Items

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Items

Postby Viriato » Sat Apr 28, 2007 1:37 am

Hail.
My next step is \"attack\" items. As I'm portuguese, I'm thinking to give attributes like weight in kilograms. It is easier for me to create the system rounding european measures, as I am used to it in real life.

I guess the difficulty will be how to measure the space of an item. Lets suppose you want to put 50 oranges in a backpack... for a man, it can be easy to lift 50 oranges, but can a backpack hold so many? How to make a realistic system? From what I've read, the better system will be to get an item we know already how much it occupies, and then all the other items will be defined in comparison to this one. I can try and make it by item areas... but will be harder. An item to compare will be less accurate, but eventually much more easier to create.

What do you say? What are your opinions? What knowledge do you have form other muds?
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Postby Cadeyrn » Mon May 14, 2007 5:51 am

I guess you can find out how many kilos a bag or pack can hold, before it breaks and then as you mentioned, define the rest from that.

The challenge, is to find out how much a pack/bag can hold. Most of the other items, has known weights.

The next is to set fixed max weights for various types of bags/packs.

The other issue, is as you mentioned. A strong person would be able to carry a full pack of oranges, while a weak person wont be able to carry the same weight. A person should be able to use all types of packs/bags, but depending on his/her strength (or other values) only be able to carry a fixed amount of weight (including the weight of the pack)
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Postby Viriato » Mon May 14, 2007 1:50 pm

I guess that each item must have a variable that in other muds is bulk (basically, the volume of each item).

I choose before the orange example, so if a normal orange has 1 in bulk, a bird feather would have in bulk 0,01 (it means that 100 feathers would occupy the same space of an orange in a pack).

Another example:
A metal ring has 0,5kg and 0,2 bulk.
An orange has 0,05kg and 1 bulk.
A pack can hold 5kg and holds items up to 200 bulk.

This means the following: if items put in pack have higher bulk than pack's bulk limit, then all items do not fit there. If items put in pack have higher weight than pack's weight limit, it would break.

Btw, I've used an orange as example :) I can use anyother thing... we must define an item which bulk is easy to compare to other items (dunno about orange... I am sure there is something easier to compare).
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Postby Viriato » Mon May 28, 2007 6:56 pm

I am working already in items.
First thing I would like to have opinions: I am thinking and programing the number of variables an item should have. For that, I would like to hear your thoughts in which way an item should interact with the world.
I believe I haven't explained well enough... anyway, try to say to me what you would like items to do.
Examples:
- we should have swords, packs, shields, helmets, rings, plants/beams...
- swords should be able to give 2 hits per turn, if it is a special weapon
- certain shields should be able to hit opponents
- beams should be classified by the type of terrain they better fit, as well as the better weather to grow up, appart from how much time it takes to grow
etc
etc
etc

Hope this clarifies better my thoughts. And thank you in advance
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Postby Elhost » Mon May 28, 2007 7:02 pm

The idea of shields being able to hit people is very true. The buckler in Renaissance Europe was used as a blocker and a basher, and is where our term \"swashbuckler\" comes from (to swash one's buckler means to hit a buckler with a sword as a challenge).
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Postby Viriato » Tue May 29, 2007 2:07 am

nod.
Remember though that Renaissance was hundreds of years later that the cenary in the mud. That art is older though...

But in practice, a short and light shield would be better to hit than an heavy and big one. Elhost, if you know abit more where to get some info like that in internet, please post here addresses. And thanks for the tip.
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