71 lines
2.0 KiB
Plaintext
71 lines
2.0 KiB
Plaintext
chapter 4 "Gaining Experience"
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Now you must prepare for the
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technical demands of your creators.
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Your creators will expect you to have
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answers to their questions. For the most part,
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they'll find these answers in the Creator's FAQ,
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at http://dead-souls.net/ds-creator-faq.html .
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But you're going to get questions not on
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that FAQ. You'll get stuff like:
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* How many quest points should the Issa Quest award?
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* What's the maximum player level on this mud?
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* Can I make a player class called "Swiper"?
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* What's a good weapon type for The Bouncy Ball?
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These are questions that depend strictly on you
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and what your vision for the mud is. Dead Souls is
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a starting point. The classes, levels, systems,
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*everything*, is open to modification.
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It is normal and natural not to have all of
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these answers at first. I suggest you concentrate on
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making an "area", perhaps a quest, consisting of
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perhaps 15 to 20 rooms and a few npc's, weapons,
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pieces of armor and general items.
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Test your weapons and armor in the arena. To
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get to the arena, first go to the Creators' Hall
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by typing: wiz
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Then go east, then north.
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You can have the dummy wear armor like this:
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give mithril shirt to dummy
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force dummy to wear shirt
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And you can test your weapons by beating on the
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dummy:
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force fighter to drop sword
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clone hammer
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give hammer to fighter
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force fighter to wield hammer
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force fighter to kill dummy
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The dummy will very helpfully blurt out the amount
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and type of damage it receives.
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You can get ideas for your npc's by visiting the
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menagerie. It is east and south of the Creators' Hall.
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By creating your first quest, and putting test
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characters through it, you will gain the experience
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you need to be able to tell your players things like:
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"The Issa Quest is supposed to be easy, so make it 2qp."
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"Level 50 explorers are way too strong. I'm capping
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player advancement at level 40."
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"No, there is already a thief class."
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"Make it a projectile weapon."
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