[crossfire] new character creation
Mark Wedel
mwedel at sonic.net
Sat May 1 23:34:40 CDT 2010
On 05/ 1/10 07:40 AM, Nicolas Weeger wrote:
> Hello.
>
>> Now that 1.50 is released, I plan to start work on the new character
>> creation method.
>>
>> This new method puts the creation in-client. This has several advantages
>> - better interface for the end user, removes a lot of code from the
>> server, and also moves some of the current character information from maps
>> into archetypes.
>
> Yes, will clean many hacks, and remove some needs for queries.
Yes - at some point (not really related to character creation, but a starting
point), I'd like to remove all the ST_ play state information - the server
shouldn't really care about that - it is the client that should deal with
confirmation on quit, changing party passwords, etc. In many cases, this may
mean that the client will have to intercept the command in question and do the
query.
>
>
>> To do this, the client will request following information:
>> stat points to spend
>> race information (description, stat adjustments)
>> class information (" ")
>> starting map choices (description of those choices).
>>
>> Note that while there is currently race information in the archetypes (so
>> other than perhaps some better descriptions), there is no class or map
>> information in the archetypes - that would have to get added, but using the
>> hallofselection provides a template for that.
>
> Actually, the classes are there through the archetypes with "CLASS" type.
I forgot about that. But I don't think the class is actually copied into the
players inventory like the race is, so that information is lost.
>
>
>> The client will then present the user with this information - I see a
>> pulldown in one area for race, another pulldown for class, and a table for
>> the status where player can increase/decrease them, and also see what
>> adjustments the race/class is doing.
>
> Picture-list for races, nicer :)
> For class, some description will be needed.
For both races & classes, I forsee need to change the description some so it
is clearer to the end user.
For example, both should explicitly list the skills they start out with, as
well as equipment, as well as any special notes.
For example, a format might be something like:
---
Skills: Smithery, one handed weapons, ...
Equipment: Sword, chain mail, ..
Special: +10 cold resistance
The class is a mixture ....
---
The stat adjustments will be obvious in the window itself. But the main point
here is to make it very easy and clear what the different things grant. While
the descriptions are nice, when you have a dozen races and classes, reading
through all that information can get tiring, especially for new players.
>
>>
>> One nice side effect of all of this is that classes will not be
>> archetypes, so can be recorded in the player structure - right now, class
>> information is basically lost.
>
> Or it could be added to the player's inventory.
Yep - that is what I meant - in this way, anything which is not sure what the
class grants (monk denial of weapons always had issues), can look up the class
information and see.
>> Am I missing anything? should we also present choice of god to the
>> player?
>
> I would say no for god information, since converting to gods could be quests.
> Some gods have "hidden" altars, so letting select from the start isn't a good
> idea, IMHO.
Yes, I was thinking for gods, if added, a selection of 'none' would have to be
a choice, and it may not list all gods given that some are secret.
>
>
>
>> Related to this, should some of the classes/races get pruned down?
>
> Well, before doing that, I would say we should define what kind of gameplays we
> want.
> Can a player reach the maximum level in all skills? Or do you need to
> specialize? Can you learn all skills?
Right, we need to decide that, but that starts to get beyond the scope of this
discussion here, so maybe for short term, I'll just take the existing classes &
races as is.
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