Wheel of Time - Morrowind ModGateways
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Gateways/TravelingCreated by: Kiriel Create Date: 12/28/2003 Status: In Process Summary of Magic Spell:A magic user can cast a spell that opens a doorway to another place. He/she and many companions/ncps can move through it to get to a new place. gateways will probably end up being a modification of the MultipleMark mod code and mine from Enchanted Paintings...not released yet. Hessi9 has provided a great perl program that extracts out the cell ID and records positions and does the teleporting. While I am working on the code for my Enchanted Paintings I keep thinking of how you guys are going to implement gateways. The problem is you can't really replicate the gateways exactly. But, I have come up with a solution that may work....depending on a few things. Requirements:These are pie in the sky requirements. They are what the books portray.
Can anyone think up some other requirements or correct the above assumptions if I have them wrong. Technical Difficulties of Morrowind:
Implementation Possibilities:1) Teleport everyone there. Cast the spell, use some kind of spell affect or activator that looks like a shimmering door. Fade out during the teleporting. Create activators that will be placed when the player casts Gateway. The player then activates the gateway to use it or close it down. Predefined gateways exist with coding by xxx. The code drains the caster of mana. There is a menu of places that the caster may go to. 2) I can't think of any other solution. Can anyone else? Requirement Modifications:Because of the difficulties, gateways are going to be a problem. If number 1 is implemented, then this is the modifications to the requirements. 1) Gateways are different sizes depending on the magical strength and fatigue of the caster.
2) You can look through the gateways and see the destination.
3) Caster should not be able to cast any other spell until the gateway is closed.
4) Caster can make a gateway to anyplace they can think of.
5) The caster is supposed to know the starting location very well.
6) You can walk around a gateway.
7) A gateway is stable until the caster drops it.
8) The gateway exists on both sides...start and destination.
9) A gateway can transport any number of people, animals, wagons.
Conclusions:The best solution is to do the proposed gateway. Number 1 from above. Of course, since there is no number 2 solution this is obvious. - use teleporting technology. Spell is attached to a script. Script does all the work. - Have the player only be allowed to hire/work with a relatively small number
of possible companions that they meet on the way. Scripting wouldn't be too
horrible for maybe 10-20 possible companions. Even this number will vastly
expand the existing MultipleMark scripting. - Activators that look like shimmering doors, based on player's max magicka. No view to destination. - Player can teleport to any location they know of or have marked. See text above for complete description. This means that any place have been to a destination to gateway to it. The player can mark up to 20 different locations. For new locations, there could be a number of predefined locations. Those should be limited to outside each village and city only. Maybe a few other places such as outside steddings and Aiel camps. Remember, there has to be a menu to choose which destination. There could be some submenus so the player picks a region first. But still, this needs to be a reasonable menu. The above solution will be about 15-40,000 lines of code. The reason for the large amount is the need to hardcode all the teleport commands for the player and each ncp. Each new NCP you might want to teleport would get 6 lines of code per cell that exists in the game. If there are 300 possible cells to open a gateway to, then that is a minimum of 3600 lines of code for one NCP companion. Plus 6 lines of code per predefined destination. If there are 100 of those, that is another 600 lines of code. I can go into the technical aspects of the code and the limitations for anyone who wants to work on this. Real decisions that need to be made: - does the gateway proposal sound reasonable? - what is the plan for NPC companions? This may have to change if you want gateways. - what is a reasonable set of questions for the player to click on before the gateway destination is chosen? |
The Wheel of Time and all its subject matter is copyright by Robert Jordan.
Morrowind, the gaming engine, and the modules created for it are copyright by
Bethesda. This project is a not-for-profit endeavor. It is done in
homage to a great fantasy series. It is not intended to be an official
representation of the works of Robert Jordan.
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