Area Concepts For Scripts

Content and general development discussion, including quest scripts and server code. TMW Classic is a project comprising the Legacy tmwAthena server & the designated improved engine server based on evolHercules.


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This forum houses many years of development, tracing back to some of the earliest posts that exist on the board.

Its current use is for the continued development of the server and game it has always served: TMW Classic.

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Wombat
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Area Concepts For Scripts

Post by Wombat »

This is the concept map of the areas in the game we are creating content for. The old back stories for the game on the wiki are many, but do need to be defined again.

Tonori: A desert continent with mountains and volcanoes. The primary influence is the waning imperial city-state of Tulimshar, controlled by a mage aristocracy and ruled by a wizard council. The bad times in the past and present have made it difficult, which has spurred the mage, warrior and merchant classes of the city forward to expand Tulimshar's power and influence once again. Some characters mention this back story in the game and there is information on the news presented by the client.

Argaes: A heavily wooded, but small, continent with also a large variance in climate and landscape, like swamps and in some places, icy mountains and a desert. The Hurnscald area of Argaes has gain a lot of focus, due to its mines, its lumber and farmed goods, which are monster dominated. Also, with the high concentration of magic in the area, many magicians have been attracted to live around Hurnscald to practice their art, learn and expand the powers the area has to offer. Tulimshar's imperial aims can become heavy here, but with an Argaesian capital city planned for Northern Argaes, there could be a counter balance.

Kaizei: An icy continent that holds a great deal of wealth and power. Nivalis is of interest due to the influence of the Sages of Kaizei coming from the area. More details are to be developed as its reconnection to the world is re-established.

More plots written as quests that deal with these influences are great. For events, we don't just want holiday events, we can also hold plot events that could be released on a schedule as the story unfolds, always playing one leg of the event as it tells a particular story of how the power and politics of the area has somehow influenced the behavior of the NPCs and why they need to send a person off to kill event monsters, find event items, save event NPCs, etc. Just an idea.
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Current character is "Abolish".
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Re: Area Concepts For Scripts

Post by yourmistakes »

in the interest of not doing the same work twice: http://wiki.themanaworld.org/index.php/Geography
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Wombat
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Re: Area Concepts For Scripts

Post by Wombat »

I'm discussing a development focus with content and the three continents of our focus. Though I do also have a project in stand-by that will deal with the Ancean Isles, which is also located on that map and will remain out of game until the equipment for the 1.5 player set is complete enough to release it.

As far as politics and economics, as well as organizations, I don't stick to the storyline presented, but the general idea and influence is there.

The "new races", which may be offered as NPCs or monsters, but not as character races in the game, can be added sometime after we complete current priorities. You can see other races on some of the other servers in much the same way.

Everything, as always, needs to be worked on and re-worked to fit the current direction we are going.
Current character is "Abolish".
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