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Project Planning: Souvenirs
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<P>Maybe add some sort of "world info" or "lore" page.

<P> Maybe add  enough pictures to give the player something to look at,
probably just get them from google, although then there's the finicky
business of crediting them.
<BR> Would be a real nice touch to do the art myself, but I don't think I'm
that motivated, or that I'd like the quality of art.
<BR> Also, I still don't know how to put in images/art.

<HR><P> *Figure out if there is a limit to session, as in, do I need to worry
about the player character being logged out after x long or x many pages
(especially since I'm planning to do several of them).
<BR>-There doesn't seem to be one, at least not that I've noticed, so this
is probably now irrelevant.

<HR><P> Travel: Some sort of central portal hub (shrines?), quite possibly 
roads, maybe boats and/or mounts (horses, unicorns, dragons, whatever),
maybe include railways and/or magical underground ones 
<BR> Or possibly, this is all a dream, or some spirit wandering (either because
dead or because sleeping or because deliberately caused),
maybe some sort of magic is employed to get
the items into inventory/in displayable condition.
<BR> Just possibly travel my clicking on map, but I don't think I'm that
motivated to go to that much bother


<HR><P>Actual areas and items 
<BR> Forest: rock, leaf, pinecone, mushroom, squirrel
<BR> Desert: rock, sand, cactus, factus flower, gold ring, lizard
<BR> Mountain: rock, ice, snow, view=picture, cloud, eagle
<BR> Meadow: rock, water, grass, grass seeds, dandelion, sunflower, rose


<HR>Area Planning

<P> Desert - oasis, tomb
<BR> sand, rock (x several), cactus (some with flower), abandoned loot 
(weapons, water containers (fillable?), maybe dehydrated food)
<BR> various other plants around oasis, maybe also abandoned items
<BR> grave goods, whatever that is, like gold and trinkets

<P> Forest - stream, hut, cave(?)
<BR> mushrooms, nuts, leaves, branches, maybe stones
<BR> definitely stones, maybe aquatic plants or fish or lost items
<BR> occasionally the homeowner, more often alchemy whatnot, including
ingredients and potions (that might actually be usable)

<P> Mountain - glaciar, ice cap, cave, lake, stream(?)
<BR> stones, plants/sticks/debris in cracks
<BR> ice/snow/frozen somethings
<BR> mushrooms and maybe abandoned loot and glowy whatnot
<BR> stones, water, fish, maybe the option to go swimming, lost items,
occasionally a being, "monster", in the lake that surfaces
<BR> cold water, maybe some lost items

<P> Meadow - graveyard, stream/river
<BR> flowers, grass, herbs, lost items
<BR> tombstones, definitely flowers, trinkets, maybe a "hidden" trigger,
AKA one of the rocks or flowers or engravings is activatable,
maybe some chance of encountering a person in the graveyard
<BR> fish, plants, stones, lost items

<P> City - shops, sewer, houses, alleys, garden
<BR> maybe the option to buy or barter or steal from shops, maybe the
option to talk to a few people (or listen to them), maybe also an option
to get quests to return "lost" items that can be found elsewhere
<BR> the absolutely required rats, trash, lost items
<BR> you probably have to stay out of houses, but maybe there's an inn
that can be explored, and maybe the item display somewhere
<BR> alleys get trash, lost items, maybe occasionally thieves that "steal"
one item

<P> Hidden and/or magical one - get to it somehow - maybe an unlabeled portal,
maybe from one of the other areas, maybe from a "chance" encounter with a 
mage from somewhere (city, perhaps, or mountain?)
<BR> must have glowing crystals, probably also runes, maybe some sort of
floating landscapes, maybe mythical creatures, 

<P> Floating Island - some sort of portal to get there, probably.
<BR> A pond/stream that never runs out of water - has water, maybe some fish
or plants or rocks or lost items.
<BR> Maybe some sort of small garden (herbs or food or flowers or something)
<BR> An upside down something hanging from the bottom (house, maybe?), 
some sort of access method (whether a path or a portal or a cave or whatever),
maybe stock it with mystical items.

<HR><P> Character Whatnot 
<BR> Name, race, could include more if I made the table bigger.
<BR> Inventory slots, there's currently 3.
<BR> Maybe an option to buy a bag (with items) that allows for a few more
item slots, like the bag goes in the city slot and then can be used to
store several items in - I might not be willing to bother implementing this.

<P> Maybe make an "admin" character that can remove characters/modify names.

<HR><P> Items
<BR> Some amount of it is fixed, like whether the item is a rock or a flower 
or a lost item or the water in oasis/river/lake/whatever.
<BR> Some of it I probably want to randomize with random numbers, like the
color of the rock or color/type of flower, or which lost item (although I 
might want to make every item guaranteed to appear <B> somewhere </B>, just
to ensure that no matter what item the NPC wants found, it is always
findable. The city might be the best spot for lots of lost items.
<P> Since the player must "examine" an item to consider taking it, then
that is a great way to implement trapped
items, which theoretically could be used to trigger transportation to hidden 
areas (or do other weird things).
<P> One of the rocks has to be something that's not actually a rock.
<BR> Some sort of animal, or egg, maybe with an option/chance to hatch
the egg, or maybe an option to turn the animal/hatchling into a familiar.
<BR> There are animals, they can be pets or familiars or dinner.
(but currently just use an item slot.)

<P> Maybe a familiar slot, and that can be acquired in various areas also?
<BR> Probably limit the familiars to 1, maybe some of them are able to end
up in an item slot instead to allow for 2 total.
<BR> Also, I'm inclined to give elves an extra familiar slot, somehow,
just because I can and elves are generally good with animals.

<HR>
<P>I didn't have time to do it before the presentation, but I might anyway.
<P> Maybe, if I have the time/inclination, then an item display area.
<BR> Probably, if so, it is 1 giant table, with who displayed the item and
what the item is, and maybe include a "note" spot, for descriptions (either
of the item itself or where it was found), or communication between players
(and either they keep changing the note, or they have to display many items,
depending on whether I decide that notes can be changed later or not).
<BR> Not sure if I'll allow players to reclaim the items, and if so whether
the note is kept track of or not.

Stv3n404 - 2023