Post by Eminence on Dec 19, 2015 23:55:50 GMT -5
While some things are still being discussed and planned out, there are some things we have either close on the agenda or already complete. Here you will find a list of features that will be in the mod that have been completed, those that have yet to be added and those that are simply ideas at this point. People are free to make suggestions and comment on their opinions of these features.
COMPLETED:
Communication in Alba: www.youtube.com/watch?v=WMCpJgrg5uE&feature=youtu.be
Here is a short video showing how the chat system will work in Alba Roleplay. When you say a phrase, that phrase will appear over your head to other players in easy-to-read and easy-to-understand red text. It will not appear over your own head to avoid clogging the screen. Instead what YOU say will appear at the bottom left of the screen as it normally would but in blue text. This allows players to see exactly what they have said if they need to recall on something. In addition to making the chat more modernized and easy to use, it reduces the need for players to look to the bottom left of the screen, instead allowing them to focus directly on the scene and what is going on around them. Finally, with chat appearing as it does in the video, it allows players to distinguish exactly who is talking. There will not be any more "(LOOC): Which one's talking? Red hat or blue hat?" etc. Shouting appears in larger text with a wider range for more people to hear it in game. Whispering works the same way that it always has. When someone is walking by a certain place and is not facing someone talking (what could've been an issue with this method of chat) he/she is given chat over his/her own head saying "I hear someone talking." This alerts the player that someone near them is speaking and he or she can find whoever is talking if he does get this alert. Once he sees the person, the bubble of text he/she had said appears over his/her head. Whispering and shouting works the same way. If you're out of the range of the shout/whisper and within a certain range (so it doesn't go all across the map) you will receive an alert "someone is shouting/whispering." For whispering this stops metagaming with people whispering to eachother when they are right in the face of danger or something of the sort. People will know when others are whispering to one another.
Shopping in Alba: www.youtube.com/watch?v=PauPQHbVpKA&feature=youtu.be
Here is our shopping (this is before it was linked to our inventory, usually there would be a price for each item that you are trying to buy and to equip it you go to your inventory). It will work like this: People will go up to a market stand or a shop where they press the Z button near him/her. Immediately after pressing Z the character is placed in third person display point of view and he/she can preview a range of whatever the person is selling. Here he can see what his opportune gear could all look like when together. He or she chooses what he or she wants, purchases it, and then would usually go to equip it in the inventory.
Inventory in Alba: imgur.com/CrWaJCO (sorry this is not a video, syncing the shop to the inventory is still under work).
Here is our inventory system. Obviously it looks a bit not complete. Not to fear! All essential parts are in, and Emiel is just finishing the work on linking the inventory and the shop which won't take more than a day after I post this (I'll add a video when available). It works similar to the shop, players buy their stuff from the shop, press X (temporary key) to access their inventory afterwards. They can click any of the things on the right side (the inventory) to equip it, and on the left side by clicking something on your body it will disappear and reappear on the right side with the rest of your things. Features like giving and dropping items will be added with easy to use systems such as the ones you've seen here (where you click instead of an the typing system like in previous mods).
Map:
The map is done. For the sake of surprise its contents will be kept under wraps for the time being. We will develop a kind of map for players to use in game later on.
Incomplete
Crafting System: TBD
Economy: While many of the details have not been discussed yet (this is actually our next priority, but we're finishing work on inventory) we have said that the economy will be similar to that of Warband Roleplay if not more tough. Things will be very hard to come by without proper work for them. That's not to say that grinding all day in the field will be allowed or necessary. Alba Roleplay plans to be more organized when it comes to labour. To work on the fields you must be employed by a reeve of a certain hamlet or of the main town(s), you must give a portion of your earnings to the reeve and you will only be able to use the fields when under supervision of a reeve. The profits from grain, etc., will be livable, but you need employment in order to make any profits. Freelancing will be an expensive life, welfare checks (or coins every 15 minutes) will be small. If you are employed you will get more per 15 depending on your profession. For example, Alba Roleplay has such a wide variety of items that we can make -a lot- of stuff harder to get. A basic sword, for a peasant, will mean something and will mean a certain amount of labour. A basic sword, for a freelancer who is unemployed, will be almost impossible to get. Many peasants will be limited to basic weapons like clubs, knives, seax's as well as light armour and clothing. This stops social mobility from grinding and makes roleplay necessary to actually move anywhere in life. You can sign up for the guard, still making no money, but getting protection. You can plunder with Pictish raiders and cross the wall, risky, but you could return rich. You could go out as a bandit in the thick forests of the Pictish realm and hide from the law, taking things from wanderers. Yes, banditry will be very prevalent. The map has a huge forest, in which bandits can hide in. It is thick and I don't even go in there because I get lost, and I made the map. Inside the forest there are many little camps and places for bandits and squatters to live in. Lastly, work will not be limited to farming. There is fishing villages, you could work with a trade caravan (risky to go through the forests and open roads, but profitable), you could work in the quarry, you can work as a lumberjack, you can work in the church or for the church, you could work for your local reeve or lord as a servant. The opportunities are endless. Keep in mind however, that once you're committed to a trade it is very hard to escape it ICly. These are purely my ideas^
COMPLETED:
Communication in Alba: www.youtube.com/watch?v=WMCpJgrg5uE&feature=youtu.be
Here is a short video showing how the chat system will work in Alba Roleplay. When you say a phrase, that phrase will appear over your head to other players in easy-to-read and easy-to-understand red text. It will not appear over your own head to avoid clogging the screen. Instead what YOU say will appear at the bottom left of the screen as it normally would but in blue text. This allows players to see exactly what they have said if they need to recall on something. In addition to making the chat more modernized and easy to use, it reduces the need for players to look to the bottom left of the screen, instead allowing them to focus directly on the scene and what is going on around them. Finally, with chat appearing as it does in the video, it allows players to distinguish exactly who is talking. There will not be any more "(LOOC): Which one's talking? Red hat or blue hat?" etc. Shouting appears in larger text with a wider range for more people to hear it in game. Whispering works the same way that it always has. When someone is walking by a certain place and is not facing someone talking (what could've been an issue with this method of chat) he/she is given chat over his/her own head saying "I hear someone talking." This alerts the player that someone near them is speaking and he or she can find whoever is talking if he does get this alert. Once he sees the person, the bubble of text he/she had said appears over his/her head. Whispering and shouting works the same way. If you're out of the range of the shout/whisper and within a certain range (so it doesn't go all across the map) you will receive an alert "someone is shouting/whispering." For whispering this stops metagaming with people whispering to eachother when they are right in the face of danger or something of the sort. People will know when others are whispering to one another.
Shopping in Alba: www.youtube.com/watch?v=PauPQHbVpKA&feature=youtu.be
Here is our shopping (this is before it was linked to our inventory, usually there would be a price for each item that you are trying to buy and to equip it you go to your inventory). It will work like this: People will go up to a market stand or a shop where they press the Z button near him/her. Immediately after pressing Z the character is placed in third person display point of view and he/she can preview a range of whatever the person is selling. Here he can see what his opportune gear could all look like when together. He or she chooses what he or she wants, purchases it, and then would usually go to equip it in the inventory.
Inventory in Alba: imgur.com/CrWaJCO (sorry this is not a video, syncing the shop to the inventory is still under work).
Here is our inventory system. Obviously it looks a bit not complete. Not to fear! All essential parts are in, and Emiel is just finishing the work on linking the inventory and the shop which won't take more than a day after I post this (I'll add a video when available). It works similar to the shop, players buy their stuff from the shop, press X (temporary key) to access their inventory afterwards. They can click any of the things on the right side (the inventory) to equip it, and on the left side by clicking something on your body it will disappear and reappear on the right side with the rest of your things. Features like giving and dropping items will be added with easy to use systems such as the ones you've seen here (where you click instead of an the typing system like in previous mods).
Map:
The map is done. For the sake of surprise its contents will be kept under wraps for the time being. We will develop a kind of map for players to use in game later on.
Incomplete
Crafting System: TBD
Economy: While many of the details have not been discussed yet (this is actually our next priority, but we're finishing work on inventory) we have said that the economy will be similar to that of Warband Roleplay if not more tough. Things will be very hard to come by without proper work for them. That's not to say that grinding all day in the field will be allowed or necessary. Alba Roleplay plans to be more organized when it comes to labour. To work on the fields you must be employed by a reeve of a certain hamlet or of the main town(s), you must give a portion of your earnings to the reeve and you will only be able to use the fields when under supervision of a reeve. The profits from grain, etc., will be livable, but you need employment in order to make any profits. Freelancing will be an expensive life, welfare checks (or coins every 15 minutes) will be small. If you are employed you will get more per 15 depending on your profession. For example, Alba Roleplay has such a wide variety of items that we can make -a lot- of stuff harder to get. A basic sword, for a peasant, will mean something and will mean a certain amount of labour. A basic sword, for a freelancer who is unemployed, will be almost impossible to get. Many peasants will be limited to basic weapons like clubs, knives, seax's as well as light armour and clothing. This stops social mobility from grinding and makes roleplay necessary to actually move anywhere in life. You can sign up for the guard, still making no money, but getting protection. You can plunder with Pictish raiders and cross the wall, risky, but you could return rich. You could go out as a bandit in the thick forests of the Pictish realm and hide from the law, taking things from wanderers. Yes, banditry will be very prevalent. The map has a huge forest, in which bandits can hide in. It is thick and I don't even go in there because I get lost, and I made the map. Inside the forest there are many little camps and places for bandits and squatters to live in. Lastly, work will not be limited to farming. There is fishing villages, you could work with a trade caravan (risky to go through the forests and open roads, but profitable), you could work in the quarry, you can work as a lumberjack, you can work in the church or for the church, you could work for your local reeve or lord as a servant. The opportunities are endless. Keep in mind however, that once you're committed to a trade it is very hard to escape it ICly. These are purely my ideas^
PLEASE SEND IN YOUR SUGGESTIONS FOR OUR CRAFTING AND ECONOMY IN THE SUGGESTIONS BOARD! ALL SUGGESTIONS ARE WELCOME AND MAKE THE DECISION PROCESS EASIER FOR THE STAFF!