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1. What are you looking for?
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Mon Jan 27, 2003 [2:00 AM]
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Menser
Email not supplied
member since: Apr 4, 2000
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Reply
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Hello-
Im in the process of writing a new OLC and PROG system and was hoping to get the input of everyone here as to what features people as builders would like to see. What do you want out of an OLC system, what sorta fields what sorta control. I know this is kinda vague but im hoping youll understand what i mean. What sorta things would you like progs to be able to do that they cant now. What sorta control do you want them to have over things. What sorta functionality are you looking for from a prog system. Once again, kinda vague, but im looking for anything.
Any bit of input you have may give me an idea, or spark an idea in someone elses head. Who knows, perhaps this could be the discussion that changes building in the future ;)
_-Menser-_
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2. RE: What are you looking for?
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Mon Jan 27, 2003 [8:54 AM]
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Adelai
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member since: May 10, 2002
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Make things visible. For me the hardest thing to get used to moving into ROM is that not everything was visible. For instance I didn’t know about “ed add” or about naming doors for a long time. Setting everything out visibly, if possible, helps your builders take advantage of all the features your OLC offers.
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3. RE: What are you looking for?
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Mon Jan 27, 2003 [4:35 PM]
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Menser
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member since: Apr 4, 2000
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That is something I also think is an important and thought about alot, one thing i remebered though back when i first started with muds, and learning how to build and everything was that sometimes when a place did make all that information available right off the bat, i got confused easily. Wel lnot confused but i found that it was a bit harder to learn due to everything being thrown at me.
What i thought of to fix this problem though was allowing the builders to switch between to modes of building. Ther is a basic mode for those that are new to the olc system, and shows the ..well ..only the basics. Then there is an advanced mode which which does show everything. Builders can switch between the two modes at will, so ther eis no holding back of a builder in basic mode who thinks he can handle more.
What do yout hink of this idea? Is it something you would use? Do you think builders would find it useful?
_-Menser-_
What do you think of this
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4. RE: What are you looking for?
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Tue Jan 28, 2003 [9:36 AM]
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Adelai
Email not supplied
member since: May 10, 2002
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That's a really good idea. being able to expand the OLC when you're ready would make OLC a lot more comfortable for learning.
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5. RE: What are you looking for?
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Thu Jan 30, 2003 [11:01 PM]
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Menser
Email not supplied
member since: Apr 4, 2000
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In Reply To
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Hello again-
First i would like to thank you Adelai for your input. I find it very valuable.
Secondly, what in the world is wrong with you people? Here is your chance to give your input on everything you see wrong with OLC and the way you would like to see it. All i ever hear from builders is 'if i could only do blahblahblah, then i could make an awsome area' or 'if progs could do this, i could do blah2blah2, then i could do some crazy stuff'. So where are all these great ideas now? Here is something that will benifit you all directly, and i cant even get a peep outta more then one person.
All im asking for is a little input.
_-Menser-_
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6. RE: What are you looking for?
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Fri Jan 31, 2003 [1:27 AM]
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faeson
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member since: Jul 1, 2000
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Ok, here's some input. I don't know if these features already exist or whatnot, I haven't built for a while now, but my main desires were probably things like delete. to completely wipe a room or mob or object vnum clean, so you can start with a clean slate with that particular vnum. probably a cleaner layout of information, so it's all easier to access and read, if that be via colors, then thats fine by me. for this "beginner" mode you were talking about maybe like "wizards" so to speak...i've seen them on circle muds...to create a room you'd type something like "redit create " and then it would ask you what to do, like "What's the room name?: " "Type the description here: " and everything, so a beginner builder doesnt have to know much at all but can still get the basics done without really leaving anything out...i don't know, if i come up with more, ill post.
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7. RE: What are you looking for?
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Fri Jan 31, 2003 [4:18 AM]
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Skarsnik
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member since: Nov 14, 2002
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Personally I think the most important thing with OLC is a damn good user interface as Idiot proof as possible, but flexible enough for experts.
e.g. In order to use OLC you type 'edit' which displays a list of editable things within the zone. <-- the only command you need to memorize. More advanced users could use 'redit' to edit the existing room or 'redit 1234' to edit 1234 or 'redit 1234 desc' to edit the description of 1234...
You want ideas? Flexible graphic style UI. text based UI. A map generator! Colors. Frames. Advance use of ansi if available (cursor positioning/clear screen). Approprate error messages from invalid input. Good reporting functionality! World/zone statistics. Pre-defined generalized special procs for things. Copy. Delete. Create. Dig. Walk. Templates ('create basic sword'). A pair of builders goggles where imm's can see vnums/flags/zloads of everything as they walk around. Randomize/tweek function. Auto-create objects/mobs based on supplied level. Auto calculate objects value/mob's exp value (tweekable). Error checking/validation (do all area's link, are any mobs too powerful?). Auto-save/save-X minutes options. Spell checker....
k, running out of breath.
Skars
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8. RE: What are you looking for?
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Fri Jan 31, 2003 [8:24 AM]
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LadyBri
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member since: Aug 28, 2002
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Some of the things Skars listed already exist.
Ever hear of changing your prompt to show the area, vnum and what editor you are using? Ever hear of wiznet?
I haven't added anything to the list because every mud is different and a coder on that particular mud can add things needed by the building staff. And I have to admit our coder has spoiled our builders.
But yes the interface should be flexible enough that new builders don't get confused and experienced ones can be even more creative in their work.
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9. RE: What are you looking for?
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Fri Jan 31, 2003 [5:42 PM]
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Skarsnik
Email not supplied
member since: Nov 14, 2002
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In Reply To
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I realise some of these things already exist. But it depends on which codebase your using and i'm 100% sure all of these features need improvement if they do exist (well apart from dig, how much can you improve dig? :P)...
Ive never seen a prompt that shows area/vnum's, but I've only played with circle based OLC, and one I re-wrote from the nanny up, and one I wrote. But what I was describing was every zoneloads/object/mobile/room showing alot of information about themselves (vnums flags levels ect...). Thinking about it, being able to toggle different information on and off would be nice aswell.
Wiznet? we must be talking about a different wiznet, cause mines useless :)...
Out of interest why do you say your builders are spoiled. I would love to hear details of the environment they work in, and work out how much of my previous list needs to be implemented before builders are considered spoiled :(=).
$kar
N.B. On a side note, for some reason developing/re-designing an OLC takes a long time. I guess its the extensive UI involved, but I never really worked that out :(.
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10. RE: What are you looking for?
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Fri Jan 31, 2003 [6:13 PM]
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TrinitySLR
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member since: Oct 23, 2002
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Two things I would have found helpful when I first started building are not necessarily part of every OLC system, but I think that they have been instilled in most well used OLC systems.
First, a comprehensive help file on every possible item in OLC. For instance, when building a mob, it would have been helpful to know what affects actually did or vulns or resists. Or, for that matter, when you get a list of affects or vulns or resists, what do they actually do? How do they affect the game? Does it really matter if I put a flag on my mobs or objects and if I do, how much does it matter? What does it mean to flag a room with a particular terrain? When I first started building, I didn't really understand the consequences that terrain flags had on movement. I do now, but it would have been nice to be able to type help room flag and get an explanation. Even something as minute as help files on materials would be great. Does it really matter if an axe is made of steel or iron? Ask an elf. Does it matter if those boots I made are made of leather or metal? Why? And WHY can't I have a diamond sword? To a newbie builder, these are pertinent questions.
Secondly, a good grammar/spelling tool like the one found in Word would be a godsend, especially for those builders who have really great ideas and a so-so grasp of the English language. I have read many head builders comment on the pain of having to read descriptions filled with poor grammar and even worse spelling. How nice would it be to let a spell checker do all the work for you before you submit your sensitivities to such torture?
Just my thoughts for the moment.
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11. RE: What are you looking for?
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Sat Feb 1, 2003 [10:30 AM]
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Menser
Email not supplied
member since: Apr 4, 2000
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In Reply To
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Hello again-
i would like to thank you all for your input as it has given me a multitude of ideas. I especially liked the 'wizard' style idea as that is somethign i have not seen before. I think it would really help out not only the newbie builders themselves, but everyone involved, from the head builder(the poor guy who helps EVERYONE) to the mud itself even from being able to have more builders creating areas due to the simplicity and not having to worry about them getting stuck on things.
The helpfiles are also very important, as without helpfiles only the person who wrote all of the code knows all the ins and outs of the system. Which is truely sad because as most of us know helpfiles are almost always lacking.
Templates are also a good
On a more direct note to LadyBri(and any other spoiled builders). WHat have your coders done to make you spoiled?What great features have they worked in that just makes life so much easier, or building that much more fun? I guess this question borders possibly on what sorta game mechanics your coders may have put in also, but if you have any generalizations (dont want to step on other coders toes) those would be great.
Thanks for all your input you guys have already given.
_-Menser-_
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12. RE: What are you looking for?
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Mon Feb 3, 2003 [11:57 AM]
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LadyBri
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member since: Aug 28, 2002
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In Reply To
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Okay by spoiled is that when we ask for something he gets it added rather quickly. Our coder is very responsive to the needs of the builders. Just so you know what my point of reference is, we are using a modified ROT codebase.
For the prompt(Quoted from OLC: Down and Dirty in the MUD website): PROMPT [%z][%R][%o][%O] <%e> it will give you a prompt that looks like this: [Area Name][room # you are in][edit mode you are using][vnum you are editing]
We have added values that allow us to limit obj loads and set an alternate item to load in its place, set teleport rooms, amongst other things.
We also obtained a copy of the Arcanum offline editor source which our coder modified to fit our area format and that allows our builders with limited time online (for whatever reasons) the ability to easily build areas and they can be added with ease.
Anything my builders think of, he can usually find a way to code it in for us, and I try to remind him how much we appreciate him at least 2x a week.
Hope this answers some of your questions. :)
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13. RE: What are you looking for?
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Tue Feb 4, 2003 [1:05 AM]
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Silrathi
silrathi@yahoo.com
member since: Aug 2, 1999
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In Reply To
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for/next loops mobs you can put in your pocket never expects a number when asking for a string (ie sex=male not sex=1)
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All that is needed for the triumph of evil is for good men to do nothing. ---Edmund Burke
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14. RE: What are you looking for?
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Sun Feb 23, 2003 [10:37 AM]
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mudsite
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member since: Nov 12, 2002
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wow sorry for this being late and all i just found it.
mind tellin us all when your done with it. I do want to see what all you have done to it.
thanks
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