Subject: Places System: Current Progress

Posted on: June 09 2011 @ 07:44 PM
By: CavemanJoe

Content:

Okay folks, it's time to rewrite the dwellings system. We're going to replace it with a Structures system, that'll be a lot more flexible and will let you add much more detail than you could previously. In addition to implementing the vast majority of your suggestions in Buddleia's thread, Currently there are two Big Differences between the new system and the current system that aren't detailed in that thread.

The first change is a third level of location precision. Whereas before we had:

-Map Square
--House
---Room

Now, we'll have:

-Map Square
--Structure
---Room
----Page

What are Pages useful for? Two examples.

Let's say you have a room with a desk and a grandfather clock. The desk and grandfather clock are Pages, with their own descriptions, that the player can explore by clicking a nav link. In the current system, to put in this level of detail, the clock and desk would have to be Rooms of their own - they'd have to have doors, and chat rooms, and be built with carpentry and masonry kits, which doesn't really make sense. Here are the chat options for a Page:

1. Unique (this Page has its own chat).
2. Room (this Page shows chat from the Room it's in)
3. Disabled (no Chat)

Similarly, Pages can be shown in nav links or be hidden, according to the whims of the building owner.

Second example. Text adventures! There's no bloody reason at all to have the effects of "EXAMINE MOOSE HEAD" take you to an entirely different room, when Pages will make much more sense. This way, we get rid of the cognitive disconnect that happens when the program thinks you're moving to a different room, and the player (and building owner!) think you're staying in the same room and looking at something.


And speaking of text adventures, that brings us nicely to the second Big Change, which is Structure Programming. Without having to learn any code, you'll be able to set up events and experiences that happen to players based on criteria you choose, including a new system of Structure Prefs - data unique to player, structure, room and page, that building owners can change depending on whatever criteria they like. This is very powerful, but the easiest way to think of it is as though it were an invisible Memento, one that represented something that happened to you or something that you did, rather than something that you own. FOR EXAMPLE:

Player enters a room.
Your program - which you made via a simple point-and-click interface inside the room, no coding required - checks a pref that you called "howmanytimesentered".
If the pref is less than ten, then the program increments it by one.
If the pref is ten or more, then the program appends the following text to the room description:

"Good afternoon, {playername}," says Igor. "It's good to see you again."


I'm going to try to build this programming system in such a way that we can expand it easily later. For now, here's a quick list, taken from my notes, of things you'll be able to do when the system is released:

COMPLETE LIST OF STARTING CONDITIONS
Player has / does not have Memento X
Player's structure pref x for this room is equal to Y
Player's structure pref x for this room is equal to or greater than Y
Player's structure pref x for this room is equal to or less than Y
Player's structure pref x for this room is greater than Y
Player's structure pref x for this room is less than Y
The last room that the player visited was X
The weather outside is condition 1 (repeat to 7)
The time of day is inside time slot 1 (repeat to 7)
Player entered commentary command matching X
Player entered commentary command containing X

COMPLETE LIST OF STARTING EVENTS
Append X to the room/page description
Replace room/page description with X
Alter nav to room x to read y (climb up / drop down)
Unlock door X
Lock door X
Add link to Page X
Set Structure Pref X to value Y
Increment Structure Pref X by Y (or -Y)
Dispense Memento X
(admin only) Require PHP file
(admin only) Call PHP function


...yeah, those (admin only) functions are there so that I can replace every building in the game with Structures. Smile That's how powerful this new system is going to be - Sheila's will be a Structure, eBoy's will be a Structure, and we'll be able to easily add detail any time we like.

I'll be working on this new system for... oh, quite a while, I'd imagine, but we've got some cool other stuff in the works to keep you going in the meantime, including a new Watcher story. Watch this space and wish me luck! Mr. Green



Replies:

Re: Dwellings system rewrite

Posted on: June 09 2011 @ 08:08 PM
By: Zolotisty

Content:

*froths with excitement*

*or maybe that's just rabies*


Re: Dwellings system rewrite

Posted on: June 09 2011 @ 08:15 PM
By: Maniak

Content:

Oh my. Exciting!

Does likely means more RP spaces, such as in restaurants, doesn't it?
And a chat page in the entrance of the PSK? And people could rent a private room in the PSK?
And clan halls could get a banter/RP space?



Thank you and GOOD LUCK!


Re: Dwellings system rewrite

Posted on: June 09 2011 @ 08:19 PM
By: Ebenezer

Content:

*Throws confetti*

HUZZAH! Thank you, CMJ! This new system sounds like it will be awesome!

Are Clan Halls going to be Structures too, by chance? Big Grin (Edit: Oh! Maniak asked this already too! Ha!)


Re: Dwellings system rewrite

Posted on: June 09 2011 @ 08:43 PM
By: CavemanJoe

Content:

Quote by: Ebenezer

*Throws confetti*

HUZZAH! Thank you, CMJ! This new system sounds like it will be awesome!

Are Clan Halls going to be Structures too, by chance? Big Grin (Edit: Oh! Maniak asked this already too! Ha!)



Yes, we'll figure out a way for Clan Halls to be Structures. Smile


Re: Dwellings system rewrite

Posted on: June 09 2011 @ 08:53 PM
By: Hairy+Mary

Content:

Good lord! And good luck to you sir, as requested.

I've been slowly (very slowly) trying to design a puzzley type dwelling, not quite a text adventure, but certainly containing elements along those lines. Secret rooms in particular have been crying out for this for ages.

What you're talking about is exactly the areas that I was having problems with. Rooms and secret rooms work, but pages would be better.

I'd considered using memento, but decided against it. What you're talking about is amazing.

Now all I need is more imagination. Short of learning brain surgery and then coming round to give me a brain transplant, there's not much you can do about that. Wink

Small question, I'm guessing that the navigation options from a page will be the same as those from the main room of which it's a part? Possibly with the link to that page shaded out or some such?

Also, could there be some way to include clan membership in structure prefs? I can imagine some clans wanting to build their own HQ with a public area for everyone, and a private area for clan members only, possibly changing this for special occasions.

Had to say that, even though it makes me feel like somebody's offered me my own tropical island, and I'm grumbling because the six inch wing span butterflies are a slightly different colour of red to my ideal. Oops!


Re: Dwellings system rewrite

Posted on: June 09 2011 @ 08:57 PM
By: Count+Sessine

Content:

Eek! This is going to be amazing. Big Grin Big Grin Big Grin Big Grin Big Grin


Re: Dwellings system rewrite

Posted on: June 09 2011 @ 09:56 PM
By: Iriana

Content:

THIS SOUNDS SO COOL. CMJ, you rock!


Re: Dwellings system rewrite

Posted on: June 09 2011 @ 10:14 PM
By: Matthew

Content:

ALL OF THIS IS AMAZING

Just, you know, in case that hadn't been said yet. (It has.)

Though, question: will pages be visible through a menu, or will they be hidden through keywords? Or, it sounds like, an option for either or?


Re: Dwellings system rewrite

Posted on: June 10 2011 @ 03:24 AM
By: CavemanJoe

Content:

Holy shit there are going to be nine database tables for this. :-/

Pages can be set to visible or hidden. When visible, they'll be seen in the nav links - when hidden, the player will have to access them through one of your Conditions.


Re: Dwellings system rewrite

Posted on: June 10 2011 @ 04:54 AM
By: Hiraniva

Content:

This all sounds amazing. I'm super excited.


Re: Dwellings system rewrite

Posted on: June 10 2011 @ 08:13 AM
By: Artist+Dragon

Content:

OOOOOOOH MYYYYY GOOOOOOOOOOOD

this will be so awesome!

i need to donate more!

MAKE IT!!!!


Re: Dwellings system rewrite

Posted on: June 10 2011 @ 08:26 AM
By: CavemanJoe

Content:

CAVEAT:

This is progressing nicely, now - I've got the basic getter and setter functions for a faster, more stable Places system underway.

However, here's the bad news. The current Dwellings in the game will likely not be compatible with the new system. It's looking like there's not going to be a reliable way to convert them over.

So, we'll handle the changeover like we handled the Dwellings Cataclysm - with a Stamina item giving free building actions for a day. Combined with new "build x5/x10/until exhausted/until the job's done" options, it shouldn't be too painful - and this'll give you a chance to reconfigure your Dwellings and rebuild them with the benefit of the awesome new things right from the start. Which is cool. Smile

This is probably gonna take about a month.


Re: Dwellings system rewrite

Posted on: June 10 2011 @ 09:43 AM
By: Matthew

Content:

Honestly?

I'm okay with this.


Re: Dwellings system rewrite

Posted on: June 10 2011 @ 11:01 AM
By: Ashtu

Content:

Quote by: CavemanJoe

CAVEAT: ....here's the bad news....

Call me weird, but I think this is the part I like best....

....although I really feel sorry for the Dunbardings.

Urban renewal, yeah.


Re: Dwellings system rewrite

Posted on: June 10 2011 @ 01:42 PM
By: Buddleia

Content:

This is going to be holy shit levels of awesome. Big Grin

Is there anything we can do to help? Ideas, typo-hunting, testing, staying out of the way?

And, I'm ok with the rebuilding too. I'd been meaning to reorganise my house ... I assume houses won't just die, that owners will have an option to convert if they want. (Also, I bet there'll be such a huge flurry of everyone building that everywhere except IC will go into breach!)


Re: Dwellings system rewrite

Posted on: June 10 2011 @ 02:18 PM
By: Awesome+Fred

Content:

I am impressed. Very impressed. This is the big stuff!


Re: Dwellings system rewrite

Posted on: June 10 2011 @ 03:22 PM
By: Artist+Dragon

Content:

if our current dwelling aint compatible, we must have free building for a day items for the big ones! oh, and make it a everything-item. masonary, woodcutting and decorating in one so that we dun have to use ciggies all the time and get failboated so much. like me. i am building an Improbable inn at 22, 12, and thanks to Sylvie it has progressed extremely much. I NEED IT TO STAY! FIND A WAY TO SAFELY CONVERT THEM! I DONATED 40 USD JUST BECAUSE YOU ARE DOING THIS! FIIIIIIND A WAAAAAAY!


please.


Re: Dwellings system rewrite

Posted on: June 10 2011 @ 03:29 PM
By: Maniak

Content:

Artists Dragon, I suggest reading what CavemanJoe wrote before screaming. There will be a Stamina item giving free building actions for a day. From what I know of the cataclysm, people with an effected dwelling were given an extremely powerful Builders Brew and nigh-infinite stamina.


More on topic, will we have the option to export and save our dwelling when the time comes?


Re: Dwellings system rewrite

Posted on: June 10 2011 @ 03:46 PM
By: Makiwa

Content:

I'm dizzy with the prospects of all this coming wonderment!

Question about clan halls as dwellings. Will they still exist on some ethereal plane as they do now? Accessible from other dwellings?

We have a quite a large project in the works - thankfully nothing built yet so the timing is perfect.
Mr. Green


Re: Dwellings system rewrite

Posted on: June 10 2011 @ 04:34 PM
By: Sonny

Content:

Wohoo! This is gonna be awesome! Mr. Green

Thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you.....!!!


Almost not daring to ask... Will there be a feature for linking rooms, like different ways leading to the same room? And maybe deleting unwanted rooms? (Sorry, if I missed it in the list)

Even without it, it sounds like a huuuuge improvement!Thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you.....!


Re: Dwellings system rewrite

Posted on: June 10 2011 @ 04:40 PM
By: Boudi

Content:

Just wondering, will there still be furniture, complete with stamina buffs? Would this be a separate 'page' or would the same structure as before still be in place?

ALSO, thank you so very, very much!


Re: Dwellings system rewrite

Posted on: June 10 2011 @ 06:22 PM
By: CavemanJoe

Content:

We'll keep the old Slots concept alongside Pages - but they'll be easier to work with from a coding standpoint (items can belong to houses, now).


Re: Dwellings system rewrite

Posted on: June 10 2011 @ 07:56 PM
By: dizzyizzy

Content:

Quote by: CavemanJoe

CAVEAT:

This is progressing nicely, now - I've got the basic getter and setter functions for a faster, more stable Places system underway.

However, here's the bad news. The current Dwellings in the game will likely not be compatible with the new system. It's looking like there's not going to be a reliable way to convert them over.

So, we'll handle the changeover like we handled the Dwellings Cataclysm - with a Stamina item giving free building actions for a day. Combined with new "build x5/x10/until exhausted/until the job's done" options, it shouldn't be too painful - and this'll give you a chance to reconfigure your Dwellings and rebuild them with the benefit of the awesome new things right from the start. Which is cool. Smile

This is probably gonna take about a month.



A couple questions, sorry to keep beating this to death: Things were less complicated last round of cataclysm. How will you determine how many supporter points to give back for lost secret rooms, because of the price drop? Along the same vein, how do you handle the custom furniture? A simple list of furniture won't suffice anymore.


Re: Dwellings system rewrite

Posted on: June 10 2011 @ 09:19 PM
By: AliceHeart

Content:

The conditions... Time... Weather... Amount of visits....

The page system...

Cry

This... This is beautiful CMJ... You are a genius.


Re: Dwellings system rewrite

Posted on: June 10 2011 @ 11:10 PM
By: Trowa

Content:

Holy crap on toast YES! Laughing Out Loud

I can make use of every one of the currently planned Structure Programming outputs! Dispense Memento? More like "Here's your room key, sir!" Replace room description and lock doors based on current weather? More like, "Sorry, sir, the Tennis courts and Pool are closed until the storm passes." This is going to be so much fun!

Now....who's going to be the first to finish a simple playable game in their "Structure" with this system when it's released? Twisted Evil If only there was some random output generator in there....



....also means I should probably just keep my Rocket "under construction" in the meantime. *shrug*


Re: Dwellings system rewrite

Posted on: June 11 2011 @ 12:59 AM
By: Beeps

Content:

I really must say something here.

Quote by: CavemanJoe

In addition to implementing the vast majority of your suggestions in Buddleia's thread, Currently there are two Big Differences between the new system and the current system that aren't detailed in that thread.

The first change is a third level of location precision.


Actually, this was detailed. Somewhat extensively. Pages strike me as either souped-up doors, or watered down rooms.

And, I'm going to state this openly. None of what I'm about to say is news if you've been paying attention - I've brought up ideas couple times and explained them in great detail because they weren't just ideas.

As mentioned, I'd originally suggested and started looking at building a Codeigniter version of a LotGD-style browser game back in October. Originally, this was had been planned to be an alternative to Season 3 being another borrowed codebase. Since it was initially designed to be II, much of it is designed to be similar. My land registry and text previewer were both dumbed-down code for that project originally. The response was almost non-existent. But I've come to learn that that's just the Labs. I've continued poking at it when I'm bored or really unhappy with how something works here. Apparently, spite is a powerful muse for me.
Things have moved about, and it's currently a bit of a mess (Still working out some kinks with the transitions) but it hasn't gone away.

If the number of links is too daunting here, the short version:
I am clearly stating that I am working on a system from scratch based on the idea of outmoding the engine on which II runs.

And yes, any time I've expressed displeasure with the community here (You know what I mean) and stated that I was going "back to work," this was what I meant.


All that being said, I'm really looking forward to seeing the Structure system finished. For the... Three people who've seen the interior of my dwelling, it's almost entirely designed for this system. It's a single-room shack with over 100 rooms in it. Of these, only two are actually places you can go. And one is locked, only there for flavour. Everything else is a description of an object in the room. You can actually shuffle through the drawers on my tool box.


Re: Dwellings system rewrite

Posted on: June 11 2011 @ 01:40 AM
By: LadyRavenSkye

Content:

I have some questions:
Should I start saving all my room descriptions?
Should I stop working on the Golf Course?
I don't have money, so can I thank you with a sacrifice?
If so, will my landlord count?

If I run out of time to finish fixing the tent after the switch, will I be able to get another kit to finish it?
Will this change reset the action rankings for building and material gathering?


Re: Dwellings system rewrite

Posted on: June 11 2011 @ 02:03 AM
By: Sneaky

Content:

Will we have rudimentary HP stats? (I suppose I should wait until I can play with existing triggers.) Twisted Evil Idea


Re: Dwellings system rewrite

Posted on: June 11 2011 @ 02:34 AM
By: Hairy+Mary

Content:

Since there's going to be a cataclysm style new start, then this ties rather neatly in with this thread here, wherin is discussed abandoned dwellings and what to do about them.

In particular, what's going to happen to all the great buildings that we'd like to keep, but whose owner has departed? Maybe we could organise some work gangs between us to get the work done or something?


Re: Dwellings system rewrite

Posted on: June 11 2011 @ 03:35 AM
By: Trowa

Content:

Wow, seems abandoned dwellings were originally brought up over a year ago, too.

Nice thing about perusing old threads is seeing that many ideas have been hashed and rehashed several times.


Re: Dwellings system rewrite

Posted on: June 11 2011 @ 04:00 AM
By: CavemanJoe

Content:

Quote by: Beeps

I really must say something here.

Quote by: CavemanJoe

In addition to implementing the vast majority of your suggestions in Buddleia's thread, Currently there are two Big Differences between the new system and the current system that aren't detailed in that thread.

The first change is a third level of location precision.


Actually, this was detailed. Somewhat extensively. Pages strike me as either souped-up doors, or watered down rooms.

And, I'm going to state this openly. None of what I'm about to say is news if you've been paying attention - I've brought up ideas couple times and explained them in great detail because they weren't just ideas.

As mentioned, I'd originally suggested and started looking at building a Codeigniter version of a LotGD-style browser game back in October. Originally, this was had been planned to be an alternative to Season 3 being another borrowed codebase. Since it was initially designed to be II, much of it is designed to be similar. My land registry and text previewer were both dumbed-down code for that project originally. The response was almost non-existent. But I've come to learn that that's just the Labs. I've continued poking at it when I'm bored or really unhappy with how something works here. Apparently, spite is a powerful muse for me.
Things have moved about, and it's currently a bit of a mess (Still working out some kinks with the transitions) but it hasn't gone away.

If the number of links is too daunting here, the short version:
I am clearly stating that I am working on a system from scratch based on the idea of outmoding the engine on which II runs.

And yes, any time I've expressed displeasure with the community here (You know what I mean) and stated that I was going "back to work," this was what I meant.


All that being said, I'm really looking forward to seeing the Structure system finished. For the... Three people who've seen the interior of my dwelling, it's almost entirely designed for this system. It's a single-room shack with over 100 rooms in it. Of these, only two are actually places you can go. And one is locked, only there for flavour. Everything else is a description of an object in the room. You can actually shuffle through the drawers on my tool box.



I know, mate. I dig exactly what you're doing, but I really, seriously don't have the time necessary to have the Very Long Conversations we'd need to have in order to go with a new engine, especially one I don't already know inside-out. I'm learning a few things about myself from the Labs experiment that suggest this ain't the sort of project (and I'm not the sort of programmer) that can benefit much from an idea like Labs, and that's why the new programming-building-blocks thing for Places (formerly Structures!) will replace Labs.

Yup. Frown The actual announcement will come fairly soon, and I'll likely leave the site up in read-only mode, but there are better places to discuss LotGD development.

I mean, come on - you saw how long it took me to get around to implementing your fixes, and the fixes to those fixes. Do I strike you as the kind of guy who can run something like Labs?


Re: Dwellings system rewrite

Posted on: June 11 2011 @ 04:43 AM
By: Beeps

Content:

Nah, that's totally understandable. Generally, this was just something I felt should be mentioned - Especially since I've been working "with" the II team recently - And, should it actually get to a point of completeness, I didn't want it to be some sort of nasty surprise.

Handling a community for code that has as much control over a player as the base engine is hardly a simple task, and I recognize this. You'd need someone intimately familiar with the LotGD engine and your own modifications, that you could trust with upload access and had a solid idea of what your vision of the Island is dedicated to handling a community like that. Every module would have to be read over carefully, tested extensively for balance issues, so on and so on and so on... It's a daunting task. I'm sad to hear that it'll be going away, but the truth is that there also wasn't a lot going on there. It was a damnably dead forum. If I could make a request, I would like to see some form of final word on the few modules still waiting for feedback.

As for Structures/Mementos... That's just a personal pride thing. You spend a lot of effort planning out and describing a system and when something really, really similar pops up shortly after, it's hard not to get jealous when people start applauding the other person. (Sounds like an after-school special or something.)


Re: Dwellings system rewrite

Posted on: June 11 2011 @ 04:56 AM
By: Count+Sessine

Content:

Quote by: Hairy+Mary

Since there's going to be a cataclysm style new start, then this ties rather neatly in with this thread here, wherin is discussed abandoned dwellings and what to do about them.

In particular, what's going to happen to all the great buildings that we'd like to keep, but whose owner has departed? Maybe we could organise some work gangs between us to get the work done or something?

I am not convinced that manual conversion is the only option. What's the obstacle? What part can't be implemented, and why not? Why can't there be a tool that will do a partial conversion of at least the basic tree-structure of current rooms and descriptions?

What can't be converted? Custom furniture? No, we're still going to have the equivalent of slots that will offer stamina boosts. Secret rooms? Okay, they might not have a real equivalent; they might have to go back to being ordinary rooms -- but with all the fancy new facilities we're going to have, in a lot of cases that might be perfectly fine.

It seems to me that owners should be able to choose. One size doesn't fit all. Some owners will be delighted to start over, planning anew! For others, even an imperfect conversion tool that only copies over whatever can be copied would be a godsend.


If such a tool exists, I will use it to preserve places like The Abandoned Waystation.

...though, lacking it, I will still preserve them. It'll take me longer.


Re: Dwellings system rewrite

Posted on: June 11 2011 @ 04:57 AM
By: CavemanJoe

Content:

Well, I can honestly say that I didn't pinch the idea, 'cause... *guilty look left and right* I kinda tl:dr'd that post. Razz


Re: Dwellings system rewrite

Posted on: June 11 2011 @ 09:08 AM
By: Laser+Towel

Content:

Will there be an option to link Dwellings?


Re: Dwellings system rewrite

Posted on: June 11 2011 @ 10:51 AM
By: Swede

Content:

I love this. Now I can finally get the Watch HQ seem more alive.
Igor in the basement greeting you.
CMOT Dibbler following you around, trying to sell his genuine pork products. Smile

A few questions:

Quote by: dizzyizzy

A couple questions, sorry to keep beating this to death: Things were less complicated last round of cataclysm. How will you determine how many supporter points to give back for lost secret rooms, because of the price drop? Along the same vein, how do you handle the custom furniture? A simple list of furniture won't suffice anymore.


This.
And how about keys? Are we going to have to send you e-mails again with the text dump to get cigs refunded?
Perhaps there is another option as getting a lot of e-mails requesting for cigs can't be too much fun?

Also will it be possible to link rooms in the new system?
Say for instance, a hallway leading to two changing rooms. One ladies, one gents which both lead back to the same swimming pool.

I'm exited by the possibilities.
Good luck to you CMJ.


Re: Dwellings system rewrite

Posted on: June 11 2011 @ 02:43 PM
By: Zolotisty

Content:

Mods will be able to handle refunds manually if we don't have an automagical way of doing it.


Re: Dwellings system rewrite

Posted on: June 11 2011 @ 03:20 PM
By: CavemanJoe

Content:

There won't be refunds. Things like soundproofing and secret-ifying will be turned into Items and given to the dwelling owner for re-use.


Re: Dwellings system rewrite

Posted on: June 11 2011 @ 03:50 PM
By: Darkmoon

Content:

Wow. Just now reading this. Impressive array of improvements! If even half of those improvements are put into place, I see a good bit of editing in my future to take advantage of them! Thank you!

I can definitely use the new system to better work through my story arcs and base dwelling now. I'm sure my recent construction efforts won't be terribly inconvenienced by this, especially if given the ability to re-make the dwelling in a day. If not, well, it is just game after all Smile.

Very good luck wished to you, CMJ. I look forward to seeing what you can make of this...


Re: Dwellings system rewrite

Posted on: June 11 2011 @ 04:01 PM
By: dizzyizzy

Content:

Quote by: CavemanJoe

There won't be refunds. Things like soundproofing and secret-ifying will be turned into Items and given to the dwelling owner for re-use.



That is a pretty bitchin' system. Big Grin Same for furniture?


Re: Dwellings system rewrite

Posted on: June 11 2011 @ 06:42 PM
By: Sneaky

Content:

Quote by: dizzyizzy

That is a pretty bitchin' system. Big Grin Same for furniture?[/p]


Secret rooms when you sleep on furniture! Ceiling trapdoors only visible when you sleep on a bed!


Re: Dwellings system rewrite

Posted on: June 11 2011 @ 11:29 PM
By: Iriana

Content:

Quote by: CavemanJoe

There won't be refunds. Things like soundproofing and secret-ifying will be turned into Items and given to the dwelling owner for re-use.


Now that is a clever idea!

I for one am looking forward to rebuilding, and to helping others rebuild (Dunbernarding oh lord). Building is fun! But if there is really no way to automate saving of dwellings, I'll be happy to help copy down the room descriptions from big dwellings or dwellings that have no owners anymore. Better than nothing, I guess?


Re: Dwellings system rewrite

Posted on: June 12 2011 @ 12:48 AM
By: Ebenezer

Content:

Quote by: Count+Sessine

I am not convinced that manual conversion is the only option. What's the obstacle? What part can't be implemented, and why not? Why can't there be a tool that will do a partial conversion of at least the basic tree-structure of current rooms and descriptions?

What can't be converted? Custom furniture? No, we're still going to have the equivalent of slots that will offer stamina boosts. Secret rooms? Okay, they might not have a real equivalent; they might have to go back to being ordinary rooms -- but with all the fancy new facilities we're going to have, in a lot of cases that might be perfectly fine.

It seems to me that owners should be able to choose. One size doesn't fit all. Some owners will be delighted to start over, planning anew! For others, even an imperfect conversion tool that only copies over whatever can be copied would be a godsend.


If such a tool exists, I will use it to preserve places like The Abandoned Waystation.

...though, lacking it, I will still preserve them. It'll take me longer.



This.


Re: Dwellings system rewrite

Posted on: June 12 2011 @ 01:47 AM
By: LadyRavenSkye

Content:

Quote by: Iriana

Quote by: CavemanJoe

There won't be refunds. Things like soundproofing and secret-ifying will be turned into Items and given to the dwelling owner for re-use.


Now that is a clever idea!

I for one am looking forward to rebuilding, and to helping others rebuild (Dunbernarding oh lord). Building is fun! But if there is really no way to automate saving of dwellings, I'll be happy to help copy down the room descriptions from big dwellings or dwellings that have no owners anymore. Better than nothing, I guess?




I have a sixty plus room maze with endings... >_> If you'd like to do that for me, I'd be forever grateful. Foreverever...


Re: Dwellings system rewrite

Posted on: June 12 2011 @ 05:24 AM
By: Iriana

Content:

Quote by: LadyRavenSkye

Quote by: Iriana

Quote by: CavemanJoe

There won't be refunds. Things like soundproofing and secret-ifying will be turned into Items and given to the dwelling owner for re-use.


Now that is a clever idea!

I for one am looking forward to rebuilding, and to helping others rebuild (Dunbernarding oh lord). Building is fun! But if there is really no way to automate saving of dwellings, I'll be happy to help copy down the room descriptions from big dwellings or dwellings that have no owners anymore. Better than nothing, I guess?


I have a sixty plus room maze with endings... >_> If you'd like to do that for me, I'd be forever grateful. Foreverever...


The nice thing about this Island is that there will be people willing to help! Maybe we'll get a little volunteer team together. But yes, I'd love to--I've heard good things about your maze, and have been meaning to visit anyways.

That said, until we hear for sure whether or not there will be an easier way to get all the data out, it will be pointless to start doing all this by hand. But if it really turns out that there is no other option, then I will be the first to sign up to help save things like the Waystation and Thistlewhite whose owners have gone and left lovely places behind.


Re: Dwellings system rewrite

Posted on: June 12 2011 @ 10:03 AM
By: Swede

Content:

Quote by: LadyRavenSkye

I have a sixty plus room maze with endings... >_> If you'd like to do that for me, I'd be forever grateful. Foreverever...



Well I've got a few dwellings which aren't too big, so I think I can use any leftover stamina to help you Skye.
Or others, like bingo hall or the Monsterous Moonshine Mansions


Re: Dwellings system rewrite

Posted on: June 12 2011 @ 03:37 PM
By: Count+Sessine

Content:

First, some statistics. As of last night, we had 814 dwellings. That includes 68 empty plots, 156 one-room dwellings, 112 with two rooms, 93 with three rooms. Those numbers add up to 429, so over half of the dwellings are pretty simple.

There's also a very long tail. 31 dwellings have more than 50 rooms. Nine of them have over 100 rooms. Dunbernarding, at 342 rooms and counting, is almost large enough to have its own gravity! ... and even if you take the Bingo Hall out of the mix, the average number of rooms is 9.2 rooms per building.

One size does not fit all.

I think owners should be given a choice. Something like this...

Option 1: "No, please, there's too much! (Or I don't have the time to deal this right now! Or some other reason.) Anyway, I like my place the way it is. Just copy it over as is, the best you can, give me the secret-ifying items and stuff, then I'll add back in anything you couldn't get, maybe even throw in a few of those fancy touches, and we'll call it square."

Option 2: "Wow! Urban redevelopment here I come! I've been wanting to scrap everything and redo the place for ages. I have huge plans! Give me one of those god-like infinite-stamina-day gadgets for, hm... for... okay, let's say, one for each 50 rooms in my current dwelling, the items for soundproofing and secret rooms and such, and a readable record of what I've got now, and just let me at 'em!"

Option 3: "This is all very exciting, and yes, I'd like to rebuild from scratch -- but I want to take it slow. Do a bit, think about it, do a bit more, explore the full potential. Give me Option 2, but I'd rather take my stamina bonus in builders' brews instead, so I can spread the work out."

If Option 1 is available, then I will be able to use it to preserve those abandoned but wonderful dwellings.


Re: Dwellings system rewrite

Posted on: June 12 2011 @ 03:46 PM
By: Hairy+Mary

Content:

Quote by: Beeps

For the... Three people who've seen the interior of my dwelling, it's almost entirely designed for this system. It's a single-room shack with over 100 rooms in it. Of these, only two are actually places you can go. And one is locked, only there for flavour. Everything else is a description of an object in the room. You can actually shuffle through the drawers on my tool box.



Just noticed this. Beeps, it's entirely possible that rather more people have looked round your dwelling, if they don't leave any comments anywhere, in fact if they don't leave any comments in the first room (because, just how often do you look round every 'room' in your dwelling?) then you're not going to know.

I've vaguely thought about having a room off of the entry hall of the mansions, or in the new system a page, called "Guest Book" to encourage visitors to let me know. Haven't done it though.

Where is your dwelling? I'd like to have a look at it.


Re: Dwellings system rewrite

Posted on: June 12 2011 @ 03:52 PM
By: Trowa

Content:

It's because Beeps keeps it locked, lol. It's the billboard between IC and NH, if I'm not mistaken.


I like Sessine's idea of the options. I could totally use Option 2 since I only have a finite number of rooms, some of which will probably be replaced with Pages this time around.


Re: Dwellings system rewrite

Posted on: June 12 2011 @ 08:53 PM
By: Matthew

Content:

Quote by: Count+Sessine

One size does not fit all.



Thing is, when CMJ says that it may not be possible, I believe him. I used to do a lot of coding, myself (years ago, mind, so I forget... almost everything) and while functions on the front-end may be fairly nigh-identical, there's a thousand ways to do everything. The coding on the back end will probably be completely different.


Re: Dwellings system rewrite

Posted on: June 12 2011 @ 08:55 PM
By: Beeps

Content:

Quote by: Matthew

Quote by: Count+Sessine

One size does not fit all.



Thing is, when CMJ says that it may not be possible, I believe him. I used to do a lot of coding, myself (years ago, mind, so I forget... almost everything) and while functions on the front-end may be fairly nigh-identical, there's a thousand ways to do everything. The coding on the back end will probably be completely different.


True, but that doesn't mean there's no way to output the data in a format that can be read by another function that reads the data and puts it into the new system.


Re: Dwellings system rewrite

Posted on: June 12 2011 @ 06:28 PM
By: Beeps

Content:

Yeah. It's close enough to NH that I've been paranoid about having slews of rookies hanging out in my dwelling, since there's no way to remove them in the current system. Until recently, most of the rooms were unfinished, as well. However, with it now having all but a few areas filled in, I think it's about ready to be opened up.


Re: Dwellings system rewrite

Posted on: June 12 2011 @ 10:42 PM
By: Count+Sessine

Content:

Quote by: Beeps

Quote by: Matthew

Quote by: Count+Sessine

One size does not fit all.



Thing is, when CMJ says that it may not be possible, I believe him. I used to do a lot of coding, myself (years ago, mind, so I forget... almost everything) and while functions on the front-end may be fairly nigh-identical, there's a thousand ways to do everything. The coding on the back end will probably be completely different.


True, but that doesn't mean there's no way to output the data in a format that can be read by another function that reads the data and puts it into the new system.

Indeed. I spent three decades, give or take, in the IT industry, and a good part of that was spent converting the data from "legacy" systems to work in the next shiny new one that was just being developed. Conversion processes are rarely straightforward, but in mainframe business systems they're not optional. An insurance company can't toss out its policyholders' records because it wants a fancy new billing system. If it were truly impossible to move the old data into the new system, that would pretty much always be a project-killer right there.

As a matter of fact, I cannot recall an instance when it was impossible. So I am having trouble figuring out what the problem might be, here, especially if it's the owner's choice whether or not to invoke it.


Re: Dwellings system rewrite

Posted on: June 13 2011 @ 06:04 PM
By: CavemanJoe

Content:

We'll have some way of partially automating the transfer - but that's a long way off, yet.

Current dev status:
Tables designed. Independent tables for places, rooms, pages, settings of above, build jobs, doors, programs, userprefs.
Get and set functions done.
Programs will be made using metal and a new skill, page text using Decorating.
You can now take a land claim stake and put in in the map.


Re: Dwellings system rewrite

Posted on: June 13 2011 @ 06:22 PM
By: CavemanJoe

Content:

Doors are no longer linked to rooms. They cost 10 wood to make. The cost of making a room has been reduced to 60 wood to compensate. Doors have their own build job type. A door can link any two rooms together.


Re: Dwellings system rewrite

Posted on: June 13 2011 @ 06:26 PM
By: CavemanJoe

Content:

Room nav titles are stored separately from room titles...


Re: Dwellings system rewrite

Posted on: June 13 2011 @ 06:29 PM
By: Awesome+Fred

Content:

Quote by: CavemanJoe

using metal and a new skill



Big Grin


Re: Dwellings system rewrite

Posted on: June 13 2011 @ 07:21 PM
By: Hairy+Mary

Content:

I'm still sitting here drooling over this.

One small request, as well as handing out mementos, is it possible to take them back again? So you can require people to 'use' objects in various ways?


Re: Dwellings system rewrite

Posted on: June 13 2011 @ 07:28 PM
By: quinn

Content:

Quote by: CavemanJoe

Doors are no longer linked to rooms. They cost 10 wood to make. The cost of making a room has been reduced to 60 wood to compensate. Doors have their own build job type. A door can link any two rooms together.



So, out of curiosity, for doors, since they can link any room together... will there be a way to customize them or make them tied to pages? Like a switch to a trapdoor or something like that?


Re: Dwellings system rewrite

Posted on: June 13 2011 @ 08:40 PM
By: CavemanJoe

Content:

No, you won't be able to take back a Memento.

Quinn, for those purposes, write a Program instead of using a Door.

Just had to take a break in order to diagnose yet ANOTHER FUCKING BROKEN LAPTOP. Evil Emily's machine had its screen go all wonky, and after dismantling and prodding with my multimeter, I spent fifty bucks on a new screen when I'm only 80% certain that that's the problem. Bastard fucking things breaking all the fucking time.

Back to work.


Re: Dwellings system rewrite

Posted on: June 13 2011 @ 10:18 PM
By: Buddleia

Content:

Oh, lord, CMJ. You have my great sympathy for computer problems. It's a pretty impressive record of disasters minor and major.

Oh, and, THANK YOU for telling us all this - it really really makes us much much happier to know what's going on and how things are going.


Re: Dwellings system rewrite

Posted on: June 13 2011 @ 11:02 PM
By: CavemanJoe

Content:

Generally I post "what I'm doing" type stuff to Twitter, because it stops me from spending too much time telling people what I'm working on (as opposed to working). Smile


Re: Dwellings system rewrite

Posted on: June 14 2011 @ 07:46 AM
By: CavemanJoe

Content:

Quote by: CavemanJoe

Generally I post "what I'm doing" type stuff to Twitter, because it stops me from spending too much time telling people what I'm working on (as opposed to working). Smile



EXCEPT FOR RIGHT NOW.

So, I'm tasked with presenting what's essentially programming in a way that's understandable to people who don't program. I'm kicking around ideas for abstracting this into a simpler system, and one that fits in with the Island's post-EMP aesthetic, and here's what I've come up with.

MACHINES. Mr. Green

The idea is that you can acquire (by buying them in a shop or building them out of metal, I haven't decided which yet) components, that you then assemble in a visual sort of way along a track. A ball bearing drops into the top and clatters its way to the bottom - the ball bearing representing the player who's experiencing the effects of the Machine.

So, say you've got four mysterious wooden or metal boxes - one checks that the player is at full health (and looks like a beaten-up wooden box with a heart painted on it), one checks that she's been in the house before (and looks like a mysterious circuit board ('cause it's a custom one, y'see)), one checks that she has more than x Requisition tokens (this is a lacquered wooden box with a coin mounted on the front), and one pops up a flag that says "Well hello there! I like friends, healthy folks and rich people!" (this one's bigger than the others, since it's a machine that does a thing rather than checks a thing).

You'll be presented with a grid, upon which to arrange these things to create a program. For the program to work, the ball bearing must find a route from the top to the bottom.

To make the flag pop up if the player satisfies ALL THREE requirements:
Put the health box at the top of the track.
Put the familiarity box below the heart box.
Put the wealth box below the familiarity box.
Put the Machine at the bottom, underneath the familiarity box, so all four are in a straight vertical line. The ball will get trapped by any component whose requirements it doesn't meet, so if any one of them fails, then the machine will not activate.
This arrangement looks like this:

H
F
W
M

To make the flag pop up if the player satisfies ANY of these three requirements:
Put all three boxes side-by-side horizontally at the top of the track.
Put the Machine at the bottom. The ball will roll horizontally until it finds a hole it can drop through into the Machine below.
This arrangement looks like this:

HFW
M

To make the flag pop up if the player has all their hitpoints, but is EITHER rich OR familiar (they can be both, but only one is necessary):
Put the heart box at the top of the track.
Put the familiarity box below the heart box.
Put the wealth box beside the familiarity box.
Put the Machine at the bottom. The ball will first go through the heart box (stopping there and aborting the program if the player doesn't have max hitpoints), then will try to go through either of the wealth or familiarity boxes.
This arrangement looks like this:

H
FW
M

Bingo, you've got AND/OR logic presented graphically.

Also I'm gonna enjoy making those graphics. Smile

this is ridiculously ambitious


Re: Dwellings system rewrite

Posted on: June 14 2011 @ 07:49 AM
By: Beeps

Content:

Quote by: CavemanJoe

Quote by: CavemanJoe

Generally I post "what I'm doing" type stuff to Twitter, because it stops me from spending too much time telling people what I'm working on (as opposed to working). Smile



EXCEPT FOR RIGHT NOW.

So, I'm tasked with presenting what's essentially programming in a way that's understandable to people who don't program. I'm kicking around ideas for abstracting this into a simpler system, and one that fits in with the Island's post-EMP aesthetic, and here's what I've come up with.

MACHINES. Mr. Green


Re: Dwellings system rewrite

Posted on: June 14 2011 @ 01:43 PM
By: Count+Sessine

Content:

Quote by: CavemanJoe

... {fantastically fun stuff} ...

this is ridiculously ambitious

That it is! But you can do it, and it will be gorgeous.

And for the visually-handicapped, and those already comfortable with logic, and maybe, I don't know, those playing on mobile phones and/or using the console skin, amongst your players, you will be providing a text alternative... yes?

please?


Re: Dwellings system rewrite

Posted on: June 14 2011 @ 04:41 PM
By: Trowa

Content:

Quote by: CavemanJoe

... {fantastically fun stuff} ...
this is ridiculously ambitious



Does this mean you're looking at more than a month's-worth of work? Juuuuuuuuuuuust curious...


Re: Dwellings system rewrite

Posted on: June 14 2011 @ 08:10 PM
By: CavemanJoe

Content:

Oh, quite possibly.

Update: on my dev machine, you can now complete the initial build job and get yourself an undecorated one-room dwelling.


Re: Dwellings system rewrite

Posted on: June 15 2011 @ 02:16 AM
By: Rosin

Content:

Quote by: CavemanJoe

one checks that the player is at full health



Could we also have other machine bits that check if a player is at 0-33% health? Or 33%-66% and then 66-100% or something similar?

This way we could have a machine that might say "Oh jeez pal, you don't look so good." or "You doin' okay there pally?" or "Hey pal, lookin' great!"

What about a machine that drops a ball (player?) into a different track if they don't match a certain requirement for one component? Example,

F
H (0-33%)
M

would give you the "Jeez pal", but what if you failed the H (-33%)? Would we be able to stack something like,

F
H (0-33%) H (33-66%) H (66-100%)
M1 M2 M3

To check a possibility for all three flags or would we need multiple programs?

(Thinking about it, multiple programs would make things one HELL of a lot simpler for you in coding wouldn't they.)


Re: Dwellings system rewrite

Posted on: June 15 2011 @ 06:42 AM
By: CavemanJoe

Content:

Quote by: Rosin


(Thinking about it, multiple programs would make things one HELL of a lot simpler for you in coding wouldn't they.)



Yup.

Progress report: in case you're not looking at Twitter, I can now (on my test machine) make new rooms and link Doors between them. Mr. Green

EDIT: also, this teaser, taken from the places_show_doors function:

PHP Formatted Code
                $title = get_room_setting("room_nav_title_from_".$roomid,$leadsto);
                if (!$title){
                    $title = get_room_setting("room_nav_title",$leadsto);
                }
                if (!$title){
                    $title = get_room_setting("room_title",$leadsto);
                }


Re: Dwellings system rewrite

Posted on: June 15 2011 @ 11:57 AM
By: Twosocks+Monkey

Content:

Is it ok to be slightly terrified and excited at the same time?

Mostly excited?

Big Grin

-Rosemoo


Re: Dwellings system rewrite

Posted on: June 15 2011 @ 01:58 PM
By: Makiwa

Content:



Progress report: in case you're not looking at Twitter, I can now (on my test machine) make new rooms and link Doors between them. Mr. Green



Eek!


Re: Dwellings system rewrite

Posted on: June 20 2011 @ 05:28 AM
By: CavemanJoe

Content:

Progress report:
Working on the updated Decorate function. New version compares new description with old, and adjusts Decoration Job cost accordingly. Minor changes and additions are priced proportionally. Typo fixes should be very cheap.


Re: Dwellings system rewrite

Posted on: June 20 2011 @ 06:23 AM
By: CavemanJoe

Content:

Okay, that works. Smile Rooms can now be decorated.

Before too long I'll probably set up a public test server for this...

EDIT: Before then, I'll have to stop naming my test areas things like "Wanky Shit Room."


Re: Dwellings system rewrite

Posted on: June 20 2011 @ 06:38 AM
By: RedMage

Content:

Wow just wow.... I cannot even begin to imagine the programming nightmare this must be, but I thank you a thousand time over for this. (Mostly because I have wanted to literally create almost an entire world in my Dwelling... I have too many ideas.)

Two questions though,

1. Can the system be used to make Combat encounters?

2. Can you make things permanent for just one person? (Like someone unlocks a door with a "key" and can enter, even if they leave the dwelling, but someone who hasn't found or used the "key" cannot until they do so?)


Re: Dwellings system rewrite

Posted on: June 20 2011 @ 06:52 AM
By: CavemanJoe

Content:

Quote by: RedMage

Wow just wow.... I cannot even begin to imagine the programming nightmare this must be, but I thank you a thousand time over for this. (Mostly because I have wanted to literally create almost an entire world in my Dwelling... I have too many ideas.)

Two questions though,

1. Can the system be used to make Combat encounters?

2. Can you make things permanent for just one person? (Like someone unlocks a door with a "key" and can enter, even if they leave the dwelling, but someone who hasn't found or used the "key" cannot until they do so?)



1. No. Maybe someday, perhaps, but this isn't a currently planned feature, and if it gets that way, it'll have to be very carefully done.
2. Yes, you can do that. It's worth bearing in mind that Keys have their own system, but you can certainly create a puzzle-type thing whose consequences are permanent.


Re: Dwellings system rewrite

Posted on: June 20 2011 @ 07:03 AM
By: RedMage

Content:

Quote by: CavemanJoe

Quote by: RedMage

Wow just wow.... I cannot even begin to imagine the programming nightmare this must be, but I thank you a thousand time over for this. (Mostly because I have wanted to literally create almost an entire world in my Dwelling... I have too many ideas.)

Two questions though,

1. Can the system be used to make Combat encounters?

2. Can you make things permanent for just one person? (Like someone unlocks a door with a "key" and can enter, even if they leave the dwelling, but someone who hasn't found or used the "key" cannot until they do so?)



1. No. Maybe someday, perhaps, but this isn't a currently planned feature, and if it gets that way, it'll have to be very carefully done.
2. Yes, you can do that. It's worth bearing in mind that Keys have their own system, but you can certainly create a puzzle-type thing whose consequences are permanent.




Ah, I see. I know all about Dwelling keys, but the "key" was more of the "Random puzzle object" thing as you mentioned. (Sorry if I didn't make that too clear.) Anyway, I wish you the best of luck and I look forward to seeing this come online.


Re: Dwellings system rewrite

Posted on: June 20 2011 @ 07:19 AM
By: CavemanJoe

Content:

Progress:

Decoration is done, both inside and out. Both work beautifully. Smile

I quite like the new Job system, too. All of the Jobs in the Place (decoration, expansion, addition - all the jobs) are now shown on one page, with full details of what you need for each job, and options to take materials from the stock or use your own. All jobs have x1, x5, x10 and until-it's-done-or-I-am options. No need to be in the room you want to help with.

(I'll probably add a "private" option for Jobs that makes them work like in the current system, where you have to be in the Room affected)


Re: Dwellings system rewrite

Posted on: June 20 2011 @ 07:42 AM
By: CavemanJoe

Content:

Quick before bed:

I've been thinking a bit more about how to handle the changeover, too. Since all the jobs have x1/x5/x10/to-completion iteration options, rebuilding will be a hell of a lot easier than it was around the Cataclysm, but we can make it easier still.

Right now I'm thinking we'll recreate all the Rooms and their descriptions automatically, but leave the Doors up to the player (after putting the required Wood in their house stores), so they can shuffle things around if they like. All the Furniture from the house will go into the Place's central storage too, so you can rearrange beds and such if you want. So basically, rather than your house being knocked the fuck down, it'll be shaken the fuck up and you'll be invited to put things back the way they were or change them to fit the new system as you please.


Re: Dwellings system rewrite

Posted on: June 20 2011 @ 01:39 PM
By: Master+Fish

Content:

I'm pretty sure that someone already asked about this, but could there be something like a permissions system? To elaborate, could there be a way to allow some people into certain areas of a dwelling while keeping others out? Every time I run out of stamina or almost die while traveling and don't have any more saved days I always come across places where I'm not allowed to enter. I'm assuming that this applies to everybody and there is no way to let a certain, hand-picked few into your house. It would be interesting to make a remote, secret clan headquarters outside of an outpost.


Re: Dwellings system rewrite

Posted on: June 20 2011 @ 01:53 PM
By: Maniak

Content:

What you describe already exists, keys can do exactly what you want and more.

Keys allow you to lock your dwelling, but the dwelling owner can give keys to whomever, allowing them entry. You can lock the entire dwelling, or lock certain parts of it.


I love the updates, keep em coming.


Re: Dwellings system rewrite

Posted on: June 21 2011 @ 05:27 AM
By: CavemanJoe

Content:

Update: I can now make Pages! Big Grin Working on decorating and handling them soon - maybe I should sort out the admin menu for each room/page/place...


Re: Dwellings system rewrite

Posted on: June 21 2011 @ 05:34 PM
By: Beeps

Content:

Just a heads up - Gmail seems to be marking forum notifications from here as spam. So if you, like me, thought that it's been rather quiet the last few days, check your spam folder.


Re: Dwellings system rewrite

Posted on: June 21 2011 @ 05:56 PM
By: Trowa

Content:

Quote by: Beeps

Just a heads up - Gmail seems to be marking forum notifications from here as spam. So if you, like me, thought that it's been rather quiet the last few days, check your spam folder.



Confirmed. I saw that a few days ago in my account and fixed it right away. Thought it was just me, though, like maybe it had to do with the volume of e-mails I receive from the same source that I just read at a glance, click the link, and delete immediately?


I think I'm going to have to make a Twitter account if just to follow CMJ. So insightful!


Re: Dwellings system rewrite

Posted on: June 21 2011 @ 06:20 PM
By: Maniak

Content:

Quote by: Beeps

Just a heads up - Gmail seems to be marking forum notifications from here as spam. So if you, like me, thought that it's been rather quiet the last few days, check your spam folder.



Same with distractions for me.

Trowa, you don't need a Twitter account to actually see his tweets. Just hit the Twitter link at the top of every Island page and you'll see our beloved caveman ramble about cats, coding, and whatnot.


Re: Dwellings system rewrite

Posted on: June 21 2011 @ 06:40 PM
By: Trowa

Content:

Quote by: Maniak

Trowa, you don't need a Twitter account to actually see his tweets. Just hit the Twitter link at the top of every Island page and you'll see our beloved caveman ramble about cats, coding, and whatnot.



Erm....yes? My statement was more of a subtle attempt to stay on topic... Confused


Re: Dwellings system rewrite

Posted on: June 22 2011 @ 06:38 PM
By: CavemanJoe

Content:

Progress:

Beginning the Keybearer Menu. So far, rooms can have their chat areas toggled between single/dual/disabled...


Re: Dwellings system rewrite

Posted on: June 22 2011 @ 07:02 PM
By: CavemanJoe

Content:

So, here's how we're gonna handle obtaining metal and components with which to build Machines.

Folks who were around in S1 will remember the Scrapyard in CC404. I built a new Scrapyard to go with ScrapBots (still languishing in my "one day, when I make it more fun" drawer). I really, really dig the mechanic of rummaging around in a big pile of scrap, dragging out a whole load of shite that may or may not be useful someday, until you find the part you actually need.

Tying that into Places will make the mechanic a bit more social, 'cause by the time you've found the part you want, you've gotten a shitload of other irrelevant crap as well. One man's irrelevant crap is another's vital component, so you'll be able to go around to your mates' houses and give them the bits you don't need.

So, you'll buy a Scrapyard Day Pass (for ciggies or supporter points, I haven't figured out which yet) and then grab as much Scrap as you can carry. Some components will be ready to use, others may require assembly or repair before they work properly, with a higher "Tinkering" Stamina action level resulting in more frequent success.

This will be fun. Smile


Re: Dwellings system rewrite

Posted on: June 22 2011 @ 07:41 PM
By: CavemanJoe

Content:

Progress: Keybearer menu done for Pages, with the following options:
Show/Hide Nav Link
Show/Hide Room Description when Page Description is shown

Next, I should probably sort out a key system, since my permissions checking functions all just return true right now. But honestly I'm more tempted to do the Slots and Items stuff. Big Grin


Re: Dwellings system rewrite

Posted on: June 22 2011 @ 07:46 PM
By: Makiwa

Content:

Not being here first time around for scrapbots but this sounds totally amazing.

I want to say awesome but that word doesn't quite cover it - instead I'll settle for a phrase 'panting with the excitement of anticipation'

Nope, doesn't quite cut it either.

Hot diggidy doo dang day!

Ooh, that feels better. Mr. Green


Re: Dwellings system rewrite

Posted on: June 23 2011 @ 02:05 PM
By: Count+Sessine

Content:

I just had a thought about conversion to the Places system. Conversion has been worrying me. Instead of shaking all of the buildings up, all at once, all over the Island, and then trying to deal with the fallout all at once... do the conversion as planned, yes. Create the shaken-up versions, that's important.

But: also have a 'useold' setting for the new Places. As part of the conversion, set this to True. When the 'useold' setting is True, people walking into the dwelling from the map will be shunted over to the old Dwelling. It will work exactly as it did before.

Create a 'now I'm ready!' function , which will show up in an old Dwelling for the owner -- and will work in any Dwelling for someone appointed as a dwelling-admin (can we make that a module_pref, please?). This function will simply turn that setting to False, thus making the new Place the one that people walk into.

What this will do:

1. It will keep the trains running until I have time to make a Trains system that will work in Places. The current Trains, as written now, will shatter so bad... a million tiny shards. We need some sort of stopgap to get us through.

2. It will let owners rework their dwellings after they have their plans ready, and the real-world time to plunge into the job. This will result in better Places and happier owners.

3. It will let me get a work-list of Places that have not yet been moved over, so that I can run around when I get the time, converting abandoned Dwellings and bringing them over into the new system -- without having the urgency to do both that and re-writing Trains as emergency panic jobs.


Re: Dwellings system rewrite

Posted on: June 23 2011 @ 06:26 PM
By: Sonny

Content:

Yay! Thanks for all the work you are putting into this! Big Grin


Re: Dwellings system rewrite

Posted on: June 23 2011 @ 09:23 PM
By: Hairy+Mary

Content:

Small request. The `c tag for centre justification doesn't work in dwellings anymore. It won't let you enter this. It stopped working at the same time that the different typefaces were removed, so I'm guessing it was part of that. Was this because it screws something up? If not, would it be possible to have that back?

I said before that what I really needed was imagination. Well all this new dwelling stuff has been truly inspirational, and I've been putting a lot of my spare time into writing a dwelling full of puzzles. What has been especially helpful is the way I keep thinking 'I wonder if there's some way I can do this', then going and looking at your ToDo list and finding something that does exactly this. I'm really enjoying this new dwellings module, and it hasn't even arrived yet. Big Grin


Re: Dwellings system rewrite

Posted on: June 24 2011 @ 04:09 AM
By: Awesome+Fred

Content:

Quote by: CavemanJoe


So, you'll buy a Scrapyard Day Pass (for ciggies or supporter points, I haven't figured out which yet) and then grab as much Scrap as you can carry.



Cigs. Scrap seems like a big and non-extra part of the new system that loads of people can take part in. It's not like Secret Rooms or Title Changes.

Also, the thing about the "Day Pass" system is that we already use it for many things, and because of it, some of us play in the style where we'll have Low-Stam days where we do fighting and High-Stam days where we load up on Energy Drinks/Steaks/Other Stam Bonuses in order to benefit the most from that single day. It is an interesting result of the system and it's not necessarily bad. I actually like it, in fact. But what if we changed it up here so we didn't have yet another thing to "prepare" a day for?

What if instead, you simply spent a Cig that allowed you to take out 1 backpack's worth of junk or 10 backpacks' worth of scrap? Then the thing you prepare is your backpack rather than your stamina. And you can spend lots of Cigs, because I need more things to spend these Cigs on.


Re: Dwellings system rewrite

Posted on: June 26 2011 @ 08:08 PM
By: Rosin

Content:

Quote by: Awesome+Fred
Cigs.


Seconded, cigs for scrapyard day-pass please. I don't want people who don't have that much SP to feel left out of an entire new mechanic that, as you said, would also bring in a bit more community feel.

I'm fine with having scrap collected the same as Wood and Stone. Grab a kit (or in this case a pass) for a day, spend a shit ton of stamina digging around through things that are too rusty just to load your backpack up with bits of metal. (Because let's be honest, finding something valuable or working in a rusted scrap heap sometimes takes as much time and effort as chopping a tree. For those who have actually gone to a scrapyard and done this, y'know what I'm talking about.)


Re: Dwellings system rewrite

Posted on: June 27 2011 @ 01:00 AM
By: Nonners

Content:

Ok.. Sorry, I know this has been talked about profusely, but I read the entire thread and am still a bit confused. Confused I'm rather new to the whole building thing. My dwelling has maybe.... 35 rooms, perhaps. With the switch... Would they all be demolished automatically so I have to start from scratch? Or would I have to demolish rooms myself so I can start over with the new system? Or, from a more recent post, will they stay there, but just be hanging in space until I build doors between them...? Quite frankly, any of those options is fine with me, I'd just like to know if I need to copy and paste all my descriptions to a text file.


Also, I agree the scrapyard stuff should be cigs. It sounds so fun! I'm super excited!


Re: Dwellings system rewrite

Posted on: June 28 2011 @ 02:51 AM
By: CavemanJoe

Content:

We'll figure out the final transition details when we have a system to transition to.

Current status:

The core of the system is almost complete. Current extra features:
* All build jobs on one page, with x5/x10/xetc links.
* Doors, with which you can build Rooms in circles if that's what tickles yer fancy.
* Pages, with all that that entails.
* Single/Dual/Disabled chat options per room.

Things that need sorting before it works like the old core system:
* Keys
* Sleep Slots


Re: Dwellings system rewrite

Posted on: June 28 2011 @ 03:05 AM
By: Matthew

Content:

Quote by: CavemanJoe

Sleep Slots



Speaking of, I've been meaning to ask: will we be able to take beds out of sleep spots to go run them over to Cadfael's?


Re: Dwellings system rewrite

Posted on: June 28 2011 @ 03:31 AM
By: CavemanJoe

Content:

Quote by: Matthew

Quote by: CavemanJoe

Sleep Slots



Speaking of, I've been meaning to ask: will we be able to take beds out of sleep spots to go run them over to Cadfael's?



Pick 'em up, move 'em around, whatever. They remain Items even after being placed in the Room, now.

Progress: New Slots table, easiest way to do it, this is great coding music. Search for the video on YouTube, it's a good 'un.


Re: Dwellings system rewrite

Posted on: June 28 2011 @ 05:14 AM
By: CavemanJoe

Content:

Progress: Working on the Places Inventory system and Slots system, now.

All the hot girls, put your hands up and say "Om Shanti Om..."


Re: Dwellings system rewrite

Posted on: June 28 2011 @ 06:50 AM
By: CavemanJoe

Content:

You can now move Items from Slot to Slot in Rooms. Next up, making those items usable. Dhoom Machale.

Or I might tinker with the latest part of the Watcher story...


Re: Dwellings system rewrite

Posted on: June 30 2011 @ 05:57 AM
By: CavemanJoe

Content:

Working on the Slots system, which will let us be a lot more flexible with adding different sorts of things to Furniture slots in the future.

Salaam e Ishq, Ishq, Ishq, Salaam e Ishq. Mr. Green


Re: Dwellings system rewrite

Posted on: June 30 2011 @ 06:01 AM
By: CavemanJoe

Content:

Oh hey, would you look at that - the beds are a separate module, now.


Re: Dwellings system rewrite

Posted on: June 30 2011 @ 07:40 AM
By: CavemanJoe

Content:

Listening to this. Not a Bollywood song this time, honest. I can now sleep in a bed! I have to rewrite the New Day Menu module a bit, which is honestly probably gonna be a complete bitch, but I'm getting closer every day.

No more ghosts!

So, an ETA? Well, it's gonna take, I'd say, three weeks at least until the core Places stuff is ready - that is to say, until we can replace the entire current Dwellings system with Places. Pages programming... well, that's gonna take a while.

There will be a test server for the core system, so we can fix any bugs before the system goes live.

Also, this is a beautiful song. It's trance, mind, so you might just wanna skip the first minute and a half. Or, there's always the acoustic version.


Re: Dwellings system rewrite

Posted on: June 30 2011 @ 07:43 AM
By: CavemanJoe

Content:

A bit of elaboration on how the new Slots work:

A Slot contains an Item. That Item has a pref that says "Hey mister Slot, when the player clicks on me, just go to this page. Dead easy." So we can put pretty much what we want into Slots, with the idea that any furniture item will be a separate module and Item, as simple or as complicated as we like, without the need to make any changes to Places to create new furniture items.

(Players won't be able to sleep on the floor any more. Sorry.)

(actually no I'm not)


Re: Dwellings system rewrite

Posted on: June 30 2011 @ 10:25 AM
By: Matthew

Content:

Wait, really? So empty sleep spots will kind of just sit there and mock you? Well, I guess it is motivation to buy all sorts of awesome custom furniture for a dwelling (or should I say a Place, now?).

Man I am so excited for this whole thing. I can't wait to see what people do with the ability to do Goddamn Anything.


Re: Dwellings system rewrite

Posted on: June 30 2011 @ 10:56 AM
By: Ashtu

Content:

"I'm sorry, Ms Watcher, m'am, I can't go kill monsters right now, I'm busy designing and building my new house."

THUMP

.......

Coming soon on Network television! Home Improvement, starring everybody's favorite DIY'er, Grim Talon!


Re: Dwellings system rewrite

Posted on: July 01 2011 @ 05:33 AM
By: CavemanJoe

Content:

Okay, I rewrote all our current Beds to work in the new system, and fiddled with the Chronospheres module so that it once again works properly.

Keys system, now...

EDIT: Ah yes, I remember now why I was putting this off. I was putting this off because it's boring as hell. Frown


Re: Dwellings system rewrite

Posted on: July 01 2011 @ 06:04 AM
By: CavemanJoe

Content:

There are only 22 DeadBolt keys on the entire Island. I think I can quite safely leave those out...


Re: Dwellings system rewrite

Posted on: July 01 2011 @ 07:48 AM
By: CavemanJoe

Content:

Keys.

D:

Keys.

They're so boring, you guys. So, so very boring to work on.


Re: Dwellings system rewrite

Posted on: July 01 2011 @ 10:28 AM
By: Makiwa

Content:

Quote by: CavemanJoe

Keys.

D:

Keys.

They're so boring, you guys. So, so very boring to work on.



Whoop! Whoop!

Well done for grinding on through!

Big Grin


Re: Dwellings system rewrite

Posted on: July 01 2011 @ 12:32 PM
By: Trowa

Content:

Quote by: CavemanJoe

There are only 22 DeadBolt keys on the entire Island. I think I can quite safely leave those out...



Yeah, I never quite understood the purpose of those. To me it just seems like they're only useful if you gave a "room key" to one person, somehow regretted it later, and decided to deadbolt the room instead so you can give a deadbolt key to a new person and the first person doesn't have access anymore... (lover's quarrel, perhaps) About the only other application I could think of would be having a clan hall were all the members have keys, but maybe when you hold Officer meetings you deadbolt the hall and only the officers have deadbolt keys? But if that's the case, you can just make a new room ("Officer's Lounge" for example) and use a regular key for that...unless you want people to see the meeting after the fact... Confused

I don't know, maybe someone's got a better example than me, but with only 22 deadbolt keys on the entire island, I think it would be safe to say it's not a very popular feature.


Re: Dwellings system rewrite

Posted on: July 01 2011 @ 02:47 PM
By: Hairy+Mary

Content:

I'd gone through similar thought processes to Trowa, I can't really think of any use for them. Even his idea of having an officers meeting. and then letting everyone see it would be easier to do by having a seperate room and then just leaving it unlocked.

I can't help suspecting that a goodly portion of those 22 that have been used were used because they were there and people wanted to play with all the toys that there are.

I certainly wouldn't miss them.


Re: Dwellings system rewrite

Posted on: July 01 2011 @ 06:01 PM
By: Swede

Content:

Quote by: Nonners

Ok.. Sorry, I know this has been talked about profusely, but I read the entire thread and am still a bit confused. Confused I'm rather new to the whole building thing. My dwelling has maybe.... 35 rooms, perhaps. With the switch... Would they all be demolished automatically so I have to start from scratch? Or would I have to demolish rooms myself so I can start over with the new system? Or, from a more recent post, will they stay there, but just be hanging in space until I build doors between them...? Quite frankly, any of those options is fine with me, I'd just like to know if I need to copy and paste all my descriptions to a text file.


Also, I agree the scrapyard stuff should be cigs. It sounds so fun! I'm super excited!



From what I understood there is a choice.
And last time you were given a text dump of your dwelling so you didn't have to copy and paste.


Re: Dwellings system rewrite

Posted on: July 01 2011 @ 09:51 PM
By: CavemanJoe

Content:

Quote by: Swede

Quote by: Nonners

Ok.. Sorry, I know this has been talked about profusely, but I read the entire thread and am still a bit confused. Confused I'm rather new to the whole building thing. My dwelling has maybe.... 35 rooms, perhaps. With the switch... Would they all be demolished automatically so I have to start from scratch? Or would I have to demolish rooms myself so I can start over with the new system? Or, from a more recent post, will they stay there, but just be hanging in space until I build doors between them...? Quite frankly, any of those options is fine with me, I'd just like to know if I need to copy and paste all my descriptions to a text file.


Also, I agree the scrapyard stuff should be cigs. It sounds so fun! I'm super excited!



From what I understood there is a choice.
And last time you were given a text dump of your dwelling so you didn't have to copy and paste.



The only thing we know so far is that there will be a debug() statement to let you see your current Dwelling's structure.

Until the new system is finished, we won't know how we're going to do the transition.


Re: Dwellings system rewrite

Posted on: July 02 2011 @ 09:41 PM
By: Syd+Lexic

Content:

This new dwelling system looks FANTASTIC. It's a shame I hardly ever get to play anymore.

Two (or three, sort of) suggestions/questions. Not being a coder myself, I have no idea if these are even feasible.

-Could dwellings be made to give out Mementos? I recently rewrote Syd's map shack (since that was shite anyway) into a Machine of Death testing center, and I'd LOVE to be able to let people walk away with an actual prediction card. (For those unfamiliar with the Machine of Death, it's the concept of CMJ's WCG rival, Ryan North. Check it out here) This also has the potential to make stores available, with a sort of "currency," in essence trading mementos with the dwelling.

-Could certain pages be made to output random choices from a list of options? This was my other potential solution to the MoD center. A list of options to put in a part of, or the whole, page?

-The third, kind of a mash up between the two, would be giving out one random memento from a "bank" of possible mementos.

Just thoughts... feel free to shoot them down at any time.

~Syd


Re: Dwellings system rewrite

Posted on: July 03 2011 @ 12:10 AM
By: Trowa

Content:

Quote by: Syd+Lexic

This new dwelling system looks FANTASTIC. It's a shame I hardly ever get to play anymore.

Two (or three, sort of) suggestions/questions. Not being a coder myself, I have no idea if these are even feasible.

-Could dwellings be made to give out Mementos? [...]

-Could certain pages be made to output random choices from a list of options? [...]

-The third, kind of a mash up between the two, would be giving out one random memento from a "bank" of possible mementos. [...]

~Syd




Based on CMJ's first post, it looks like we'll get the ability for structures to dispense mementos based on a certain conditions (i.e. player enters room, player entered a command, player walked in at x time, etc.), but it doesn't look like we'll have the ability for players to give back or trade mementos with a structure, or have the ability to use randomization for anything....yet. Would be nifty, though... "Player finds Square Peg in the Foyer... Player uses Square Peg in Basement to open Secret Door... Player finds Magic Kumquat in Secret Room!"


Re: Dwellings system rewrite

Posted on: July 03 2011 @ 09:40 PM
By: Syd+Lexic

Content:

Ah. How silly of me. Upon rereading the first post, I do indeed see that. Well, my other two ideas still stand, I think. Random text and random mementos.

It looks like since the memento-dispensing function is lined up, the random stuff shouldn't be too hard to implement... I think...

Oh yeah, I just realized that if it isn't already in mind, a "remove memento X" function to match the "dispense memento X" could be very useful, though I don't know if there's a way to prevent misuse... like maybe a permission from the memento's creator? Idunno.


Re: Dwellings system rewrite

Posted on: July 11 2011 @ 02:09 AM
By: Beeps

Content:

I'll throw this out there - I'd be willing to give making a converter a go. The main thing that this would need is a solid layout of what the database structure is for the new system - Once it's done, obviously. But I've done database output to various formats and converting data from one table to another for work, and I've got some experience converting a semi-complex PHP object into a collection of database entries from my work on the Shift Engine.

If this meant creating something to output a computer-readable backup of the data so that the tables can be wiped and replaced with the new ones, that would work too, since I could focus on doing the output now, and have that somewhat ready when the new system rolls in to simply make the other half.


Re: Dwellings system rewrite

Posted on: July 11 2011 @ 05:32 PM
By: Count+Sessine

Content:

Quote by: Beeps

I'll throw this out there - I'd be willing to give making a converter a go. The main thing that this would need is a solid layout of what the database structure is for the new system - Once it's done, obviously. But I've done database output to various formats and converting data from one table to another for work, and I've got some experience converting a semi-complex PHP object into a collection of database entries from my work on the Shift Engine.

If this meant creating something to output a computer-readable backup of the data so that the tables can be wiped and replaced with the new ones, that would work too, since I could focus on doing the output now, and have that somewhat ready when the new system rolls in to simply make the other half.

However the conversion is managed, it can't be by wiping the old tables.

Or, well, if it is, I can tell you right now, the trains will stop running until I can rewrite them. It'll be a rush job, and nobody will like it, me least of all. The train stations are Dwellings, you see. If they are force-converted to Places before Trains 2.0 has been written, the current rail modules will not work.

I can't even begin coding until I know the framework the new trains will have to work in.

Therefore, there's a simple choice. Either we run both systems in parallel for a while, with the option to switch dwellings one at a time from old to new. Or...

No trains, for maybe quite a long time.


Re: Dwellings system rewrite

Posted on: July 12 2011 @ 03:56 AM
By: Makiwa

Content:


Therefore, there's a simple choice. Either we run both systems in parallel for a while, with the option to switch dwellings one at a time from old to new. Or...

No trains, for maybe quite a long time.


What with my carbuncles? No Trains?? Noooooooo...


Re: Dwellings system rewrite

Posted on: July 13 2011 @ 12:21 PM
By: Zolotisty

Content:

Confused

IMO, Trains would benefit from some downtime to reconsider their impact on the Island -- even their current iteration seems unbalanced to me, and they're a major contributor to how we got to a state of imbalance in the first place. Players (and power players especially) have been very spoiled.


Re: Dwellings system rewrite

Posted on: July 13 2011 @ 01:31 PM
By: Count+Sessine

Content:

Quote by: Zolotisty

Confused

IMO, Trains would benefit from some downtime to reconsider their impact on the Island -- even their current iteration seems unbalanced to me, and they're a major contributor to how we got to a state of imbalance in the first place. Players (and power players especially) have been very spoiled.

This should be another thread; let's keep this one for talking about Places. I'll start up a topic.


Re: Dwellings system rewrite

Posted on: July 15 2011 @ 10:34 PM
By: Matthew

Content:

Sudden thought: will we be able... to put sleeping spots in Pages?


Re: Dwellings system rewrite

Posted on: July 19 2011 @ 01:28 PM
By: CavemanJoe

Content:

Quote by: Matthew

Sudden thought: will we be able... to put sleeping spots in Pages?



Nope! Mr. Green

Okay, back from England, continuing stuff with Dwellings, what's the next thing I have to OH GOD IT'S KEYS ISN'T IT. Frown


Re: Dwellings system rewrite

Posted on: July 19 2011 @ 10:52 PM
By: Matthew

Content:

Well darn, there goes that idea...

Also, what is so horrible about keys?


Re: Dwellings system rewrite

Posted on: July 21 2011 @ 05:10 PM
By: tehdave

Content:

Quote by: CavemanJoe

Listening to this. Not a Bollywood song this time, honest.



Alternate John Williams Says it Best...

But back on topic, I agree that I'd rather have the option to leave a current dwelling until the owner is ready to fix it...I don't get a whole lot of time to play, and I'd like to do it on my own time, rather than being forced into it when I don't have time...


Re: Dwellings system rewrite

Posted on: July 27 2011 @ 05:07 AM
By: CavemanJoe

Content:

Okay, the creation of new Keys is done. Now, the locking and unlocking of doors...

...it's really daunting how much there is left to do. Frown


Re: Dwellings system rewrite

Posted on: July 28 2011 @ 06:32 AM
By: CavemanJoe

Content:

Okay, door locking and keys pretty much done. Now, to make a start on the programming system.


Re: Dwellings system rewrite

Posted on: July 28 2011 @ 07:05 PM
By: Hairy+Mary

Content:

Yeah! The big bad boring bit that you weren't looking forward to is done. Big Grin

I already massively appreciate the effort that you're putting into this and can't wait. I've been (slowly) writing a whole rather large new dwelling to take advantage of all this, and I've been putting possible new rooms for an old dwelling (the Moonshine Mansions) on hold to wait for it. I know that I'm not the only one.

Just letting you know.


Re: Dwellings system rewrite

Posted on: July 29 2011 @ 06:02 AM
By: CavemanJoe

Content:

Currently working on the lib files for CONTRAPTIONS and CONTRIVANCES. Smile


Re: Dwellings system rewrite

Posted on: July 29 2011 @ 03:31 PM
By: Laser+Towel

Content:

Quote by: Hairy+Mary

Yeah! The big bad boring bit that you weren't looking forward to is done. Big Grin

I already massively appreciate the effort that you're putting into this and can't wait. I've been (slowly) writing a whole rather large new dwelling to take advantage of all this, and I've been putting possible new rooms for an old dwelling (the Moonshine Mansions) on hold to wait for it. I know that I'm not the only one.

Just letting you know.



I've put my dwelling construction on hold for the time being as well, and am eagerly anticipating the new system. CMJ, you've really got me excited over this one! I literally cannot wait...

... but I will, patiently. Also, payday is coming up and then I can afford moar Island stuff (hopefully). Sucks being poor.

Question: would it be possible to add parameters to rooms and dwellings, such as a Monster function that you can add to allow certain areas of a dwelling to act as map tiles or Jungle? They'd be fundamentally no different, except that by toggling the "Monsters Are Here" parameter, you would make it possible for visitors (or even yourself) to be attacked by monsters in said locations.

Example: A 'room' in a dwelling is a cave system, or abandoned factory, or dungeon, or copse, a place where one might normally expect to find monsters, so you toggle on the "Monsters Are Here" parameter for added whatever. I can't word properly at the moment, my brain has the dumb... but I'm sure someone will know what I mean.


Re: Dwellings system rewrite

Posted on: July 29 2011 @ 09:26 PM
By: Trex

Content:

Just a quick question on secret rooms and the like and I apologise if I have managed to miss a previous post that has already answered my question, I have looked but may have misread a vital sentence that answers this:

If I have 2 Rooms, A and B for instance and A and B are connected I can make the connection/door between them a secret one, in the Dwellings System, Room A would be visible from Room B. In the Places System would it be hidden from both rooms A and B?

I can work around this by introducing Room C, where Room A has a secret door to Room C and Room B has a secret door to Room C as well. But I was wondering if I would need to buy 2 secret doors and build an extra room to create a secret passage between 2 otherwise accessible rooms.


Re: Dwellings system rewrite

Posted on: August 01 2011 @ 09:48 PM
By: ByteKing

Content:

Soooo looking forward to this... Just had to write a thanks and a keep it up. Truly wish I had time to help... damn RL. Rolling Eyes


Re: Dwellings system rewrite

Posted on: August 02 2011 @ 04:26 AM
By: CavemanJoe

Content:

Quote by: Trex

Just a quick question on secret rooms and the like and I apologise if I have managed to miss a previous post that has already answered my question, I have looked but may have misread a vital sentence that answers this:

If I have 2 Rooms, A and B for instance and A and B are connected I can make the connection/door between them a secret one, in the Dwellings System, Room A would be visible from Room B. In the Places System would it be hidden from both rooms A and B?

I can work around this by introducing Room C, where Room A has a secret door to Room C and Room B has a secret door to Room C as well. But I was wondering if I would need to buy 2 secret doors and build an extra room to create a secret passage between 2 otherwise accessible rooms.



Well, basically to make secret rooms in the new system, you'd make two rooms and not connect them with a door. Then, you'd go into the Contraptions and Contrivances menu (which is currently underway) and set up a machine that moves the player to the secret room when a key phrase is entered.

(oh yeah - Secret Rooms won't cost Supporter Points anymore!)


Re: Dwellings system rewrite

Posted on: August 02 2011 @ 05:04 AM
By: Boudi

Content:

So, secret rooms will be reimbursed? Or simply lost?


Re: Dwellings system rewrite

Posted on: August 02 2011 @ 06:56 AM
By: CavemanJoe

Content:

Um... neither?


Re: Dwellings system rewrite

Posted on: August 02 2011 @ 07:05 AM
By: Boudi

Content:

No, no. The ones that supporter points were spent on, which will disappear in the remake. Those will be lost, I'm guessing?

Secret rooms were described as become 'items' later, to be used once the dwelling system has been rewritten, with this new way of secret-ifying (Which is awesome, don't get me wrong, I love it), they'll simply be-- lost?


Re: Dwellings system rewrite

Posted on: August 02 2011 @ 07:30 AM
By: CavemanJoe

Content:

You'll get the materials you need to recover them, and their descriptions, and it's up to you to decide if you want to stick with them the way they are or if you want to rejigger them.

In the new system, a Secret Room is basically a Room without a door, or with the door hidden, so you can set any trigger event you like using Contraptions and Contrivances. They needn't be triggered by a code word alone - a Memento could open them up, or having enough hitpoints, or having gone and done something else in the dwelling. So when we convert over, you'll get all your Rooms back, including descriptions, but without Doors, and you can arrange 'em as you see fit. You'll have to decide how you want your secret rooms to be accessed.

There's no special treatment for Secret rooms in the new system - everything's just a Room. In fact, all Rooms start off Secret because they start without Doors. Razz

This will all make sense when you get your hands on the interface, I promise...


Re: Dwellings system rewrite

Posted on: August 02 2011 @ 07:57 AM
By: Matthew

Content:

I think the question is, to put it a bit more bluntly: what about the points we spent on secret rooms before? Tough shit, I guess?

Not complaining- we were paying for the privilege before it became outdated. It's not like we're suddenly not getting our money's worth anymore, I'd think.


Re: Dwellings system rewrite

Posted on: August 02 2011 @ 08:02 AM
By: CavemanJoe

Content:

Quote by: Matthew

I think the question is, to put it a bit more bluntly: what about the points we spent on secret rooms before? Tough shit, I guess?

Not complaining- we were paying for the privilege before it became outdated. It's not like we're suddenly not getting our money's worth anymore, I'd think.



You paid a hundred SP for a secret room, you got a secret room, months before folks who didn't wanna pay for one.

Should the programming features be a supporter-only thing? Confused


Re: Dwellings system rewrite

Posted on: August 02 2011 @ 08:20 AM
By: Boudi

Content:

Good lord, no, this is far better. Was simply wondering, is all. For those who have sunk quite a few SP into them (and I've heard of a few), it might be a bit disappointing if they thought they would be saved as items, prior.

Don't worry, I was just curious. This is far, far better.


Re: Dwellings system rewrite

Posted on: August 02 2011 @ 08:27 AM
By: Matthew

Content:

Quote by: CavemanJoe

You paid a hundred SP for a secret room, you got a secret room, months before folks who didn't wanna pay for one.



Yes, precisely my point. Again, not complaining, just wanted to clear that up.


Re: Dwellings system rewrite

Posted on: August 02 2011 @ 08:42 AM
By: CavemanJoe

Content:

Don't worry - things like this will come up.

Ideas that we're used to will be replaced with other things. For example, Memento Effects and Secret Rooms will both become part of the same system of Pure Awesomeness. Smile Whereas once we had all these things that were different interfaces, different modules, different experiences - they'll all be part of the same simple mechanism.

Here are a pair of testing Contrivances. These graphics are preliminary, and the finished thing will probably be a bit different:



Those are Contrivances for Commentary Commands and Hitpoints.

To replicate the functionality of a Secret Room inside the new system, you'll do something like this:

Make a new Room, fill out its Description, but don't add a Door.
Obtain a Commentary Commands Contrivance and a Room Redirect Contraption (you'll get one of these for every secret room you had in the old system).
Click on the Commentary Commands Contrivance and edit the list of Commands that the Contrivance can accept.
Click on the Room Redirect Contraption and tell it the room you want to redirect to.
Enter the Contrivances and Contraptions menu of the Room or Page in which you want to listen for the Commentary Command (aye, you can apply this to a Page too if you like! Set it up like this, and your player has to be looking at the bookcase before typing TAKE RED BOOK or whatever - it's extra secret).
You'll be presented with a Logic Grid.
Place the Commentary Commands Contrivance at the top of the Logic Grid.
Place the Room Redirect Contraption at the bottom of the Logic Grid.
All done!

Simple things to remember:
* Contrivances check things, Contraptions do things.
* Contrivances are wooden. Contraptions are metal.
* Flow in the Logic Grid always goes from top to bottom. If two Contrivances are placed side by side, then if either of the checks are successful then the Contraption will trigger (if the Contraption is right below the Contrivances we're talking about - if there are more Contrivances below the top two, then obviously those need to pass okay as well).
* An example of the above reasoning would be to set a secret room to trigger if a key phrase is said OR if the player has a particular Memento (Contrivances side-by-side). Alternatively, require a particular Memento AS WELL AS knowledge of the trigger phrase (Contrivances arranged in a vertical line).
* Contraptions and Contrivances can be re-used. You can take them off the Logic Grid and put them back into the building's Inventory and then use them again for another program.

I really, really can't wait to see what you guys come up with using this stuff. Mr. Green


Re: Dwellings system rewrite

Posted on: August 02 2011 @ 08:52 AM
By: CavemanJoe

Content:

Also, about Place Prefs:

Place Prefs are data stored about a player, pertaining to your Place (yeah, first it was Dwellings, then it was Buildings, then it was Structures, now it's Places). These are the only new thing about Places that you'll need Supporter Points for.

Lemme think of an example, how you'd go about using these...

Okay, so say you've got a player who's going through your museum, getting deeper and deeper in, admiring all the portrait of long-dead people that you've meticulously described in Pages. Eventually they come across a display cabinet, with some shiny thingy inside that they want. They try to take the shiny thingy, and it makes Bad Things Happen.

To do this, you'd pay your SP's and make a new Place Pref (I'll come up with a better name later) called "Bad Times" with a default value of 0.

When they try to take the shiny thingy (by clicking on a link to a Page, or by typing in TRY TO TAKE SHINY THINGY, however you want to handle that), your Contraption sets the "Bad Times" pref to 1.

In every Page you've made containing a portrait, you've also put a Logic Grid that checks the "Bad Times" pref and, if it's set to 1, shows a different Page instead - and in these Pages, all the portraits look very angry.

Just an example for ya. Wink


Re: Dwellings system rewrite

Posted on: August 02 2011 @ 08:52 AM
By: CavemanJoe

Content:

Oh, and I should probably clarify:

This will all make a lot more sense with the interface in front of you. Oops!


Re: Dwellings system rewrite

Posted on: August 02 2011 @ 12:12 PM
By: Count+Sessine

Content:

Quote by: CavemanJoe

Flow in the Logic Grid always goes from top to bottom. If two Contrivances are placed side by side, then if either of the checks are successful then the Contraption will trigger (if the Contraption is right below the Contrivances we're talking about - if there are more Contrivances below the top two, then obviously those need to pass okay as well).

So we're getting OR and AND. That's lovely -- but, um, missing something important.* How about NOT?

--
* Complete logical conditions can be built up without XOR, NAND, NOR, and XNOR, though an XOR would be nice to have -- it's complicated to make.


Re: Dwellings system rewrite

Posted on: August 02 2011 @ 01:28 PM
By: Trowa

Content:

Quote by: CavemanJoe

To do this, you'd pay your SP's and make a new Place Pref (I'll come up with a better name later) called "Bad Times" with a default value of 0.



Aww, and here I was hoping it'd be a monster attack! Big Grin

This all sounds like so much fun! I cannot wait to start fiddling with it! It sounds like there's going to be lots of options for doing the same things, which is always a plus!

Question: (Bears, Beets, Battlestar Galactica) Will soundproofing remain?


Re: Dwellings system rewrite

Posted on: August 02 2011 @ 01:49 PM
By: Sneaky

Content:

Will it be possible to link different rooms of different Places together (on the same square or adjacent)?

If not, will it be possible to change the permanent heading of the Place you're in (to denote a different building or area)?


Re: Dwellings system rewrite

Posted on: August 02 2011 @ 02:09 PM
By: Hairy+Mary

Content:

Quote by: Count+Sessine

Quote by: CavemanJoe

Flow in the Logic Grid always goes from top to bottom. If two Contrivances are placed side by side, then if either of the checks are successful then the Contraption will trigger (if the Contraption is right below the Contrivances we're talking about - if there are more Contrivances below the top two, then obviously those need to pass okay as well).

So we're getting OR and AND. That's lovely -- but, um, missing something important.* How about NOT?

--
* Complete logical conditions can be built up without XOR, NAND, NOR, and XNOR, though an XOR would be nice to have -- it's complicated to make.



If we have 'check if pref is greater than X' and 'check if preference is less than X' then those two things ORed together are the same as 'check NOT preference is equal to X'.

For anything else, set a pref to zero, check for condition - making pref change to 1, and then NOT is just 'check that preference is zero'

So NOT is always possible, albeit a little fiddly. There will probably be easier ways as well.


Re: Dwellings system rewrite

Posted on: August 02 2011 @ 04:52 PM
By: Awesome+Fred

Content:

How long after the system comes out that someone designs a calculator and then a computer out of this computer game?


Re: Dwellings system rewrite

Posted on: August 02 2011 @ 06:04 PM
By: dizzyizzy

Content:

Quote by: Awesome+Fred

How long after the system comes out that someone designs a calculator and then a computer out of this computer game?



http://inception.davepedu.com/


Re: Dwellings system rewrite

Posted on: August 02 2011 @ 06:36 PM
By: Count+Sessine

Content:

Quote by: Hairy+Mary

Quote by: Count+Sessine

Quote by: CavemanJoe

Flow in the Logic Grid always goes from top to bottom. If two Contrivances are placed side by side, then if either of the checks are successful then the Contraption will trigger (if the Contraption is right below the Contrivances we're talking about - if there are more Contrivances below the top two, then obviously those need to pass okay as well).

So we're getting OR and AND. That's lovely -- but, um, missing something important.* How about NOT?

--
* Complete logical conditions can be built up without XOR, NAND, NOR, and XNOR, though an XOR would be nice to have -- it's complicated to make.



If we have 'check if pref is greater than X' and 'check if preference is less than X' then those two things ORed together are the same as 'check NOT preference is equal to X'.

For anything else, set a pref to zero, check for condition - making pref change to 1, and then NOT is just 'check that preference is zero'

So NOT is always possible, albeit a little fiddly. There will probably be easier ways as well.

True. I had not sufficiently considered the matter. If we are getting 'greater than' and 'less than' along with 'equal to', though, it ought to be relatively simple to give us 'not equal to"-- as well as 'not greater than' and 'not less than'. Then we'd have a full toolset. Big Grin
Quote by: Awesome+Fred

How long after the system comes out that someone designs a calculator and then a computer out of this computer game?

Your mission, Fred, should you choose to accept it... Wink


Re: Dwellings system rewrite

Posted on: August 02 2011 @ 08:06 PM
By: Hairy+Mary

Content:

Quote by: Awesome+Fred

How long after the system comes out that someone designs a calculator and then a computer out of this computer game?



I have to confess, it had crossed my mind to wonder about building a Turing machine... Oops!

For what it's worth, I obviously don't know the complete details of how it's all going to work, and I'd need to play for a little while first, but I reckon that it would be possible, but you'd need to have a user activate each step. So possible, but not the fastest machine ever...

Oh dear. I clearly need to get out more often.


Re: Dwellings system rewrite

Posted on: August 02 2011 @ 08:25 PM
By: Reverb

Content:

I'm going all "SQEEEEEE!" inside now, imagining all the horrible, horrible things we will be able to do with the hapless victims of the Bingo Hall with this.


I swear, that building is going to EAT people. Which reminds me, can we make the exit links disappear? Aww? Pretty please? *grins* I've always wanted to depopulate the island.


Re: Dwellings system rewrite

Posted on: August 02 2011 @ 09:18 PM
By: CavemanJoe

Content:

Quote by: Trowa

Quote by: CavemanJoe

To do this, you'd pay your SP's and make a new Place Pref (I'll come up with a better name later) called "Bad Times" with a default value of 0.



Aww, and here I was hoping it'd be a monster attack! Big Grin

This all sounds like so much fun! I cannot wait to start fiddling with it! It sounds like there's going to be lots of options for doing the same things, which is always a plus!

Question: (Bears, Beets, Battlestar Galactica) Will soundproofing remain?



Soundproofing will be a furniture item that affects the Room once it's placed in a Slot.

We'll also have something new, along similar lines - a more romantic option...


Re: Dwellings system rewrite

Posted on: August 03 2011 @ 07:33 AM
By: CavemanJoe

Content:

I've got the basics for arranging Contrivances on the Logic Grid all sorted. Smile


Re: Dwellings system rewrite

Posted on: August 03 2011 @ 08:11 PM
By: CavemanJoe

Content:

If I really go for it, knuckle down and stay up late most days this week... I might be able to have something ready for testing on a beta server by next week sometime. Mr. Green


Re: Dwellings system rewrite

Posted on: August 04 2011 @ 06:14 AM
By: CavemanJoe

Content:

So far I have Contrivances made for checking male and female gender.

The code for working through the Logic Grid and firing or aborting the program is DONE! Mr. Green

Now I'm building the ScrapYard from which you'll be getting these awesome thingies. Big Grin


Re: Dwellings system rewrite

Posted on: August 04 2011 @ 07:48 AM
By: CavemanJoe

Content:

The Scrapyard is DONE! Mr. Green

This is all coming together nicely!


Re: Dwellings system rewrite

Posted on: August 05 2011 @ 12:34 AM
By: Laser+Towel

Content:

Quote by: CavemanJoe

So far I have Contrivances made for checking male and female gender.

The code for working through the Logic Grid and firing or aborting the program is DONE! Mr. Green

Now I'm building the ScrapYard from which you'll be getting these awesome thingies. Big Grin



Will there be Contrivances made for checking race as well as gender? Please, please please please say there will... the Pervy Android Fancier would like to know when Robots stop by for a visit so he can react accordingly...


Re: Dwellings system rewrite

Posted on: August 05 2011 @ 02:05 AM
By: CavemanJoe

Content:

Quote by: Laser+Towel

Quote by: CavemanJoe

So far I have Contrivances made for checking male and female gender.

The code for working through the Logic Grid and firing or aborting the program is DONE! Mr. Green

Now I'm building the ScrapYard from which you'll be getting these awesome thingies. Big Grin



Will there be Contrivances made for checking race as well as gender? Please, please please please say there will... the Pervy Android Fancier would like to know when Robots stop by for a visit so he can react accordingly...



Yup. Smile


Re: Dwellings system rewrite

Posted on: August 05 2011 @ 03:47 AM
By: Laser+Towel

Content:

Quote by: CavemanJoe

Quote by: Laser+Towel

Quote by: CavemanJoe

So far I have Contrivances made for checking male and female gender.

The code for working through the Logic Grid and firing or aborting the program is DONE! Mr. Green

Now I'm building the ScrapYard from which you'll be getting these awesome thingies. Big Grin



Will there be Contrivances made for checking race as well as gender? Please, please please please say there will... the Pervy Android Fancier would like to know when Robots stop by for a visit so he can react accordingly...



Yup. Smile



And once again, you have made my day. 8D I am going to have SO much fun with the new system...


Re: Dwellings system rewrite

Posted on: August 05 2011 @ 06:48 AM
By: CavemanJoe

Content:

Wanna make it rain inside your new Dwelling? You'll be wanting one of these Contraptions, then...


Re: Dwellings system rewrite

Posted on: August 05 2011 @ 07:10 AM
By: Kelwine

Content:

Rain in my dwelling!? Eeee.


Re: Dwellings system rewrite

Posted on: August 05 2011 @ 07:14 AM
By: CavemanJoe

Content:

Thought of a better name for Place Prefs - Memories.

You pay your SP to enable the memory of the very walls. 1,000 SP lets the walls remember one extra thing about each player.

(yeah, it's expensive - but you can be use one Memory to remember a few different things if you're clever and careful. It's expensive because each Memory is a whole shitload of extra data that needs to be kept track of)


Re: Dwellings system rewrite

Posted on: August 05 2011 @ 08:05 AM
By: Swede

Content:

Quote by: Reverb

I'm going all "SQEEEEEE!" inside now, imagining all the horrible, horrible things we will be able to do with the hapless victims of the Bingo Hall with this.


I swear, that building is going to EAT people. Which reminds me, can we make the exit links disappear? Aww? Pretty please? *grins* I've always wanted to depopulate the island.



And I already hate Bingo Hall as it is Confused


Re: Dwellings system rewrite

Posted on: August 05 2011 @ 11:46 AM
By: Sneaky

Content:

Would you please put in a shared chatspace function between rooms (one or multiple-way)?

Like, say if you wanted paper-thin walls dividing a room, or to speak into an intercom (you'll never know the name, but all colors are mostly intact).


Re: Dwellings system rewrite

Posted on: August 05 2011 @ 02:44 PM
By: Hairy+Mary

Content:

There was me planning on using memories with gay abandon. I'm going to have to be clever and careful.

So memories, I'm guessing that they can store a (non-negative) integer. How big can they get?


Re: Dwellings system rewrite

Posted on: August 05 2011 @ 08:11 PM
By: Reverb

Content:

Quote by: Swede

Quote by: Reverb

I'm going all "SQEEEEEE!" inside now, imagining all the horrible, horrible things we will be able to do with the hapless victims of the Bingo Hall with this.


I swear, that building is going to EAT people. Which reminds me, can we make the exit links disappear? Aww? Pretty please? *grins* I've always wanted to depopulate the island.



And I already hate Bingo Hall as it is Confused



Fuh. Honestly? I never fully explored everything after the Great Cataclysm. At least, i'm pretty sure i've missed spots and branch-systems, based on the layout im remembering. Then again, those were based on building levels, and thats all descriptions, so things that went underground before might be on the rooftops now.


Re: Dwellings system rewrite

Posted on: August 06 2011 @ 02:33 PM
By: Swede

Content:

Well hate might be too much, severe dislike then. Smile
And I once did explore it completely. All logic seems gone from it.
There are rooms just for the sake off adding more rooms.
I can't believe I'm saying this, but bigger isn't always better. Wink

But I agree, if there is one place which should eat contestants, it is Bingo Hall

Sorry for getting this off-topic.


Re: Dwellings system rewrite

Posted on: August 07 2011 @ 03:55 PM
By: Reverb

Content:

Quote by: Swede


I can't believe I'm saying this, but bigger isn't always better. Wink



Lies! Damned LIES!


Re: Dwellings system rewrite

Posted on: August 09 2011 @ 06:41 AM
By: CavemanJoe

Content:

There's a little preview at http://www.improbableisland.com/placesbeta for you - this isn't ready by any means, but it shows at least some of the concepts we're gonna be working with (and proof that I've actually been doing something these past two months).


Re: Dwellings system rewrite

Posted on: August 09 2011 @ 11:38 AM
By: Reverb

Content:

Either i'm being stupid, or it gets stuck on implant selection. (Seeing as you cannot log in with an old character due to missing text box)

At this time of day, both are about equally possible. mMmNhh. Coffee...


Re: Dwellings system rewrite

Posted on: August 09 2011 @ 02:54 PM
By: Trex

Content:

Just to say, I am also having the same problem with Firefox 5, IE 9 and Chrome.


Re: Dwellings system rewrite

Posted on: August 09 2011 @ 03:38 PM
By: Count+Sessine

Content:

White background.

You have one or more errors in your template page!
You do not have {title} defined in your header
You do not have {headscript} defined in your header
You do not have {script} defined in your header
You do not have {nav} defined in either your header or footer
You do not have {stats} defined in either your header or footer
You do not have {petition} defined in either your header or footer
You do not have {motd} defined in either your header or footer
You do not have {mail} defined in either your header or footer
You do not have {paypal} defined in either your header or footer
You do not have {source} defined in either your header or footer
You do not have {version} defined in either your header or footer
You do not have {copyright} defined in either your header or footer
You do not have {copyright} defined in either your header or footer
How did I end up here?

It's a question that you must have asked yourself at one point in your life or another...

There's quite a lot more at the end of the page, but my guess is, if you fix the (probably simple) common cause for these messages, the rest of it will work, too.

Edited to add: This link did work -- after logging out of the main Island, and switching to the purple skin:

http://www.improbableisland.com/placesbeta/home.php?op=timeout

You will get an error message if you were inside a dwelling when the snapshot was taken (Module improbablehousing is not installed, but was attempted to be injected), and then you'll find yourself in IC.


Re: Dwellings system rewrite

Posted on: August 09 2011 @ 08:36 PM
By: Fox+Kelfonne

Content:

So, I apologize if this is not the right place to bring this up and whatnot, but pertaining to dwellings and the upcoming semi-cataclysm, I was sort of given a dwelling by an account that no longer exists. I have a master key, and for all intents and purposes, I control it and run the place. However, on the raw data, the "ownedBy" flag is certainly not the same as my own personally built dwelling.

When it comes to rebuild everything, am I just going to have to use whatever bonuses I might have leftover from my own dwelling and whatnot in order to rebuild this one? For that matter, am I still going to have a master-key level control of this place after the conversion, or can it be sorted out via petition ahead of time?


Re: Dwellings system rewrite

Posted on: August 09 2011 @ 09:06 PM
By: Count+Sessine

Content:

Quote by: Fox+Kelfonne

So, I apologize if this is not the right place to bring this up and whatnot, but pertaining to dwellings and the upcoming semi-cataclysm, I was sort of given a dwelling by an account that no longer exists. I have a master key, and for all intents and purposes, I control it and run the place. However, on the raw data, the "ownedBy" flag is certainly not the same as my own personally built dwelling.

When it comes to rebuild everything, am I just going to have to use whatever bonuses I might have leftover from my own dwelling and whatnot in order to rebuild this one? For that matter, am I still going to have a master-key level control of this place after the conversion, or can it be sorted out via petition ahead of time?

I have no idea what's going to happen after the conversion. It's not going to be as clean as I'd hoped; I'm expecting a lot of loose ends that I will have to clean up manually before we're back to where we should be. But if you (or anyone else in this situation) will contact me now, I can arrange for reasonable dwelling transfers to happen.


Re: Dwellings system rewrite

Posted on: August 10 2011 @ 12:37 AM
By: Fox+Kelfonne

Content:

Quote by: Count+Sessine

Quote by: Fox+Kelfonne

So, I apologize if this is not the right place to bring this up and whatnot, but pertaining to dwellings and the upcoming semi-cataclysm, I was sort of given a dwelling by an account that no longer exists. I have a master key, and for all intents and purposes, I control it and run the place. However, on the raw data, the "ownedBy" flag is certainly not the same as my own personally built dwelling.

When it comes to rebuild everything, am I just going to have to use whatever bonuses I might have leftover from my own dwelling and whatnot in order to rebuild this one? For that matter, am I still going to have a master-key level control of this place after the conversion, or can it be sorted out via petition ahead of time?

I have no idea what's going to happen after the conversion. It's not going to be as clean as I'd hoped; I'm expecting a lot of loose ends that I will have to clean up manually before we're back to where we should be. But if you (or anyone else in this situation) will contact me now, I can arrange for reasonable dwelling transfers to happen.



Alright, thanks. I'll send a distraction about it soon.

On the more interested side of all this, will there be a way to poll for server time, or perhaps a day number or something like that? I had always thought of the bar in the IDK clan halls as having a rotating crew of Kittymorph NPCs manning the bar, and if I could switch the description of who's working based on it being a different day. (Even if it's just Day 1, Day 2, etc and resets every real day), it'd make it really easy to do this.


Re: Dwellings system rewrite

Posted on: August 10 2011 @ 09:11 AM
By: CavemanJoe

Content:

All right, you'll notice there's a test server up and you'll notice that some things that didn't work this afternoon now do work, and you'll also notice that it's half five in the morning and I'm very tired, so I'm going to bed. 'night all!


Re: Dwellings system rewrite

Posted on: August 11 2011 @ 11:21 PM
By: Hairy+Mary

Content:

This isn't a bug but a suggestion, I'm not quite sure where to put it.

At the moment, doors go from somewhere to somewhere else. For a given room, there's two lists. "Explore Further" and "Return". Would it be possible to just have one list, "Exits"?


Also, could we keep contraptions and contrivances in our storage as well as wood and stone?


Re: Dwellings system rewrite

Posted on: August 12 2011 @ 12:08 AM
By: Gryph

Content:

I'd like to second the above - if "Returns" is used, I'd recommend it just go back to the most recent room.


Re: Dwellings system rewrite

Posted on: August 12 2011 @ 06:41 AM
By: CavemanJoe

Content:

Contraptions and Contrivances will be things that you can put in your Place's Inventory, yes.

There's a new Contraption lurking in the Scrapyard - this one shows a selected page when its needs are met.


Re: Dwellings system rewrite

Posted on: August 12 2011 @ 06:57 AM
By: CavemanJoe

Content:

And another Contraption; this one simply adds a link to a page when its needs are met.


Re: Dwellings system rewrite

Posted on: August 12 2011 @ 12:14 PM
By: Ilovemath224

Content:

[offtopic]After the rewrite, somebody should make a one/two room dwelling called "Internet" or "Intranet" or "IRC", or possibly slap Server on the end of any one of those, and have a memory for the place that tracks which dwelling somebody came to it from. The idea being a chatroom kinda like the common ground, accessible from multiple dwellings that happen to have computers.

Actually, I think "IRC Server" sounds the best for improbable island, with the enterable part being a lobby for the building, with a possible third room connected to it that's basically an "IRC Cafe", allowing you to access the IRC room from that dwelling, and the actual IRC room not having any doors to it, instead using contraptions and contrivances to handle how you get to that room. Maybe there'd be a fourth, "Staff Only" server room as well.

Wait, I'm getting into way too much bloody detail with this. I should just stop that idea right here.[/offtopic]


Re: Dwellings system rewrite

Posted on: August 16 2011 @ 04:51 AM
By: CavemanJoe

Content:

Doing a partial rewrite of the Places backend. Some of it is a bit messy and could be laid out more logically; by editing as I go, we should be able to avoid doing this again in the future.


Re: Dwellings system rewrite

Posted on: August 16 2011 @ 07:02 AM
By: CavemanJoe

Content:

Eliminated the Door Destruction menu, 'cause there are better ways we can hide unneeded Rooms (via Contraption, probably).
Added a "Kick out players" menu. Smile


Re: Dwellings system rewrite

Posted on: August 16 2011 @ 08:03 AM
By: CavemanJoe

Content:

Fixed commentary-related bugs that only showed up when the game was installed on a URL with a / in it...


Re: Dwellings system rewrite

Posted on: August 16 2011 @ 08:05 AM
By: calliaphone

Content:

Quote by: CavemanJoe

Eliminated the Door Destruction menu, 'cause there are better ways we can hide unneeded Rooms (via Contraption, probably).



I must confess I'm sorry to see this feature go. It's been one of the high points of the new system for me. It's not just a case of hiding rooms from sight. Being able to destroy a door allows the place-owner to completely re-purpose any room, and easily re-structure the place. Which takes away that "must get the layout right first time" worry when building something complicated, and will allow places to be tweaked and improved after they've been built.

Will this still be possible if doors can no longer be destroyed, and a Contraption is used to hide rooms instead?


Re: Dwellings system rewrite

Posted on: August 16 2011 @ 08:07 AM
By: Swede

Content:

Quote by: calliaphone

Quote by: CavemanJoe

Eliminated the Door Destruction menu, 'cause there are better ways we can hide unneeded Rooms (via Contraption, probably).



I must confess I'm sorry to see this feature go. It's been one of the high points of the new system for me. It's not just a case of hiding rooms from sight. Being able to destroy a door allows the place-owner to completely re-purpose any room, and easily re-structure the place. Which takes away that "must get the layout right first time" worry when building something complicated, and will allow places to be tweaked and improved after they've been built.

Will this still be possible if doors can no longer be destroyed, and a Contraption is used to hide rooms instead?



I agree. It is not only about hiding rooms, but also being able to adjust your building layout.


Re: Dwellings system rewrite

Posted on: August 16 2011 @ 12:19 PM
By: Trex

Content:

Quote by: CavemanJoe

Eliminated the Door Destruction menu, 'cause there are better ways we can hide unneeded Rooms (via Contraption, probably).



I also agree with the above two people. I liked the prospect of being able to adjust the layout of my dwelling if I decided it needed to be done.


Re: Dwellings system rewrite

Posted on: August 16 2011 @ 01:21 PM
By: Buddleia

Content:

Quote by: CavemanJoe

Eliminated the Door Destruction menu, 'cause there are better ways we can hide unneeded Rooms (via Contraption, probably).

Quote by: calliaphone

I must confess I'm sorry to see this feature go. It's been one of the high points of the new system for me. It's not just a case of hiding rooms from sight. Being able to destroy a door allows the place-owner to completely re-purpose any room, and easily re-structure the place. Which takes away that "must get the layout right first time" worry when building something complicated, and will allow places to be tweaked and improved after they've been built.

Will this still be possible if doors can no longer be destroyed, and a Contraption is used to hide rooms instead?

Quote by: Swede

I agree. It is not only about hiding rooms, but also being able to adjust your building layout.

Quote by: Trex

I also agree with the above two people. I liked the prospect of being able to adjust the layout of my dwelling if I decided it needed to be done.

Forthed. Please don't get rid of door destruction. Or, if you must, how about making it a construction action instead - Brick Up Doorway, costing the same as building a door in the first place? That would still have the "Oh, hmm, I need to think about whether to do this or not" feeling, but have the same function of, when completed, deleting the door.


On another note, I am collecting a whole list of things that aren't bugs per se, but that could be improved. Hopefully-small tweaks that I think would make Places a lot more intuitive, fun and flexible to build and to use. Things like being able to close a Page without leaving the room or opening another Page, or showing which rooms the pages are attached to in the Decorate Page menu, or adding a Back To Entrance hotlink (maybe with a permanent hotkey, like for Back To World Map). Is it ok to spam them all into here, or should I shut up for once?


Re: Dwellings system rewrite

Posted on: August 16 2011 @ 01:27 PM
By: Trowa

Content:

Quote by: CavemanJoe

Eliminated the Door Destruction menu, 'cause there are better ways we can hide unneeded Rooms (via Contraption, probably).

Quote by: calliaphone

I must confess I'm sorry to see this feature go. It's been one of the high points of the new system for me. It's not just a case of hiding rooms from sight. Being able to destroy a door allows the place-owner to completely re-purpose any room, and easily re-structure the place. Which takes away that "must get the layout right first time" worry when building something complicated, and will allow places to be tweaked and improved after they've been built.

Will this still be possible if doors can no longer be destroyed, and a Contraption is used to hide rooms instead?

Quote by: Swede

I agree. It is not only about hiding rooms, but also being able to adjust your building layout.

Quote by: Trex

I also agree with the above two people. I liked the prospect of being able to adjust the layout of my dwelling if I decided it needed to be done.

Quote by: Buddleia

Forthed. Please don't get rid of door destruction. Or, if you must, how about making it a construction action instead - Brick Up Doorway, costing the same as building a door in the first place? That would still have the "Oh, hmm, I need to think about whether to do this or not" feeling, but have the same function of, when completed, deleting the door.



Dang, Budd beat me to "fourthed" as I was writing it! Fifthed! I'd like an easier way to "move" rooms around than going in and changing their descriptions every time. That, in my opinion, was the most elegant part of the Doors system. Granted, I could see the potential for tons of rooms just hanging around in the ether with no doors to them... (I have one myself to store Contrivances until the Building Inventory allows them.)


Re: Dwellings system rewrite

Posted on: August 16 2011 @ 09:31 PM
By: CavemanJoe

Content:

Guys, guys, guys. D'you really think I'd take out such a useful function if I wasn't going to make a better and easier way of accomplishing the same thing?

(like with a door setting for "Hidden" or "Visible" via the Settings menu, and Contraptions to flip between the two modes...)


Re: Dwellings system rewrite

Posted on: August 16 2011 @ 09:43 PM
By: Trowa

Content:

Quote by: CavemanJoe

Guys, guys, guys. D'you really think I'd take out such a useful function if I wasn't going to make a better and easier way of accomplishing the same thing?

(like with a door setting for "Hidden" or "Visible" via the Settings menu, and Contraptions to flip between the two modes...)



No, we just wanted to leap on you about it first. Mr. Green I humbly withdraw my complaint and eagerly await the next round of improvements!


Re: Dwellings system rewrite

Posted on: August 17 2011 @ 06:43 AM
By: CavemanJoe

Content:

Quote by: Hairy+Mary

This isn't a bug but a suggestion, I'm not quite sure where to put it.

At the moment, doors go from somewhere to somewhere else. For a given room, there's two lists. "Explore Further" and "Return". Would it be possible to just have one list, "Exits"?



This is now a setting; you can set it to whatever you like. I'll update the test server soon.


Re: Dwellings system rewrite

Posted on: August 17 2011 @ 08:29 AM
By: CavemanJoe

Content:

Test server updated! No support for the last thing I said, just yet, but you can now edit the link text of your Doors. Smile


Re: Dwellings system rewrite

Posted on: August 17 2011 @ 10:21 AM
By: calliaphone

Content:

Quote by: CavemanJoe

you can now edit the link text of your Doors. Smile



this, along with the support for interconnections/sideways doors ... really does rock quite hard. *very* nice feature, massively increases the scope for dwelling design.


Re: Dwellings system rewrite

Posted on: August 17 2011 @ 01:04 PM
By: Ilovemath224

Content:

There should be an option/contraption to change the link text to the page from different pages. But this is pretty good so far.
Now to finish up the in dwelling recreation of Basic Training.


Re: Dwellings system rewrite

Posted on: August 17 2011 @ 01:26 PM
By: Maniak

Content:

I'd like one-way doors.

Like a hole in the floor on one floor, and a hole in the ceiling on the floor beneath it? Logically, you could only go through the door once, but not back.

Probably best done via some contraption.. if you came here via room x, close door y.

That'd be a very powerful contraption. A must-have, I think.

Another example I can think of for that contraption:

if you came here via room x, display text y.

(You'll slide down the banister, rather than climbing the stairs.)
(You now recognize painting X as the land-lady.)
(You are certain that vase wasn't there before.)
(The innkeeper looks at you with tired eyes, wanting you to make up your mind already.)


Re: Dwellings system rewrite

Posted on: August 17 2011 @ 02:19 PM
By: Ilovemath224

Content:

The first statement would be doable with a "If previous room was..." contrivance, and a "Hide Door" contraption, and the second would be doable with the same contrivance above, with a "Show Page" contraption instead.


Re: Dwellings system rewrite

Posted on: August 17 2011 @ 07:11 PM
By: CavemanJoe

Content:

Test server updated with the ability to customize nav headers (in Room and Page Settings, which really should now just be called Settings).

Quote by: Maniak

if you came here via room x, display text y.



The "Display Text Y" part of the above isn't going to happen I'm afraid - people would use it to bypass Decorating altogether, which is why Contraptions show Pages rather than having text stored in the Contraption itself. So, it'd be "If you came here via Room X, show Page Y." Which is why Pages can be hidden. Smile

Did I mention you can hide doors now?


Re: Dwellings system rewrite

Posted on: August 18 2011 @ 02:33 AM
By: Escemfer

Content:

I didn't see if anyone has commented on this yet (but might have missed it), so here goes: the current Keys setup makes me sad. Frown I should like very much to give someone multiple Magic Dwelling Powers without having to spend 150 cigs on that one person.

The new Key features are pretty awesome, but they'd be even more awesome if they could do more than one thing at a time.


Re: Dwellings system rewrite

Posted on: August 18 2011 @ 06:11 AM
By: Raleigh

Content:

It would be quite helpful if, on top of the million stamina and 1,000 ciggies, the test items also paid out 10,000 Req, i need it for beds and such. Is this a possibility?


Re: Dwellings system rewrite

Posted on: August 18 2011 @ 10:17 AM
By: Count+Sessine

Content:

Quote by: Raleigh

It would be quite helpful if, on top of the million stamina and 1,000 ciggies, the test items also paid out 10,000 Req, i need it for beds and such. Is this a possibility?

This. There's the Lodge for bags of req, of course, and various other routes to wealth, except not all testers happened to have enough unspent SPs at the time the beta snapshot was taken, and the other ways all use up time that could better be used for testing Places.

and...
Quote by: Escemfer

The new Key features are pretty awesome, but they'd be even more awesome if they could do more than one thing at a time.

Being able to tailor privileges is nicely flexible, but... for the equivalent of a Masterkey? Which is what most people will want if they're sharing responsibility for a Place? Um. The cost does need to be much lower.


Re: Dwellings system rewrite

Posted on: August 19 2011 @ 06:09 AM
By: CavemanJoe

Content:

Key costs reduced, build menu tarted up a bit, test items more useful. None of this is on the test server yet.

Working on Place Memories, now...


Re: Dwellings system rewrite

Posted on: August 19 2011 @ 08:42 AM
By: CavemanJoe

Content:

Memories system all sorted, apart from the items which interact with it.

In my first post I said I thought this'd take about a month. Ha. Haha.

Nearly done, now.


Re: Dwellings system rewrite

Posted on: August 19 2011 @ 12:26 PM
By: Swede

Content:

Perhaps I've missed it, but will it also be possible to link a contraption to a room instead of a page?
That certain rooms are only available under certain conditions?

As a simple example:
A swimming pool with separate changing rooms for men and women leading to it?


Re: Dwellings system rewrite

Posted on: August 19 2011 @ 05:56 PM
By: Maj+Tom

Content:

Maybe I'm doing something wrong, but a program i have for comedic effect shows a page whenever midgets walk in the door. I have one male and one female. First of all, the female one, of which I fulfill neither of the contrivances being a male kittymorph is showing up whenever I enter. Secondly, I was wondering if there was any way to make it so that it is only triggered when coming through a specific door (e.g. from the outside) and if I could make it only happen the first time, or only once per newday or something

-edit- also, what happened to floor spaces? will they be put back in or are they leaving?


Re: Dwellings system rewrite

Posted on: August 19 2011 @ 11:19 PM
By: Raleigh

Content:

Also, for as long as the places test items are still the way they are, how about a fresh crate drop on the beta server? I could just round up my own money then. Admittedly, it IS taking away from valuble time that i could be in my home building wonderful new things, but still faster than beating it out of monsters.


Re: Dwellings system rewrite

Posted on: August 20 2011 @ 07:34 AM
By: Raleigh

Content:

Quote by: Swede

Perhaps I've missed it, but will it also be possible to link a contraption to a room instead of a page?
That certain rooms are only available under certain conditions?



Seconded. I really wanted to have a treehouse with a second floor available only to kittymorphs, buuuuuut that doesn't seem to be an option at the moment.


Re: Dwellings system rewrite

Posted on: August 20 2011 @ 09:29 AM
By: Matthew

Content:

Not really a bug, so I'm not posting it in that thread, but I noticed a sore lack of a Back to the Dwelling Entrance feature on the test server. Will that be in the final iteration?

And if not, well... could there be? Or is it not feasible with how the Doors work?


Re: Dwellings system rewrite

Posted on: August 22 2011 @ 08:12 PM
By: CavemanJoe

Content:

Quote by: Swede

Perhaps I've missed it, but will it also be possible to link a contraption to a room instead of a page?
That certain rooms are only available under certain conditions?

As a simple example:
A swimming pool with separate changing rooms for men and women leading to it?



Yup!


Re: Dwellings system rewrite

Posted on: August 22 2011 @ 08:13 PM
By: CavemanJoe

Content:

Quote by: Matthew

Not really a bug, so I'm not posting it in that thread, but I noticed a sore lack of a Back to the Dwelling Entrance feature on the test server. Will that be in the final iteration?

And if not, well... could there be? Or is it not feasible with how the Doors work?



Maybe!


Re: Dwellings system rewrite

Posted on: August 22 2011 @ 08:14 PM
By: CavemanJoe

Content:

New graphics for Contraptions, and a nicer background. That's what I'm working on today.



(for some reason I find it much easier to do graphics work during the day, and coding at night)


Re: Dwellings system rewrite

Posted on: August 23 2011 @ 09:14 PM
By: tehdave

Content:

Quote by: CavemanJoe

(for some reason I find it much easier to do graphics work during the day, and coding at night)



Because you need good light to do art by, but natural light is deadly to coders. (known fact)

Also: is it possible to add a "Cut/break 5/10/25/1000 logs/stones" option to that menu as well? It gets rather tedious cutting down a forest and a mountain to make a test dwelling... Maybe hide the options you don't have enough green stamina for?


Re: Dwellings system rewrite

Posted on: August 24 2011 @ 01:57 AM
By: Raleigh

Content:

Quote by: tehdave





Also: is it possible to add a "Cut/break 5/10/25/1000 logs/stones" option to that menu as well?




Seconded. I nearly wore my dern arm off trying to build a couple extensions. So having an "auto labor" option would be supremely helpful.


Re: Dwellings system rewrite

Posted on: August 25 2011 @ 09:15 PM
By: CavemanJoe

Content:

MAJOR UPDATE to the test server! Go check it out!

All currently-standing Places have been erased, for testing of the new stuff. We've got a bunch of new settings available for Places, Rooms, Doors and Pages, we've got the Memories system up and running, and we've got SO MANY new Contraptions and Contrivances for you to play with! Mr. Green


Re: Dwellings system rewrite

Posted on: August 26 2011 @ 04:12 AM
By: CavemanJoe

Content:

Gonna start on Double Beds tonight; that's our new cuddly/romantic thing for the Island...


Re: Dwellings system rewrite

Posted on: August 26 2011 @ 05:25 AM
By: Raleigh

Content:

Quote by: CavemanJoe

Gonna start on Double Beds tonight; that's our new cuddly/romantic thing for the Island...



Sounds great! Now I wonder if those could also work as space saving bunk beds...


Re: Dwellings system rewrite

Posted on: August 26 2011 @ 11:55 PM
By: Raleigh

Content:

So as one additional request for a contraption, how about that lovely bit of forest scenery that shows up in Kittania?


Re: Places System: Current Progress

Posted on: August 29 2011 @ 08:43 AM
By: CavemanJoe

Content:

Quote by: Raleigh

So as one additional request for a contraption, how about that lovely bit of forest scenery that shows up in Kittania?



Yup, that's on the list.

Updated the test server - sparkled up a bunch of fiddly little things, added a debug mode, made the Edit Program screen a little bit nicer.


Re: Places System: Current Progress

Posted on: August 30 2011 @ 08:42 AM
By: CavemanJoe

Content:

No test server update tonight, maybe tomorrow - it's coming up on five AM, and I'm exhausted.

Things accomplished today:

Core:
Aesthetic and usability spiffing-up of a bunch of menus.
Added correct SP costs to Programs (first one in each Room or Page is free).
Added ability to add more rows and columns to Programs.

Contrivances:
Clan
Weather Condition
Pass Through (for those rare occasions when you just want a row to pass regardless)
Previous Room
Drive Kills ==
Drive Kills
Previous Room

Contraptions:
Warp to Room (thinking of all the ways people could fuck things up with this was fun)
Show Debug Output (even for those without the proper Key)
Hide Current Room Description

Have I mentioned lately how ready I am for this to be finished?


Re: Places System: Current Progress

Posted on: August 30 2011 @ 10:29 AM
By: Reverb

Content:

Warp to Room (thinking of all the ways people could fuck things up with this was fun)


My.... presssssciousssss...!


Re: Places System: Current Progress

Posted on: August 31 2011 @ 06:21 AM
By: CavemanJoe

Content:

Implemented all the stuff in my previous post, fixed a few bugs, plus Commentary Command support (both exact and partial matches).


Re: Places System: Current Progress

Posted on: August 31 2011 @ 06:23 AM
By: Swede

Content:

Quote by: Reverb

Warp to Room (thinking of all the ways people could fuck things up with this was fun)


My.... presssssciousssss...!


Nooooooooooooo


Re: Places System: Current Progress

Posted on: August 31 2011 @ 07:21 AM
By: CavemanJoe

Content:

Added Contraptions for:
Page Brightness +;
Page Brightness -;
Page Brightness --;
Tree Shadows;

Modified Contraptions for Rain and Heavy Rain so that they no longer affect the page brightness; this resulted in a new "override" switch to timeandweather.php that might come in handy for special effects later.


Re: Places System: Current Progress

Posted on: September 02 2011 @ 08:27 AM
By: CavemanJoe

Content:

Oh dear. Frown

I'd better add caching to itemprefs retrieval, or we're gonna have serious performance problems. :-/


Re: Places System: Current Progress

Posted on: September 09 2011 @ 12:44 AM
By: Nonners

Content:

Hey, so I dont know if this is where I should ask, but currently I have a master key for a dwelling that I have done pretty much all the building, material collecting and decorating for... I've talked to the dwelling's owner and we've decided that he will send me the builders item in order to rebuild, since I spend all my time there anyway. Thing is, I realized that in redoing the system, all cigs spent on keys will be returned... Will this mean I technically wont have a master key anymore once the system is redone? In this case, I wont be able to rebuild, will I? Is there any way to get the dwelling changed over to me?


Re: Places System: Current Progress

Posted on: September 10 2011 @ 01:35 AM
By: Iriana

Content:

If I'm not misunderstanding, I believe all Master Keys have now become Keys of Keys, so you should still have privileges. Lesser keys are refunded.

What I'd like to know is if it's possible, or if it will be possible, to turn in a Key. I had a Master Key to someone's place, but now I think it's best if I don't have the Key of Keys. Will there be a way to get rid of it? It's alright if it's not on the agenda; just wondering.


Re: Places System: Current Progress

Posted on: September 10 2011 @ 11:01 PM
By: Buddleia

Content:

Is there a control page somewhere for the doors, so you can see what's locked? I'm probably just being stupid, but I can't see one...


Re: Places System: Current Progress

Posted on: September 18 2011 @ 03:51 PM
By: Makiwa

Content:

Not sure if this is the right space but.... ref Buddleia's thread

Can we have an update on what's done, what's being done and what won't/can't be done?

For me, specifically, will places linking and a clan hall link be done?

Largeish project in the works and these two things will have an effect on the basic framework.

Thanks.


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