Log in

No account? Create an account
03:22pm 10/01/2005
  Well, some more building is underway, but I still definitely need some builders who know Rokugan fairly
well, or at least well enough to know the gist of what they're seeing on the maps. So one more request
goes out for anyone interested in helping out in building...the way that I've set it so far, is that I've
been building the core areas, which include basically the room itself, and the room name, but no descriptions
or anything actually 'in' the room (for the most part) as of yet. What I need is someone(s) who has a way
with words, and is a wonderful storyteller, as every room has a story, even if it is one of fifty rooms making
up the parade grounds of Kyuden Hida. I've also drawn out the maps basically translating into building for the
mud, and written the room numbers on them, so even what hasn't actually been built and all linked together, is
still easy to do since it's all already drawn out, although most of the foundation of the areas should be built,
all the 'builders' will mostly have to worry about is the descriptions and stuff like that.

Also, making some changes to the LJ part of the community, tell me what you think, give some ideas and suggestions.
I didn't really mean to go with the colors that I went with, but I'm slightly biased on colors, since my fav clan
is dragon, so...::cough:: hehe ^_^ but I actually wanted to kind of go with a gold/black/red combo, sort of like
the main books, but still working on all that ^_^

Anyway, I really would rather have builders from here, as requesting builders from mudconnector.com may bring
a decent builder, but someone who doesn't know Rokugan very well, and won't know what should be in the descriptions
and such, so I'm keeping my fingers crossed ^_^.
     Read 5 - Post
12:22pm 07/12/2004
  Ok, ...just so I can sort of get this out there, here soon, I'm going to be looking
for builders on the mud. I was going to try and do all of the base areas myself, and
then have builders sort of fill in the gaps (that way everything can stay as close to
the maps in the game as possible). However, I've decided that it is taking ENTIRELY too
long to do this, so within the next month or so, I will be adding on at least a couple
of builders to help me out with this.

The specific traits I'm looking for isn't neccessarily knowing how to build...but instead
a love, and a lot of knowledge on the world of Rokugan. Building can be taught, so that's no
problem. For anyone who has built on a MUD before however, it's actually going to be a little
bit different anyway, b/c I have added things such as walls, windows, murder holes, and traps
are currently in the progress of being built. Anyway, so if you could, anyone who is interested
in being a builder, please let me know so I can sort of get to making a list of people who want

Here are some things that will be helpful however:
1) Having books on hand (for maps and such, and descriptions, and stats of creatures)
2) Definite desire to see this world built (I know I'm looking forward to it ^_^)
3) Willingness to learn how to build (or if you know how, willingness to re-learn the new things added)

It also wouldn't hurt to have some background in building on ROM (using OLC), but it's not a requirement.

Anyway, just let me know...thanks ^_^
     Read 2 - Post
Just an update 
01:24am 17/10/2004
  Ok, just wanted to make a quick update to let all of you guys know what's going on with
the MUD thus far.

Duels are basically complete, minus maybe a little tweaking down the road, but that won't
happen until beta testing does first...

Combat is still not setup...the stock ROM combat is still in, until I can come up with the
best way to work combat. It may not even be completed by the time beta testing happens, just
to warn any of you who end up beta testing, ...HOWEVER, I did decide I'm going to add functions
such as 'bite', 'throw', 'punch', 'kick', 'elbow', 'knee', 'grab', 'tackle', 'pin', etc...
I came up with a good bit the other day, although any more than you all can think of, PLEASE as
always feel free to share ^_^

I just added walls to the mud, so that you might be in a room with only one exit, but MOST walls
(even that don't have an exit) actually is a wall. e.g. ...if it's a paper wall, it can be broken
(although this isn't suggested as per general etiquette and manners and such...), but I actually
threw in a good number of wall types. None, paper, thin, wood, thick, stone, and rock
they're mostly self-explanatory...thin is simply thin wood, just barely above the rice paper walls,
...wood is simply regular sized wood...thick would be a very thick wood wall, that you would find
in the courts, or some buildings in cities, or guard towers, etc....and then stone, which is generally
found at the base of castles, and then rock, which is basically mountain. Stone and rock probably
won't end up as specific wall types as much, as the likelyhood of someone being able to get through
them is VERY unlikely, and a wall type is only set if the room on the other side is, so...

Building is now in progress...I couldn't figure out a main place for people to start just yet, although
I'm THINKING that I might, just for a little while at first, set people to start in the crab lands,
on a quest...although I'm still not 100% sure on this, so...any suggestions are greatly appreciated.
Kyuden Hida is in the progress of being built...I put Otosan Uchi on hold for a while, as it won't be
seen 'quite' as often as some of the other places, so it's on the back burner for a little bit...next
will probably be Kyuden Mirumoto...and basically just random cities from there based on whichever maps
I have, and which book I decide to pull out at the time.

Anyway, just wanted to sort of throw out a progress report to let you all know where the MUD stands
currently...as always, input is appreciated ^_^
     Read 9 - Post
06:22pm 29/09/2004
  well, I'm ALMOST finished making a playable "Go" for players to play within the
MUD. It was something I thought would be sort of neat, since in the rpg it can
be played. Granted, there is a Go skill, and things might end up working a little
bit off of that (if I can code it, anyway) ...but I thought it would be kewl to
actually have a playable "Go" board, where players may see each other's pebbles
and everything. An ATTEMPT at showing you what it would look like would be here:

0 1 2 3 4 5 6 7 8 9 a b c d e f g h i j
1 + + + + + + + + + + + + + + + + + + +
2 + + + + + + + + + + + + + + + + + + +
3 + + + + + + + + + + + + + + + + + + +
4 + + + + O + + + + + + + + + + + + + +
5 + + + O O O + + O + + + + + + + + + +
6 + + + + + + + + O O + + + + + + + + +
7 + + + + + + + + O O + + + + + + + + +
8 + + + + + + + + O O + + + + + + + + +
9 + + + + + + + + O O O + + + + + + + +
a + + + + + + + + + + + + + + + + + + +
b + + + + + + + + + + + + + + + + + + +
c + + + + + + + + + + + + + + + + + + +
d + + + + + + + + + + + + + + + + + + +
e + + + + + + + + + + + + + + + + + + +
f + + + + + + + + + + + + + + + + + + +
g + + + + + + + + + + + + + + + + + + +
h + + + + + + + + + + + + + + + + + + +
i + + + + + + + + + + + + + + + + + + +
j + + + + + + + + + + + + + + + + + + +

if it looks off, sorry...I tried going with fonts that most people should have
(monospace, system and terminal)
...and as far as the "white" O's...they're actually a little brighter than the +'s,
so that's not an issue. Actually, the ONLY thing I still have left, is to make pieces
become taken whenever they're surrounded, when there is more than one piece that needs
to be surrounded. Currently one-piece taking is finished, just gotta figure out the
code for the rest ^_^

Anyway just something I thought I'd share ^_^

and, again...I would MORE than love to see other people posting with ideas, as
that's the idea of the community, to collect all the ideas I can to implement into
the mud to make the L5R mud as extensive, as and as good and as close to L5R as it
can possibly be ^_^
     Read 2 - Post
Iaijutsu Duels... 
09:52pm 27/09/2004
  Ok, well...here's the next issue at hand (although combat's still a problem, lol)

I'm implementing Iaijutsu duels currently, which I am extraordinarily happy about.
However, ...I'm currently running into a very simple issue. I need a word to use
as the command for the challenger to back out of a duel. To make this
clearer, just in case...I challenge umm....Hida Bob to a duel, but then I gauge his
abilities, and decide that there is no way I can win, and honorably step out. I can't
think of a good, single word to depict this...so any help is appreciated ^_^

Also, I used 'gauge' for the Awareness roll to see the other person's stats during an
Iaijutsu Duel. I was wondering what you all think of this. Is there a word that would
better suit it, and I also wanted all of your opinions on the format of this.
So far, here is the exact order of a duel in the mud, and how it works:

We have we'll say.... Hida Bob, and Kakita Jun

Hida Bob
Agility: 2
Iaijutsu: 2
Void: 3

Kakita Jun
Agility: 4
Iaijutsu: 3
Void: 4

Hida Bob wants to challenge Kakita Jun to an Iaijutsu Duel, so he types "challenge jun",
in which the process begins

Kakita jun gets a prompt saying that Hida Bob has challenged her to a duel (the whole
requesting permission isn't implemented just yet, but will be eventually), saying that she
needs to either accept or refuse. Just underneath that, there is also a note to her letting
her know that she should gauge her opponent before accepting. The format being:
"gauge <agility|iaijutsu|void>"

Hida Bob also gets a note, just after challenging, that he should gauge his opponent, with
the same format showing. (I would force it, if it weren't for the fact that a few different
items could be gauged)
--I've also considered making it possible to set, outside of combat or duels, automatic things
--a person would like to gauge all the time. (for those who know Rom muds, sort of like auto-exit
-- or whatever, it would be autogauge), so that one wouldn't have to type "gauge iaijutsu agility"
-- everytime they wanted to gauge, but would instead just gauge whatever they have set automatically.

Anyway, provided each player types it, whatever they wanted to see is shown about the other player,
PROVIDED they succeed in the roll.

At this point, whoever had the higehst roll (or in a tie, higher awa, etc., etc.) is given the option
to focus or strike, and things go from there just as in the book.

Anyway, so as always, any input is appreciated. Thanks! ^_^
(Also, for those who know how, and even a few who may not, I'm going to need builders eventually,
and experience would be very helpful, but I'm going to be looking more for L5R knowledge of layouts
and maps and general L5R information than OLC skill, but OLC skill will definitely help. ^_^)
(Eventually I'll also need some quest IMM's, so previous ST experience will be helpful in that,
although neither will be for a while, but I figure I'll go ahead and throw that out there ^_^)
     Read 3 - Post
Yet another one 
05:58pm 23/09/2004
  Alright, here we go again with another question as to all of your opinions ^_^

(and note, that anyone else may post ideas too, or something they'd like to see, or
just something in general about stuff ^_^ ...it doesn't have to just be me ^_^)

For those who haven't played on a MUD, this is still relevant, but you won't really have
anything to compare it to..but I would still love to hear your opinion on this.

Currently, in a stock Rom-based MUD, ...combat works in the sense that, one person types
"kill <person's name>", and then combat begins, and every second or so, each person attacks

Now, for anyone who knows the tabletop L5R rpg, that's not really a possibility, considering
there is initiative, techniques, etc. I'm working all that in, however...here's the idea

I'm thinking of making combat work as in, you have to type what you are doing every round
e.g. ..."attack <name>"
next round, you have to type "attack " again, or else you don't attack...
this is basically instead of it all being automatic...

just wondering people's opinions on that ^_^
     Read 4 - Post
12:42pm 21/09/2004
  Well, it seems I'm running into a slight snag dealing with spells. Some spells last for
a minute (such as Katana of Fire, etc.), and some spells last for an hour. Now, ...In
game MUD time runs basically like this (for those who don't know)...every full minute that
passes in real life time, represents one hour in game. I obviously couldn't have things
like Katana of fire last for a real minute in game, b/c then they would cast it, and then
it would be gone. However, I can't have hour things last for a real hour either, as that
would be two days worth in game.

Now, ...something that I thought about possibly doing is to converting in game time to
be the same as real life time. Every minute that passes in real life, is a minute that
passes in game. The only snag I'm running into is the full night's sleep (8 hours before
you heal or recover void). Another person who will be helping me with some building, who
has been playing stereotypical (D&D-ish based) MUD's for a while, hates the idea of forced
sleep for one (which is something that exists..if anyone wants to know how that works, just
lemme know...), but he could deal with it, as long as it wasn't for too long. I don't really
want to have the game all in real life hours, and make people's char's have to sleep
for 8 real life hours, but I don't think I want them to be able to sleep for 8 minutes and
recover, when only 8 minutes would have passed in game (it basically gives no sleep time for
the bad people to do their bidding, lol...)

So I'm looking for any ideas on this, tell me anything and everything you think of, as I would
really like something that will work well, but not mess up the fairness of being awake and having
to rest to heal. Currently, I just have it working along the lines of if a spell lasts for a minute
OR an hour, it lasts for a minute real life time (an hour in game), but I would definitely love
some more input on this ^_^
     Read 5 - Post
First Post 
04:54pm 12/09/2004
mood: anxious
Well, it seems this will be the first post for this community.

I'd like to say to any who come here, that I am sure that this
community will assist greatly in the development of the Rom based
MUD I am developing based on the L5R tabletop rpg.

I would also like to say that the mud is not available to login
and play just yet. However, I will be looking for beta testers
down the road (within a few months), and eventually even builders
as well, although I will be very strict on any building done, as
I am making it as close to the tabletop rpg as I can. If there is
a map for something, that is what it will look like in the mud.

I wish to thank anyone who gives their input, and look forward to
seeing what people have to say.

Again, just as is mentioned in the info page, the MUD is based on
the d10 system used in 1st and 2nd Editions of L5R, and will be
used forever. It's not that I do not like the d20 system, simply that
I prefer to use the d10 system currently for the mud. I also would
like to mention that for a very long while, minor clans will not
be available to play, nor will ninja or kolat. Shadowlands and
Naga (as the mud will be starting just before the Scorpion clan
coup timeline-wise) are still up in the air as to when they will
be playable by PC's. The schools from the "Way of" clanbooks should
all be implemented however, just in case anyone cares ^_^.

Anyway, that's about all I can think of to say for now, so again,
I look forward to any input anyone may have ^_^
     Read 7 - Post