11-20-2019, 11:37 PM
I think I've done as much as I'm able to, of course there are still things needed to be done but it'll be up to Dev to arrange that. I'll be sending all the files directly to the boss man.
Here's what's not set up:
- Lighting
Since lighting got an upgrade, I didn't think it would be a good idea to use the old area-based stuff and I'm pretty sure the new stuff is not in the current version of the map editor so unless obj/time_obj/streetlamp just happens to count as a light source in the actual game then that'll have to get set up by Dev.
- Overworld Feature
I wasn't sure how I'd do this for mine in particular since two of the tiles would be entrances and the other two would be dense. Currently Karaten exits to a test map (karaten_overworld_test.dmm) where the "feature" is just done with markers and marker tagged areas.
- Region_marker obj for Karaten
The code files said to leave Dev to set that up so I've not messed with that.
- Music
I didn't know where to search for free to use music, so currently there isn't any. In SL1, Karaten had a music box tune to it so if I did know where to search, I'd probably try and find something that also incorporates that.
But aside from that, it should be good to use.
Though I do have a lot of ideas for Karaten that I'd like to mention for Dev's consideration when implementing NPCs or whatever other features he wants to put in.
- I've also included a Clinic for Karaten since last update. It would basically function the same as the one in Dormeho.
- There's a school in the Mage Sector, mostly there to be a public RP area for would-be students.
- The Geistritter Headquarters is also located in the Mage Sector, this one was requested and mostly also exists for RP but could also be used to have NPC/s that explain Geistritter lore.
- Finally, there's a couple of buildings connected, these are all about Mechanations, the left building handles all the paperwork, licensing, etc. of Mechanations while the right one is a workshop where Mechanations are made.
While neither building has a function in mind, I see them mostly as a good opportunity to add on Mechanation lore by having NPCs talk about the process to make and license one.
Another idea I had for these buildings is that you could start a quest here where you have to go and find a recently missing Mechanation after their former owner passed away so they could be assessed and potentially given a new role or scrapped.
Once finding them, you could either engage in an easy fight or try to convince them to come peacefully (something that is easier to do if you have certain traits or are a Mechanation yourself!)
Then either they'd get scrapped if you fought them because they're too much of a hazard or if they come peacefully, they'll be repurposed.
[/spoiler]
I'll include screenshots in a later post.
Here's what's not set up:
- Lighting
Since lighting got an upgrade, I didn't think it would be a good idea to use the old area-based stuff and I'm pretty sure the new stuff is not in the current version of the map editor so unless obj/time_obj/streetlamp just happens to count as a light source in the actual game then that'll have to get set up by Dev.
- Overworld Feature
I wasn't sure how I'd do this for mine in particular since two of the tiles would be entrances and the other two would be dense. Currently Karaten exits to a test map (karaten_overworld_test.dmm) where the "feature" is just done with markers and marker tagged areas.
- Region_marker obj for Karaten
The code files said to leave Dev to set that up so I've not messed with that.
- Music
I didn't know where to search for free to use music, so currently there isn't any. In SL1, Karaten had a music box tune to it so if I did know where to search, I'd probably try and find something that also incorporates that.
But aside from that, it should be good to use.
Though I do have a lot of ideas for Karaten that I'd like to mention for Dev's consideration when implementing NPCs or whatever other features he wants to put in.
- I've also included a Clinic for Karaten since last update. It would basically function the same as the one in Dormeho.
- There's a school in the Mage Sector, mostly there to be a public RP area for would-be students.
- The Geistritter Headquarters is also located in the Mage Sector, this one was requested and mostly also exists for RP but could also be used to have NPC/s that explain Geistritter lore.
- Finally, there's a couple of buildings connected, these are all about Mechanations, the left building handles all the paperwork, licensing, etc. of Mechanations while the right one is a workshop where Mechanations are made.
While neither building has a function in mind, I see them mostly as a good opportunity to add on Mechanation lore by having NPCs talk about the process to make and license one.
Another idea I had for these buildings is that you could start a quest here where you have to go and find a recently missing Mechanation after their former owner passed away so they could be assessed and potentially given a new role or scrapped.
Once finding them, you could either engage in an easy fight or try to convince them to come peacefully (something that is easier to do if you have certain traits or are a Mechanation yourself!)
Then either they'd get scrapped if you fought them because they're too much of a hazard or if they come peacefully, they'll be repurposed.
[/spoiler]
I'll include screenshots in a later post.