The purpose of this thread is to highlight basic objectives for the Rune World project and also act as a repository for corrospondence relevant to the project in any way.
The purpose behind the Rune World project is to create a semi-persistant 'world' within Rune. Multiple server runnings map with physical passages to travel between them will make this possible. Weapons and equipment should be able to be carried from server to server, and with the exception of a small load time, it should create the feeling that you are moving almost seamlessly between locations in the 'World' of Rune.
Players registered to the Rune World will be resident to one of the towns in the world (the goal is 2 towns currently, which is most appropriate for the current player-base and will allow for a sizable increase in players just incase). Players who belong to a town also belong to a household and will spawn in the house that they are registered to, which can consist of their friends, guildmates, strangers, etc. Items that belong to the household will spawn in the house once per map cycle.
The two towns will be at war with one another. Players from opposing towns will be able to kill one another in the wilderness, caves, town raids, etc. There will also be training halls in each town so that players from the same town can fight one another. In addition to this there will be monsters in the wilderness that will appear somewhat randomly and hunt players down in packs or in solitude, depending on the type of creature.
When a player is killed in the wilderness, a triggered teleport will transport the defeated character back to his town where he will appear with abysmally low health. When killed in the town training hall, the player will be transported back to the training hall 'ready room' with full health.
So, in closing, we may not be able to turn Rune into a full blown MMORPG of real-time PvP awesomeness, but for those of us who like to kill, this will give us a little bit of context to do it in.
First map is more or less complete. A few details must be added or subtracted at a later time depending on the circumstances, but most of the map work is done. The completed map is the first town in the 'World' network. Once we have two full towns, we can worry about registration and such and setting up teams.
A few side notes:
1.) Rune World is also Low Caliber World. I have decided to refer to it as Rune World in order to make it more attractive to the Rune community at large. Rune World will still feature the familiar Low Caliber style combat, with a few additions here and there, but nothing that will unbalance or detract from the value of the game.
2.) Households collective 'scores' will be contributed by each household members performance in battle against enemy players (from other cities, not in the training hall). The higher the score, the more health items and better weapons/shields will spawn in the household.
3.) 'Raid Events' should be conducted once or twice a week, in which a scheduled time will be put down to call as many players as possible to battle. There will be an attacking team and a defending team. The battle will take place in the defending team's town.
4.) Rune World is intended to use a slightly modified version of the rak mod native to Low Caliber Arena, therefore the combat and the physics should be very similar.
Anyone who has any methods of contributing please speak up. Mappers are welcome, coders/scripters are welcome, testers are welcome, input is welcome.
The 2nd village of Rune World is approx. 50% complete. I've gotta get some bugs fixed before it's continued and complete but all is well. Also, the map between the two villages is coming along well thanks to help from Deathcon.
Posts: 1 | Location: Maine, USA | Registered: Mon January 31 2005
POKRISHKA. I've thought about it. I think there might be a better solution than embedding music in the maps themselves. If we put up a shoutcast server for winamp to broadcast the music to anyone who wants to connect and hear it... might even be able to integrate the function into the scripting (since the Rune headers have been released and all) If we put music in the maps it'll chug like hell and make it laggy, but...
It wouldn't damage performance at all to have the ambient music streamed seperately through winamp. Sure it wouldn't be perfect, but you wouldn't be forced to deal with it if you didn't want to. I dunno I think it would be a good compromise, personally.
I think the Conan: the Barbarian soundtrack would be totally awesome Rune World music.
Originally posted by Manowar: For me, I'd really want the music to be optional. Because everyone has different tastes and hearing the same thing over and over drives me crazy.
Well. I just recently heard a nice music from one old Russian game that was played by an orchestra and thought that it would sound nice in the vilage...
Posts: 841 | Location: Nizhny Novgorod, Russia | Registered: Mon May 31 2004
So I checked out the second town that RavenFeather's been working on. Pretty sweet, I must say. That'll give us two towns and one wilderness map. Wilderness map needs to be beefed up a little though I feel like it's kinda small (even though it's bigger than any other rune map, far clipping is a miracle worker)