In Memoriam: Tai'lahr

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Rest in Peace, friend.

Difference between revisions of "Starting Point - Gloa Plan"

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== Plan ==
 
== Plan ==
You are told before you start the game that you start in a singleplayer area.  You are told there will be a man there who will explain what to do.  You are told there is a quick way out.
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You start in a singleplayer area right outside the fence around the Cleft.  You can't really walk anywhere, and most of the background is just flat textures (to make this as small and quick loading as possible).
  
Then you are dumped into the Cleft like in Ages Beyond Myst (except without the starting video)Zandi is there, and instructs you as in Ages Beyond Myst.  However, there is a box near the trailer with a Relto book on topIt has a note on it (unless we could get another Zandi line, where he points at it or physically hands you the book, saying "Here, if you want to go now, here's a book.  Take it.  And, uh, come back any time.  There's still the message for you, in the Cleft." or something).  It would be something like this (except better worded and all - you get the general message though - also, it might be instead from Yeesha)
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Next to you is a little tent/stand (basically a desk with stuff protecting it from the wind and possible rainThere's a bunch of Relto books on it, and one is open in the centerThere's a note or sign by Zandi that tells you these things - that you can pick up one of the books and use it if you want - that you should do this if you need to get to friends or business faster - that if you don't need to do so, you should just leave the books there and open the gate in the fence and visit him).  There's also a bunch of leaflets left there by some cavern association (the DRC maybe, or the GoG) that explain how to get to a neighborhood, and how in general to get around Uru.
  
Explorer:
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If you link through the Relto book, then you'll have a pedestal with a book to the Cleft, and you can go back to there at any time (and people you invite to Relto can go with you to help).
If you want to go to your Relto now, here's a book for you.  You can take it now, or you can go through the Journey.  Come back anytime.
 
-Zandi
 
  
The box could also have a book to some public area, but I'm not sure where it would go (since most public areas are in D'ni - although maybe it could go to a public Gahreeson and get you your KI quick too).
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If you put down the book and open the gate (in the fence) instead, then the game loads the Cleft.  You meet Zandi and he helps you with the Journey.  At the end of this, you get a Relto book with the page for the journey pillars already in it.
 
 
Anyway, if you do go through the whole Journey, you get the Journey Pillars already in your ReltoIf not, you have to go back to the Cleft and take the journey (probably without Zandi's help) to get the Relto Page.
 
  
 
== Some Implications ==
 
== Some Implications ==
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The tunnels can be developed slower, since they aren't instantly needed for the game.  They come in later as a new explorable area.  Perhaps to get into them, you need multiple people (like, one person lifts the other over the fence?) and so it just plain can't be accessed in the beginning (so people don't go without Relto Books).
 
The tunnels can be developed slower, since they aren't instantly needed for the game.  They come in later as a new explorable area.  Perhaps to get into them, you need multiple people (like, one person lifts the other over the fence?) and so it just plain can't be accessed in the beginning (so people don't go without Relto Books).
 
== Arguments for the Plan==
 
The Cleft still retains the beginning sense of mystery, and the slow start (from normal surroundings to stranger).  Also, it still retains the practice for people wanting to go the long route.
 
 
There is a quick way to get to Relto and/or a public area.  People aren't forced to go through the puzzle, confused and lost.  This should keep it from turning people away.
 
 
All Greeters or friendly people can focus on one spot (public Gahreeson, a neighborhood, wherever the person would first link to from Relto/[maybe]Cleft).
 
 
People don't have to take Yeesha's Journey if they don't want to, but they still get a Relto (so they don't die the first time they run past a cone).  There are no new Ages needed to be made just to replace Relto for nonYeesha supporters (which would have to be somehow an Age which could replicate itself many times without Yeesha magic).
 
  
  
 
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[[Category:Improvements]]
 
[[Category:Improvements]]

Latest revision as of 08:44, 19 June 2009

Background

See Starting Point Debate. Basically, people want the starting point to be both logical and quick (for new players or second avatars, etc.).

Plan

You start in a singleplayer area right outside the fence around the Cleft. You can't really walk anywhere, and most of the background is just flat textures (to make this as small and quick loading as possible).

Next to you is a little tent/stand (basically a desk with stuff protecting it from the wind and possible rain. There's a bunch of Relto books on it, and one is open in the center. There's a note or sign by Zandi that tells you these things - that you can pick up one of the books and use it if you want - that you should do this if you need to get to friends or business faster - that if you don't need to do so, you should just leave the books there and open the gate in the fence and visit him). There's also a bunch of leaflets left there by some cavern association (the DRC maybe, or the GoG) that explain how to get to a neighborhood, and how in general to get around Uru.

If you link through the Relto book, then you'll have a pedestal with a book to the Cleft, and you can go back to there at any time (and people you invite to Relto can go with you to help).

If you put down the book and open the gate (in the fence) instead, then the game loads the Cleft. You meet Zandi and he helps you with the Journey. At the end of this, you get a Relto book with the page for the journey pillars already in it.

Some Implications

Everyone gets a Relto. DRC members deal with it, just as they dealt with it in the past, just as Esher dealt with the "bahro abominations".

The tunnels can be developed slower, since they aren't instantly needed for the game. They come in later as a new explorable area. Perhaps to get into them, you need multiple people (like, one person lifts the other over the fence?) and so it just plain can't be accessed in the beginning (so people don't go without Relto Books).