Creating Mod10

The Ghost

Re: Creating Mod10

Post by The Ghost »

DC, send me your AIM in pm and we'll start talkin cuz I wanna do this to.
ari

Re: Creating Mod10

Post by ari »

Heh, I'd been offline for awhile, had no clue the idea had gone this far.
Mwuhaha

Re: Creating Mod10

Post by Mwuhaha »

Is there anything i can do to help? Quite dumb about the game really, but want to help.
The Ghost

Re: Creating Mod10

Post by The Ghost »

I'm sure theres something we can find for you to do.
Mwuhaha

Re: Creating Mod10

Post by Mwuhaha »

i have nmr and MajorMUD v 1.11p-WG3NT (Dec 30 2005 14:20:26).

if i can hunt stuff up or anything let me know.
Daymia
Posts: 1
Joined: Thu Sep 04, 2008 10:58 pm

Re: Creating Mod10

Post by Daymia »

Has anyone worked on this?
SouthernCross

Re: Creating Mod10

Post by SouthernCross »

I have took it in a partial direction to where I believe Mod 10 was going as far as debugging the areas and content. However, I had to add my own new quests to it, seeing how there were no new text blocks for quests to the mod 10 map. If I had all the info, I can easily code and finish mod 10 the way It was originaly suppose to be. It should only take a day or 2 if I had all the info.

It does not take long at all. Adding new content etc. to majormud, let alone any code base mud is easy. Metro is killing it on purpose..

For whatever reasons, being tax write off or just being lazy is beyond me.
Vitoc

Re: Creating Mod10

Post by Vitoc »

Quote from: SouthernCross;110787I have took it in a partial direction to where I believe Mod 10 was going as far as debugging the areas and content. However, I had to add my own new quests to it, seeing how there were no new text blocks for quests to the mod 10 map. If I had all the info, I can easily code and finish mod 10 the way It was originaly suppose to be. It should only take a day or 2 if I had all the info.

It does not take long at all. Adding new content etc. to majormud, let alone any code base mud is easy. Metro is killing it on purpose..

For whatever reasons, being tax write off or just being lazy is beyond me.
Tax write off doesn't make any sense; you have to spend time/money on something to write it off. There has been literally no development on MajorMUD over the past couple years.
AdmiralAcid

Re: Creating Mod10

Post by AdmiralAcid »

Quote from: DeathCow on August 14, 2007, 08:14:35 PMThis won't go anyway where, I'd help out but I'm not going to just do it all...and since I doubt anyone is gonna organize it :<

i saw you talking about this again. Who's all working on this with you?
DeathCow

Re: Creating Mod10

Post by DeathCow »

Quote from: AdmiralAcid on August 06, 2009, 04:43:56 PM

Quote from: DeathCow on August 14, 2007, 08:14:35 PMThis won't go anyway where, I'd help out but I'm not going to just do it all...and since I doubt anyone is gonna organize it :<

i saw you talking about this again. Who's all working on this with you?

I have 2 people working with me. Rhinehold, and Valiant. Neither of them are experts in MajorMud, but both are skilled writers. Which works out well for me, because they keep me on my toes with questions about the history of them realm and the story that been told so far. We're working on our third and hopefully final rewrite of the 6th alignment quest storyline.

From there we have quite a few steps to work through, I've given us a loose outline of what we need to work on in each step.

Development
1. General Outline
Quests
Map Concepts
Npc Concepts
Player Spell Concepts
Player Item Concepts
Needed Textblock Outline2. Quest Development
Npc Names, Locations, Purpose
Required Items, Monsters
Content Development, Conversations, Messages, etc..3. Map Development
Key Locations, dungeons
Scriptable areas that join current maps with development4. Npc Development
Npc build, desc, conversation, spells, messages, item drops, etc5. Spell Development
All NPC and PC spells built 6. Item Development
All PC and room items Built7. Database Entry
DC found dead from apparent self inflicted gunshot wound in stomach 48. Testing GMud
Soft Test Launch, New server Small Test group
Hard Test Launch, New server open testing
Update main Gmud Server9. Testing MMud
Private Test group
Testing done by trusted MMUD Sysop, not afliated with GMUD10. Mod-10 Complete
Release of Mod-10 VIA NMR-addonsOur goal is to make this Mod completely usable in GMUD v1.0, so it will be completely useable for realms running majormud as well.

The basic goals for mod-10 are to finish the alignment quest story arc, and to focus on the low tier classes, in an attempt to level the playing field a bit.
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