'd make a difference.

Mowog


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Last edited by Mowog on Mon Dec 15, 2008 6:34 pm; edited 1 time in total

Kerryth

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Joined: 17 Nov 2006

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Location: Hilo, I wish...

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Post Posted: Mon Dec 15, 2008 6:29 pm — Post subject:

This is a great idea. The convergence where the Venn Diagram circles overlap.

May I suggest fixing the generation of KI images so they can be seen without opening Photoshop? The header or whatever it is?

A little further out on a limb, it would be really nice if the common space could be extended - doors opened in the city and the neighborhoods, etc. I realize this is an area where different designers would have different visions, but I'm willing to allow them to be tested in the marketplace of ideas. We of Uru seem to have an instinct for authenticity when it comes to the look of the D'ni culture (or the Cyan style). I'm sure that we will, by our choices, enter a consensus on which version, or handful of versions, is (are) authentic.

But design canon, like story canon, is probably outside the parameters of this thread.


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Lehm

Joined: 01 Mar 2007

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Post Posted: Mon Dec 15, 2008 9:10 pm — Post subject:

Gehn, lord of ages wrote:

Good suggestions.

I personally like the starting at the Cleft idea, but the classroom sounds good too. It's just that Relto makes little sense.



The only problem I see with starting in the cleft is that its a single player environment, with no one to help you. So beginners will get stuck, or wonder where everyone is.

Quote:



I have heard a lot about taking sides, but so far nobody has really given a plaan for it.



Well my thought on taking sides is that it would have to be over a moral issue. Seeing as there is no money/territory to conflict over. I thought it would always be cool if the sparklies had a greater function than just a nifty calender. What if it was discovered they were alive. What if it was as then discovered that their energy could power something important, but this would mean killing them. Then the players could "fight" for control of the sparklies or something like that.

Quote:


I would love to see 233rd Age, but I'm afraid there are legal issues with that.



I fail to see a legal issue. The only issue would be releasing copywritten content. Seeing as the entire age would have to be recreated for the MO engine I don't see a problem. There's nothing stopping anyone from creating new versions from scratch of old ages.

Alahmnat

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Location: Spokane, WA

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Post Posted: Mon Dec 15, 2008 9:24 pm — Post subject:

Lehm wrote:


Quote:


I would love to see 233rd Age, but I'm afraid there are legal issues with that.



I fail to see a legal issue. The only issue would be releasing copywritten content. Seeing as the entire age would have to be recreated for the MO engine I don't see a problem. There's nothing stopping anyone from creating new versions from scratch of old ages.


Age 233 is Cyan's intellectual property. Regardless of whether it would be rebuilt from scratch for OpenURU, you're still releasing something that, as a concept, belongs to Cyan. In exactly the same way that we weren't allowed to build Myst Island or any of the Ages from any of the games for MORE because they're Cyan's IP, this restriction still applies for OpenURU... unless you get explicit permission from Cyan to add something they've already done before to the game, you can't.


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Karkadann

Joined: 05 Feb 2008

Posts: 1437

Location: The State of Confusion

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Post Posted: Mon Dec 15, 2008 9:31 pm — Post subject:

as far as the beginning of the game is concerned In the Cleft I often thought of a simple chat thingy connected to perhaps the Guild of Greeters that they could use if they needed help. A Greeter could say hello welcome to the Cleft of Uru if they needed help atleat they would know where they could to ask.
Expanding D'ni, their where a few doors that where in inaccessible that lead to something Im sure that might be looked into, In Uru CC wondering about I noticed a few things that looked like they had been left unfinished to be updated at a later time


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Clat

Joined: 03 May 2007

Posts: 56

Location: Italy

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Post Posted: Mon Dec 15, 2008 9:50 pm — Post subject:

We should preserve the game as it is, AND as it was offline. It’s not that difficult, with the infinite possible instances. Explorers are alone in the cave. Some of them are writing new ages. They are writing a new FUTURE, not a new PAST.

Gehn, lord of ages

Joined: 13 Dec 2008

Posts: 251

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Post Posted: Mon Dec 15, 2008 10:45 pm — Post subject:

Clat wrote:

We should preserve the game as it is, AND as it was offline. It’s not that difficult, with the infinite possible instances. Explorers are alone in the cave. Some of them are writing new ages. They are writing a new FUTURE, not a new PAST.



I recognize your concern, but some changes should/could still be made.

- The KI has problems. Yes, keep the canon as intact as possible, but don't keep all the bugs intact as well.

- Same with the Gahreeson wall. It had a bug. Now we can make one without a bug. We reopen it, so to speak.

- The beginning of the game was somewhat confusing, from what I've heard. This doesn't change canon - new things can be made. Maybe without the DRC, people have to come in a different way.

and so on.

Quote:

as far as the beginning of the game is concerned In the Cleft I often thought of a simple chat thingy connected to perhaps the Guild of Greeters that they could use if they needed help. A Greeter could say hello welcome to the Cleft of Uru if they needed help atleat they would know where they could to ask.
Expanding D'ni, their where a few doors that where in inaccessible that lead to something Im sure that might be looked into, In Uru CC wondering about I noticed a few things that looked like they had been left unfinished to be updated at a later time


Yes. However, I would advise very slow and careful work for places in the City. Start with only one insignificant door, then another, and remember to leave Cyan room for future work if they ever come back.

Quote:

Well my thought on taking sides is that it would have to be over a moral issue. Seeing as there is no money/territory to conflict over. I thought it would always be cool if the sparklies had a greater function than just a nifty calender. What if it was discovered they were alive. What if it was as then discovered that their energy could power something important, but this would mean killing them. Then the players could "fight" for control of the sparklies or something like that.


That is rather disruptive for canon, however. Also, it is hard to fight for anything in Uru. Since you can't definitively kill someone, they can just come back when you're gone.

Lehm

Joined: 01 Mar 2007

Posts: 80

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Post Posted: Mon Dec 15, 2008 10:54 pm — Post subject:

Gehn, lord of ages wrote:


That is rather disruptive for canon, however. Also, it is hard to fight for anything in Uru. Since you can't definitively kill someone, they can just come back when you're gone.



Notice the fight is in parentheses, I'm not suggesting adding combat. But there should be some way for explorers to compete against one another on some level. What that something is I don't know, but it would help with the "nothing to do" syndrome.

75th Trombone

Joined: 10 May 2006

Posts: 29

Location: Jonesboro, Arkansas

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Post Posted: Tue Dec 16, 2008 12:18 am — Post subject:

Moving linking panels in Linking Books.

Particle effect on linking avatars.

You may have seen me refer to these features any number of other places in the last two or three days. There is a reason for that: I'm fanatical about them. They both (but particularly the latter) would add tremendously to the Myst-y atmosphere.

There's already an effect somewhat related to my vision of linking avatars in the game — it's what happens to the Bahro pillars when they're linked out of the caves. Both make a model disappear, both have a particle effect.

I'm not a coder, but boy howdy I can talk loud, and I will until this is made reality. Cool

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