From The Mana World
Revision as of 15:10, 4 October 2005 by Pajarico (talk | contribs) (→‎Important buildings: Cemetery)

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)

Important buildings

Cemetery

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

Palace

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 magic studies and teaching too...
  • 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)

School

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

http://img31.echo.cx/img31/5654/schoolfinal8ak.th.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.
  • Add a workshop for doing crafts (bricks, crockery, tiles, vessels, pots, plates...). Ability to do glass objects with mouth-blown glass technique.