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[lojban] Random lojbanquest noodlings
https://docs.google.com/View?docid=dg5wbmjw_12fjmvcm for background.
It used to be on the MUD, but I got tired of implementing that. I
think it would be pretty easy to do it as a web app.
Anyways.
I was thinking randomly today that the problem with Lojbanquest has
always been motive; it's *only* about monster-killing, basically.
Some random ideas I've had more-or-less related to that
- rooms have various connections that are non-Euclidian (connections
to words that differ by one letter, connections to the same
selma'o and (most importantly) connections to the next-most and
next-least common word)
- monsters get harder in less-commonly-used-word rooms
- random bosses; when you try to go to a room it warns you?; bosses
are much harder
- Key Idea #1: Rooms only drop the word associated with the room
name, which forces exploration to be able to make whole sentences
- Key Idea #2: A special/rare treasure is magic *sentences*; if you
have all the elements of the sentence, the attack is *MUCH* more
powerful. Using these is essentially required for bosses and the
higher end rooms, let alone a boss *in* the higher-end rooms. But
what if your magical sentence needs "zajba"? Well, you'll have to
get to the zajba room, and defeat something. Major incentive to
explore.
-Robin
--
http://singinst.org/ : Our last, best hope for a fantastic future.
Lojban (http://www.lojban.org/): The language in which "this parrot
is dead" is "ti poi spitaki cu morsi", but "this sentence is false"
is "na nei". My personal page: http://www.digitalkingdom.org/rlp/
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