TMW has a real world map now

Content and general development discussion, including maps, quests, and server code from the development team.
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ElvenProgrammer
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Post by ElvenProgrammer » 03 Apr 2005, 23:05

drf: nice, well done
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Aacheron
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Post by Aacheron » 04 Apr 2005, 08:32

Rotonen wrote:Another question: so where is the snow..? :roll:
There isn't any... ? Actually, if you need to squeeze in snow on some edge, it'd logically be in the highest mountain peaks.
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Talaroc
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Post by Talaroc » 07 Apr 2005, 22:13

I just picked up a fantastic "old parchment" texture (Jetryl rocks), and I've got a set of old-style ink pens, so once we've got a fully finalized map, I can put together a nice authentic-looking one for in-game. As a bonus, the way the texture works, expansion to the map will only require minimal work.

Variety of climate zones: another benefit of outward expansion...
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Post by Kyokai » 07 Apr 2005, 23:42

Rotonen wrote:Another question: so where is the snow..? :roll:
The snow is all in Gloriana and Kazikazi. You can read about it in the world map. There might also be some snow in the south around Shaede. It's up to whoever writes the information on Shaede to decide this though.
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So what does the systems coordinator actually do? My job is to take your ideas for TMW and build them into working aspects of gameplay that can be implemented by the artists and programmers. If there's anything you think we can do better or differently, let me know.
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Post by Jormungand » 21 Apr 2005, 15:21

Just wanted to reply on earlier post on reaching temples and gaining new magic for characters. Why not make it so that people have to level up to a certain point to reach each temple and to seperate the temples far away from eachother to provide a challenge to magic players. So the fire ice temple could be located on an island reachable only to high level characters.
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Post by Kyokai » 21 Apr 2005, 15:43

We have almost a near-unanimous vote among developers that there won't be level-requirements for any of the quests. Instead, the magic quests will just get more difficult (there is a quest to complete in order to learn each spell) until the player will need to level up in order to use more powerful magic.

Also, our level system is a bit radical, and we don't have character levels in the final version (once our server gets goling) so alot of things you see now are not the real mana world as it's going to be. We would rather have the temples easy to get to and the spells hard to obtain. That makes it easy for new players, yet still challenging for experienced players.
The Mana World System Coordinator.
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So what does the systems coordinator actually do? My job is to take your ideas for TMW and build them into working aspects of gameplay that can be implemented by the artists and programmers. If there's anything you think we can do better or differently, let me know.
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