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Topics - Xandria

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The Hydlaa Plaza / It's gone!!!
« on: November 09, 2003, 11:17:16 pm »
There I was, trying to find my old post in \"A thread.\"

All I see is \"Invalid Data\"

I go to another page...

\"Invalid Data\"


Our poor thread...guess Moogie had enough of it  :P

EDIT: This thread is not to be spammed, it is a thread in remembrance of what once was, and is no more.

EDIT2: Or something like that

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General Discussion / About the art copyrights
« on: November 07, 2003, 02:14:10 am »
Exactly how far does this go?  Does every image, both included in the Planeshift download and on the Planeshift website, fall under the \"copyrighted artwork\" thing?

What I\'m getting at is: can I use the little icons for the crystals, mugs, weapons, etc. from the PS website to use on my own website, or do I need to make my own?

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The Hydlaa Plaza / A new PS themed game!
« on: October 30, 2003, 03:48:26 pm »
Auran originally came up with the idea to create a Super Mario Bros.? clone, only with a Planeshift theme.  If the idea is deemed reasonable, Auran and I will be the lead developers, along with whoever would like to help with artwork and sound, and possibly other coders if needed.

Why are we doing this?  I can\'t speak for Auran, but I for one am getting bored sitting around waiting for CB to come out, so I figure I\'ll be useful and make something we can all enjoy until then.

The game will be the traditional single player, jumping on enemies, smashing blocks, getting power-ups, and defeating the mean boss at then end of each area.  There will be tria scattered across the levels, and if you collect 100 tria you get a bonus life.  Power-ups will take the form of crystals, each of which will give you a special bonus attack to use.

Now, as for the story, there\'s two ideas at the moment:

Story A:

A group of (unnamed) evil Planeshift Devs have stolen the code for the Planeshift gold release, and it\'s your job to get it back.

Each level consists of monsters that include bugs, lag beasts, horizontal rain, and other such glitches.

At the end of each area is an evil Dev in their fortress, and after you vanquish him/her, you move on to the next area.  Defeat all the Devs to reclaim the code and distribute PS to the masses!

Story B:

Auran has captured Princess Moogie and is holding her captive in the evil Cabal fortress, and it\'s your job to free her (it\'s orginal, isn\'t it...)

Each level consists of various Cabal goons, including rogues, sorcerors, 1337 h4x0rs, and the like.

At the end of each area is one of the Cabal corruptors in their fortress, and after you vanquish him/her, you move on to the next area.  After defeating the Cabal you must enter Auran\'s fortress.

Once inside, you learn that Auran and Moogie have instead fallen deeply in love and live on happily ever after...j/k :D

You defeat Auran, you save Moogie, she gives you a big smooch, and the world is free from the filth of the Cabal.


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The Hydlaa Plaza / dot tk: too good to be true?
« on: October 12, 2003, 11:44:10 pm »
Ever since we got our cable internet connection hooked up a couple months ago, I\'ve been interesting in getting a domain name.  When I visited Kada\'s Tavern, I saw the dot tk banner ad, so I checked it out.

The free service looked interesting, except that you had to have a certain number of hits each month or so to keep the name (something that wouldn\'t work for me right now).  Then I saw the things that came with the subscribed service.  The options looked good, and then I saw the price: 10 USD a year!  Now that seems really cheap for what they\'re offering, so I was wondering if someone who already has the subscribed dot tk domain name could help me out with the following:

1) Is it really only 10 USD per YEAR?

2) Are the banner ads/pop-ups still displayed?

3) Does it work with a dynamic IP address?

4) Would you recommend this service for someone who wants to put up a small webpage on their home server for the public to access via a registered domain address (aka me  :) )

Thank you for all your help!   8)

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The Hydlaa Plaza / A rough game idea...
« on: September 27, 2003, 02:49:04 am »
[Note: If you don\'t like reading long posts, just skip down to the \"big idea\" at the bottom of the post]

With so much free time on my hands, and a need to come up with a real programming project for me to work on (not that I\'d ever finish it, or even get past stage 1 for that matter), I was sitting around the other day trying to think of what might be a cool idea for a game that hasn\'t been done already (something pretty hard to come by these days).

I\'ve become an RPG fan over the past couple years, so I starting thinking along those lines.  MMORPG\'s are even better, because I like the player interaction.  So I starting thinking of what else to add...how about a persistant 24/7 game world?  I\'m still not sure if such a game exists, though most likely it does.

So I toyed with that idea for awhile, trying to think about what else might make it interesting.  Well the one thing that always got me about some RPG\'s is the boredom of questing, how sometimes you had to do the same basic quests over and over, just so you could make some extra money and gain a little favor with NPC\'s.  Then I thought, how about a world completely quest driven by player characters?  I quickly ruled that out, since there\'s no way you could get enough people interested and organized in the game to do some serious role-playing.  And then...it occured to me:

--> [Here is the \"big idea\"] <--

What about a persistent 24/7 MMORPG with completely dynamic questing, that means not a *single* hand-written quest, driven partially by PC\'s, but most of it by an intelligent AI system that encompasses thousands, perhaps tens of thousands, of NPC\'s??

--> [More explanation follows, feel free to skip the rest and post if you like  ;) ] <--

The way I see it, is an idea borrowed from some of the \"tycoon\" games out there, where you aim to please several hunderd NPC\'s wandering around your park/mall/zoo/bar/whatever, and each NPC has attributes, personality, likes and dislikes.  So what if this system was enhanced so that the AI was incredibly aware of it\'s surroundings, other NPC\'s, and players, and would be constantly making decisions that would affect their lives.  In short: NPC\'s that don\'t just stand around and answer PC questions and buy/sell stuff from PC\'s, but actually *act* like they were PC\'s.

Now I know it seems a bit far-fetched (ok, REALLY far-fetched), but what if it actually worked?  I mean, it would be like an actual real-life world (remember, I\'m thinking persistent online game world) where time actually has meaning!  NPC\'s would behave like real people: growing up, learning skills, getting a job, performing your job, get married, have a family, and defending your family from whatever dangers lurk in the shadows.  And since all NPC\'s will have their own characteristics, many shared among people of a town/city/province/continent, they will become hostile toward anyone who threatens their peace.

So here you are, a PC, dropped in the middle of this world which is constantly moving, constantly evolving, and which you will have to work with to survive.  A game where the fate of hundreds could rely on whether you are able to fulfill the duties required of you.  A game where the focus is not about your avatar, but rather the values that that avatar holds true.

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The Hydlaa Plaza / The greatest case mod in the world
« on: August 28, 2003, 06:03:43 pm »
My friend just showed me this link, it is incredible:

http://divxstation.com/comm/thread.asp?i=16&t=25160&r=0

You must see it to believe it!

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Guilds Forum / A merchant guild?
« on: October 02, 2002, 12:55:18 am »
Being most interested in the (possible) mercantile aspect of Planeshift, I came across a post with an idea of a merchant guild; one who\'s members consist of different merchants selling all sorts of things (food, clothes, weapons, potions, etc).

The theory was that this guild (once well established) would collect dues from it\'s members (likely a small percentage of income), and in return, would provide assistance to new members with a serious interest in opening a shop, or to help existing members when something goes wrong with the economy.

I think a guild like this would be very interesting, supposing there are enough people interested in being merchants, but I do not have quite enough time to start one.  I was wondering if any of the guilds/associations out there (BISM?) could consider themselves to have some kind of support for merchants, or if anyone is interested in starting such a guild.

And now it\'s late, and I must go to bed.  Thank you for listening!  :)

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Wish list / About "Empathy"
« on: September 04, 2002, 08:18:18 pm »
In the character creation\'s skill screen, there is a skill labeled \"Empathy\" with the description:
\"Empathy is used to communicate with your \'familiar\'. A familiar is usually a little pet; it can be a bird, a snake, a cat or any other small creature. The familiar usually follows you all the time and he gets experience performing things with you. He has his own hit points and mana points. He can increase his abilities and even cast spells when he reaches high experience values.\"

All I can say is, the person that came up with this ABSOLUTELY ROCKS!!!
If this works out to be just how the description says, then I think this could easily be one of the coolest aspects of this game.  I mean, for fighter type characters, they may not have as much use for it, but I can think of at least a dozen uses for other types, like mages, thiefs, and others.
I mean, say you\'re a mage and you need to get some herb or another, and when you finally find it, its up on a ledge that you have to go through lengths of tunnel to get through.  But say your \'familiar\' is a bird, you just give it a command to go pick up that herb, and it will fly up there and bring it to you.  As for thieves, any kind of creature could be useful for the sole purpose of distracting someone to get by unnoticed.
I was just wondering if anyone else knew anything more on how exactly this is supposed to work, \'cause I can\'t wait to try it out!   :)

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Technical Help: Problems BEFORE entering the game / Multiple Monitors?
« on: August 13, 2002, 08:05:55 pm »
When I first started trying to use Planeshift, I got the same error most people got: the game began to load the world map, and then kicked me off the server.

So I tried a bunch of things (restarting the program, rebooting and such), and then remembered that most OpenGL games don\'t work with my secondary monitor enabled!

I disabled my secondary monitor, but when I started up the game again, all the text that was once white was now black!  ?(

Of course, it didn\'t fix my problem, so oh well, but I was wondering if anyone else out there has had any stories running Planeshift on multiple monitors.  Thanks for your advice!

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