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Offline Mamoru
Developer
Edwin Miltenburg

Posts: 623
Gender: Male
« on: January 25, 2010, 01:22:09 am »

In this thread I'll keep you informed about Tutorial Island.
Tutorial Island is a straightforward tutorial teaching players the basics of Atrinik.
Players will be level 2 when they leave Tutorial Island or level 1 if they choose to "skip tutorial".
~Kiana~
« Last Edit: June 06, 2010, 08:43:57 pm by Kiana »  Logged
Offline Mamoru
Developer
Edwin Miltenburg

Posts: 623
Gender: Male
« Reply #1 on: March 26, 2010, 05:10:19 pm »

The upper part of the island is done and I'm working on the caves.
Could someone please write the following scripts:
NPC: NPC welcomes new players to the game and transports them to a different map when they say 'skip tutorial'. The 'skip tutorial' should not show up. The player will be told about it at the end of the tutorial for future characters. There should be a confirmation for skipping the tutorial.
Quest/NPC: Player needs to collect 3 wolf paws from timber wolf cubs in order to get a key from the NPC. The key opens the gate next to the NPC.
Thanks
~Kiana~
« Last Edit: March 26, 2010, 05:31:47 pm by Kiana »  Logged
Offline Cleo
Developer
Alex Tokar

Posts: 580
Gender: Male
« Reply #2 on: March 26, 2010, 06:35:44 pm »

Here you go. The texts obviously need changing so they fit in.

* tutorial_scripts.tar.gz (3.17 KB - downloaded 218 times.)
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Offline Mamoru
Developer
Edwin Miltenburg

Posts: 623
Gender: Male
« Reply #3 on: March 29, 2010, 09:11:03 am »

  Ok, I split the surface of tutorial island in 24x24 maps.
I need your help for the apple/orange trees. (Maybe you could have a go at the ship too)

  I'll split the tutorial cave in 24x24 when I get home tonight
I'll need your help with the black/red ant explaining the hp
because the values aren't as obvious as I thought they'd be.

  And I have another script/feature request:
When leaving the tutorial island the player's apartment gets set,
is it possible to delete the instanced maps using this script?
They won't be necessary after leaving the island.
~Kiana~
« Last Edit: March 29, 2010, 09:13:12 am by Kiana »  Logged
Offline Cleo
Developer
Alex Tokar

Posts: 580
Gender: Male
« Reply #4 on: March 29, 2010, 11:34:16 am »


When leaving the tutorial island the player's apartment gets set,
is it possible to delete the instanced maps using this script?
They won't be necessary after leaving the island.


Atrinik doesn't have instanced maps. What it does have, are unique maps that do not get saved after player has left them (like the starting tutorial).
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Offline Mamoru
Developer
Edwin Miltenburg

Posts: 623
Gender: Male
« Reply #5 on: March 29, 2010, 02:27:38 pm »



When leaving the tutorial island the player's apartment gets set,
is it possible to delete the instanced maps using this script?
They won't be necessary after leaving the island.


Atrinik doesn't have instanced maps. What it does have, are unique maps that do not get saved after player has left them (like the starting tutorial).


Then why is it in the server's player data?
~Kiana~
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Offline Cleo
Developer
Alex Tokar

Posts: 580
Gender: Male
« Reply #6 on: March 29, 2010, 02:34:13 pm »

I assume you mean the player's location where they logged out. You cannot remove that. It'll be changed as soon as they logout or /save somewhere else.
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Offline Mamoru
Developer
Edwin Miltenburg

Posts: 623
Gender: Male
« Reply #7 on: March 29, 2010, 02:43:14 pm »

No not the Kiana.pl file. I mean the actual unique map that's saved as N:\Atrinik\bzr\server\data\players\Kiana\$unofficial$_tutorialisland-a
I found it there because I had to delete it before I could see any fixes I made.
~Kiana~
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Offline Cleo
Developer
Alex Tokar

Posts: 580
Gender: Male
« Reply #8 on: March 29, 2010, 02:44:41 pm »

Look at the starting tutorial map settings. IIRC, it has a map flag called "no save" or something like that. Set that to your map and it shouldn't get saved.
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Offline Mamoru
Developer
Edwin Miltenburg

Posts: 623
Gender: Male
« Reply #9 on: March 30, 2010, 10:34:37 am »

In conclusion:
Unique tiled maps are impossible to get unless you increase the map size.
Tutorial Cave is now 48x48. All script paths and paths used in scripts are absolute. All exits inside the cave are absolute as well. They can't be relative because the files don't actually exist in the unique environment.

Tutorial Island is now available on Launchpad:
LP: tutorial-island-remake
Code: [Select]
bzr branch lp:~atrinik-dev/atrinik/tutorial-island-remake

~Kiana~
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Offline Cleo
Developer
Alex Tokar

Posts: 580
Gender: Male
« Reply #10 on: March 30, 2010, 02:11:34 pm »

I pushed some revisions to the branch to clean up some stuff (see log). Some comments:

- Please get rid of that "-floor-a", "-floor-b", "-floor" etc crap Smacky came up with.
- Do NOT set object's animation/face from outside of archetype definitions.
- I think you have incorrectly named maps. tutorial_0000 should be tutorial_0101, so tutorial_0100 should be tutorial_0201, and so on. Also tutorial-a should probably be just tutorial.
- You're incorrectly setting background music attribute for the maps. Correct way is something like this: "allusion_world.ogg|0|-1"
- Not sure if it's just me, but the fence gate looks nearly the same as regular fences (the ones that cannot be opened). I got really confused at the bat room and didn't know how to get further, so I tried running into all the fence objects and one of them opened.

About invisible forces to allow one open door without a key: Currently not possible. You could make a portal under the door to the next room, and make the portal activate (teleporting player in front of the weapons master) if the player doesn't have a weapon skill.

Another thing to note: All monsters in the tutorial cave should give 0 exp. Otherwise you'll run into problems when someone with experience logs out on the map, waits ~10 minutes, and logs back in. The map is no longer around (since it was not saved when it was swapped), and they'll appear in Brynknot church. We should also set the player's savebed when they enter the cave, and set it again when they leave the cave (at the end).

Also I noticed many of the images you added are RGB. 1.0 client doesn't support RGB, only indexed images. So, either the images need to be converted to indexed, or we release 1.1 (there's still a few bugs I'd like to fix first though). But since finishing the tutorial island will be plenty of work and will take time, I don't think we need to worry about this right now.

I really like the progress so far (especially the cave), good job. :)
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Offline Mamoru
Developer
Edwin Miltenburg

Posts: 623
Gender: Male
« Reply #11 on: March 31, 2010, 08:27:57 pm »

Thanks for the comments :study:
While Launchpad was unavailable due to maintenance today,
I finished the background music for Tutorial Island.

The actual file is in OGG Vorbis, which is used by the client.
For people who don't have the right codecs there's an mpeg (MP2) file as well.
You can use the MIDI file for editing.
The PDF file contains the sheet music (A3 format).
~Kiana~

edit: removed rest at the beginning so it will loop nicely in-game.

* tutorialisland.ogg (713.54 KB - downloaded 235 times.)
* tutorialisland.mp2 (834.69 KB - downloaded 546 times.)
* Tutorial Island.pdf (126.74 KB - downloaded 266 times.)
* tutorialisland.mid (2.96 KB - downloaded 152 times.)
« Last Edit: May 18, 2011, 05:29:18 pm by Kiana »  Logged
Offline Cleo
Developer
Alex Tokar

Posts: 580
Gender: Male
« Reply #12 on: March 31, 2010, 08:37:03 pm »

I like it. :)
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Offline Mamoru
Developer
Edwin Miltenburg

Posts: 623
Gender: Male
« Reply #13 on: August 22, 2010, 01:37:59 pm »

The tutorial remake has been changed to highest priority :)

Some random things that need fix in tutorial-island-remake, found most of this with the help of Floozy. Posting the complete list just for (personal) reference.

Remove line-breaks from all signs and name them "sign".
Fix fruit trees.
* Add cap on amount of oranges, have the NPC remove all but 3 oranges when giving the key ?
Ladders/exits should be directly above/below each other.
tutorial-a 29,18 "NPC can beasked" change to "NPC can be asked".
* Get & drop, add info about no-drop ?
* General bug: Torch on floor doesn't need readying, yet says so while you turn it on. Bug#196
Weapon master: add sign about unwielding your weapon to punch
Remove red ant's hp% from sign. (changed to 67%)
tutorial-a 24,2 it's just "Protection Table".
Add sign for throwing: Missiles that hit a mob fall on the floor and can be gathered when the mob dies or moves.
Remove experience given by bat.
* Set save bed and delete unique map when leaving cave ? also remove weapon master force
* General bug: When mob gives no experience it shows message about it being too low level for exp.
* Magic glow won't stay permanently, they should
Bat key should not be one_drop

Btw, the name for the lowlevel island will be Incuna (derived from latin: ab incunabulis)
~Kiana~
« Last Edit: January 24, 2011, 12:19:58 am by Kiana »  Logged
Offline Lippy
Developer
Rantoholic

Posts: 52
Gender: Male
« Reply #14 on: August 22, 2010, 05:20:53 pm »

Looking forward to it.

Anyway, highest priority is P1, not P5. I'll go change that. :P
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