From The Mana World

Background story

I commented this on IRC some days ago. The point of killing small worms is to prevent that they grow up an become big worms (more powerful and dangerous). So, the leadership has requested everyone to kill every worm they found. In exchange for every dead body, the government pays an amount. I remember that this was acommon practice in Spain, during the civil war. I guess it was to prevent pests; people earned a living with this, they cut the tail to prove that they has killed rats and receive a proportional amount of money.

The worms shouldn't drop items, only a corpse that you can sell and, with that money, buy items. This way we leave out the paradox of items being dropped by enemies that don't use them.

Maybe this could be extended to brown scorpions too. Other (higher) enemies should still behave the same way (dropping items).

--Pajarico

  • I agree with this point of view, maggots are rather unlikely to carry anything useful except for their own body or slime which could be worth something for crafting certain stuff or for exchanging it for reward money at the guards. --Bjørn 17:29, 25 May 2005 (PDT)

When the protecting spell was cast, a row of paving stones where put surrounding the protected area. Those flagstones where hand made and have magic scritures on it. The tiles I suggest are composed of a simple set of two tiles: Wiki-tiles example.png

... and some varitions on some precise points of the lane, maybe statues or fountains. --Pajarico 00:18, 13 Oct 2005 (CEST)

Important buildings

Cemetery

I think we need a cemetery place. --Pajarico 17:10, 4 Oct 2005 (CEST)

How about a crematory? The vertile ashes could be used in agriculture. Modanung 22:12, 4 Oct 2005 (CEST)

Why not? As long as we have a way to explain deads of the inhabitants. If we use the crematory would be goo to link it to the story or traditions someway. Some sort of church with a crematory may work. --Pajarico 23:44, 4 Oct 2005 (CEST)

Palace

Palace complex with observatory, garden and bridge.

Now the palace is a small complex of one or more meeting halls, livings for the leaders and offices. In some way is like a small city inside Tulimshar. Take this for inspiration (spanish Alhambra) [1], [2].

This doesn't mean that you cannot identify a main building in the architectural set: the meeting hall is the bigger and most important building of the complex, which has a balcony for giving speeches or proclamations. It is surrounded by three houses which aim is to serve as offices for each task:

  • Military office: Just a office with strategy maps, a armor and weapons museum (with explanations of origin and use), and a room for teaching and training.
  • Education office: Maybe merge the school with this? and add physics, astronomy, biology and magic studies and teaching too... It has a greenhouse at the top (the roof is where sun hits the most) to culture special and rare herbs used in potions.
  • Observatory: this one is on the top of the central building. I have ideas to make it a place for scientists, a room with all sort of measure instrument, a telescopy, a weathercock, an anemometer, astral charts, etc. Purpose: prediction of events and weather changes.

That's all i can remember right now. When i fix my scanner and if no one has nothing against, i will move it to the main page and extend this info with text and images. --Pajarico 22:39, 1 Oct 2005 (CEST)

A sketch showin what i was talking about. The clock, barometer, anemometer and lens in the facade of the observatory are ideas i want to keep. Tulimshar should have expert meteorologists. --Pajarico 00:43, 5 Oct 2005 (CEST)

School

Discuss here the idea of the school and the distribution of the classrooms. Write down which version do you prefer:

School-final.png

  • I think I prefer the bigger one to the right, but mostly because the stairs seem more compatible with what our engine can do. --Bjørn 18:42, 24 May 2005 (PDT)

Mill

Silo

  • There should be a small strech with a railroad communicating between the silo and the mill, so the big quantities of grain can be easily transported from point to point. On top of the railroad, a cart of this kind (pixel artist: hint! hint! ;)).

Miscelaneous

  • I was thinking about a system of tubes to communicate between different buildings or zones inside the city. The sound propagates along the pipe as did in old ships or submarines, when electronic devices didn't exist (no modern pneumatics systems). In some points, the end of a tube could work as a npc itself (understanding that there is a "real" person behind). I thought is a cool addition but unfortunately haven't found a useful use for it yet. Maybe as a way to communicate between guards and/or the leadership. Notice that it's probably too technologic for Tulimshar, may fit better in a more industrialized/technified zone of the world (i heard there was going to be one).
  • Discuss sewers network (Or how to explain "where the poo goes").
  • Add a workshop for doing crafts (bricks, crockery, tiles, vessels, pots, plates...). Ability to do glass objects with mouth-blown glass technique.
  • As there is a bar and inn, there should be alcoholic beverages. Those are served by The Official Spirits Distillery (TOSD) which is a legal alcoholic distiller and distributor controlled by Tulimshar palace council.They control the production and charge taxes. There are also illegal distilleries (moonshinning and bootlegging) which are prosecuted by law enforcers. You can get paid a lot of money as a moonshinner (distiller) or bootlegger (alcohol smuggler), but also you can get yourself kicked to a jail and pay a serious fine.
  • Distilleries may be in the forest since it has been done that way in real life [1].
  • You can get drunk if drink too much (jerky player movements, or maybe switch axis direction: up is down, down is up, left is right and right is left... or even worse).
  • Add street lighting (at nights). Need explanation of operating. Additionally, is it really needed?
  • Add (playable) game: "musical chairs".