Post by satori on Apr 11, 2006 0:31:46 GMT
WARNING!!! Eventually this thread will be a MASSIVE spoiler for Book 1. Everything that happens on each page will be indexed. Although I figure most here know Book 1.....fairly well
Seriously though, after this post there are several breakdowns, such as each combat, each place to get/lose items, each place where a kai discipline is used, and such. Eventually I will have a db and spreadsheet list including pathing showing every possible progresion in Book 1. I am going through page by page by the numbers, but I still miss things. If you notice I have omitted, or incorrectly labeled a section as containing something, PLEASE let me know. Thanks.
To explain, I am learning PHP and MySQL and need a project. My first idea was to code a PHP multiplayer Wasteland game (a team of us is pulling the rules apart, so it seemed easy). Then I learned enough to know there was no way it was going to happen.
After a bit of sulking (I really liked the idea) I came over here to continue a few games I had saved. While playing with the fine Statskeeper utility (lost count of how many times I've played the project Aon books using it), I realized that the LW engine is VERY simple compared to a CRPG engine, and the fine folks here have done most of the legwork already.
Kind Jonathan Blake is allowing me to use the book XML data, and possibly find me some help in getting it parsed for entry into a MySQL database. Of course I need to get a working framework before I can ask them to help me.
So this is the part where I ask you, my fellow fans, for your help.
I've read through the rule posts, and have generally read up for a few years on the board. I need more eyes for a few things.
1) What exactly can be done in a given page? I need to know all the possibilites. The ones I have so far : Page number, Image, Text, Edit inv/equipment, edit EN, edit CS, use item, use skill, combat, death, pick next page, random for next page, random for death, random for item, 'stores', gifted/found items. I could use help if I missed any (and I ALWAYS miss something)
2) Lists of all items, broken down by type and page. Didn't find a thread on this, if there is one, pls point me to it. If not, if anyone knows......
3) Rule sets. I was thinking of having several rulesets, my thoughts so far :
a) Hardcore. No stat/weapon skill reroll. Death ends it all. Most limiting ruleset (No shield & 2 hander, etc..)
b) Realistic. 5 rolls for CS and EN (NOT 5 each, 5 total). Death resets at series start. More relaxed ruleset (Using commonly accepted interpretations vs. some literal interpretations)
c) Relaxed. Pick your inital stats/weapon skill. Death resets to book start. Same ruleset as above.
d) Looking for the cheese. Pick starting stats/weaponskill. Dual weapons. Stacking bonuses. Death results in a brief trip back in time and the aquisition of a piece of cheese
I need to clarify what the breakdowns would be between the above levels.
Edit: Also, the overal Special Items concept (with 12 items) 'could' be changed in one of the less strict rulesets to actually look at the size of objects, as well as placement. For example, each area of the body used to store special items (back, shoulder, belt, etc...) would have a set number of 'storage' spaces, but could only store special items given a specific description to do so. The jeweled mace IIRC is a belt item, so if there was a belt limit of 4, you could have that and 3 other belt items.
This would have to be hashed out, but it seems it may be inline with what Joe may have wanted to do when he cut it to 12, but never would have been able to do easily (if at all) in the gamebook format? Strict rules of course would still go by the book rules, so no one would be forced to use a system like this.
The combat routines have been coded for both the statskeeper and LWAC, so I will just convert the code to a PHP format.
So why PHP you may be asking?
1) I need/want to learn it
2) Allows ANY browser (with some limitations, yes) to run it.
3) Allows progress ladders (for each ruleset) for some friendly competition.
4) Allows automation of MANY things that currently require manual typing, deletion, editing.
5) By using the XML base, sections that allow skill/item branching can be replaced with icons.
6) Inventory/shops/free stuff can be handled easily, (once the basic frame is built)
7) I forgot #7, but it was really good, I promise.
8) Easy to jack in a chatbox feature.
To get a working framework I need much less than all the above I need to figure out the page options, and code some dummy pages. Then I have to code a character sheet, including inventory. Next is the main engine, dealing with page options. Finally the combat engine, for test combats. Once this is done I can work on getting the XML data into the database. This would create a VERY rough working version. It wouldn't have skill exclusion (if you don't have the correct kai skill, you shouldn't even see the options), auto inventory (removing meals, potions on usage and editng stats at the same time), and many needed to be good, but not needed to test the code type things.
If anyone knows a bit o' PHP and/or MySQL, help there is appreciated as well. All coding I do will be GNU'd or GPL'd so you would be contributing to the general public with any help you can provide
Thanks all,
Jacob
Seriously though, after this post there are several breakdowns, such as each combat, each place to get/lose items, each place where a kai discipline is used, and such. Eventually I will have a db and spreadsheet list including pathing showing every possible progresion in Book 1. I am going through page by page by the numbers, but I still miss things. If you notice I have omitted, or incorrectly labeled a section as containing something, PLEASE let me know. Thanks.
To explain, I am learning PHP and MySQL and need a project. My first idea was to code a PHP multiplayer Wasteland game (a team of us is pulling the rules apart, so it seemed easy). Then I learned enough to know there was no way it was going to happen.
After a bit of sulking (I really liked the idea) I came over here to continue a few games I had saved. While playing with the fine Statskeeper utility (lost count of how many times I've played the project Aon books using it), I realized that the LW engine is VERY simple compared to a CRPG engine, and the fine folks here have done most of the legwork already.
Kind Jonathan Blake is allowing me to use the book XML data, and possibly find me some help in getting it parsed for entry into a MySQL database. Of course I need to get a working framework before I can ask them to help me.
So this is the part where I ask you, my fellow fans, for your help.
I've read through the rule posts, and have generally read up for a few years on the board. I need more eyes for a few things.
1) What exactly can be done in a given page? I need to know all the possibilites. The ones I have so far : Page number, Image, Text, Edit inv/equipment, edit EN, edit CS, use item, use skill, combat, death, pick next page, random for next page, random for death, random for item, 'stores', gifted/found items. I could use help if I missed any (and I ALWAYS miss something)
2) Lists of all items, broken down by type and page. Didn't find a thread on this, if there is one, pls point me to it. If not, if anyone knows......
3) Rule sets. I was thinking of having several rulesets, my thoughts so far :
a) Hardcore. No stat/weapon skill reroll. Death ends it all. Most limiting ruleset (No shield & 2 hander, etc..)
b) Realistic. 5 rolls for CS and EN (NOT 5 each, 5 total). Death resets at series start. More relaxed ruleset (Using commonly accepted interpretations vs. some literal interpretations)
c) Relaxed. Pick your inital stats/weapon skill. Death resets to book start. Same ruleset as above.
d) Looking for the cheese. Pick starting stats/weaponskill. Dual weapons. Stacking bonuses. Death results in a brief trip back in time and the aquisition of a piece of cheese
I need to clarify what the breakdowns would be between the above levels.
Edit: Also, the overal Special Items concept (with 12 items) 'could' be changed in one of the less strict rulesets to actually look at the size of objects, as well as placement. For example, each area of the body used to store special items (back, shoulder, belt, etc...) would have a set number of 'storage' spaces, but could only store special items given a specific description to do so. The jeweled mace IIRC is a belt item, so if there was a belt limit of 4, you could have that and 3 other belt items.
This would have to be hashed out, but it seems it may be inline with what Joe may have wanted to do when he cut it to 12, but never would have been able to do easily (if at all) in the gamebook format? Strict rules of course would still go by the book rules, so no one would be forced to use a system like this.
The combat routines have been coded for both the statskeeper and LWAC, so I will just convert the code to a PHP format.
So why PHP you may be asking?
1) I need/want to learn it
2) Allows ANY browser (with some limitations, yes) to run it.
3) Allows progress ladders (for each ruleset) for some friendly competition.
4) Allows automation of MANY things that currently require manual typing, deletion, editing.
5) By using the XML base, sections that allow skill/item branching can be replaced with icons.
6) Inventory/shops/free stuff can be handled easily, (once the basic frame is built)
7) I forgot #7, but it was really good, I promise.
8) Easy to jack in a chatbox feature.
To get a working framework I need much less than all the above I need to figure out the page options, and code some dummy pages. Then I have to code a character sheet, including inventory. Next is the main engine, dealing with page options. Finally the combat engine, for test combats. Once this is done I can work on getting the XML data into the database. This would create a VERY rough working version. It wouldn't have skill exclusion (if you don't have the correct kai skill, you shouldn't even see the options), auto inventory (removing meals, potions on usage and editng stats at the same time), and many needed to be good, but not needed to test the code type things.
If anyone knows a bit o' PHP and/or MySQL, help there is appreciated as well. All coding I do will be GNU'd or GPL'd so you would be contributing to the general public with any help you can provide
Thanks all,
Jacob