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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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