chronicles-mud / chronicles

ROM 2.4b6 with a few additional features
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Area Design Philosophy #1

Open sansthesis opened 8 years ago

sansthesis commented 8 years ago

At a high level, do we want to try to build out

Do we want areas to have tight level ranges, or for areas to have a wide spread of mob levels?

About how many rooms should we dedicate to each area? Should we come up with some buckets that areas should fall into based on their lore size or their importance?

XTremeTennis commented 8 years ago

I have thought about this for a bit, I generally consider Hillhome a good area. Its about 95 rooms. I think for most areas that is around the max size you need to make something varied without going insane. Definitely stay away from needlessly large areas like Qualinesti forest or Lemish, especially ones with a multitude of the same room name.

I think the focus should be on, ideally, a few (2-3) areas per every ten levels or so. If the areas are different, and have different reasons for leveling in each one, that would be ideal. For example, you could build a sanction area for level 50 that has a lot of fire resistant evil mobs, and then a level 50 Caergoth area with good mobs that are lightning resist. This would give options for place to level (staying away from stone rose being the only place to level for 40 levels)

Building focus should be on interest and need rather than lore. Building areas because they would be fun to play and also fit into lore would be ideal.

I feel that the build philosophy should be that areas get progressively harder the further away you get from the main city.

XTremeTennis commented 8 years ago

For personal notation, coloring room names differently based on type or terrain, or changing color based on area is something to consider to give a more immediate indicator that something has changed and to place a little more color in the world.