Jason Aldridge - I'd like to work on the dialogue for the RPG



Jason Aldridge - I'd like to work on the dialogue for the RPG. I've written enough stories and played enough games to be fairly good at wording and story lines.

Alan Boerngen - I think the best way I could help with the class project would be to write the music for the game. I am a music major and this is the kind of thing I want to do for a living anyway.

Thalya Burden - If there is to be dialogue in this game, I would like to be apart of that.

Ed Donner - For the final project, Alan Boergen and I would like to work on music for the game.

Paul Douglas - For the role playing game I would like to work on the creation of the map. Basically anything that deals with the graphics.

Jon Ernstberger - This is Jon Ernstberger reminding you (for my homework assignment) that

group 7 which includes myself laid stakes to the help! menu.

Shea Forrester - If possible, I would like to help with the story behind our rpg. That

would be my first choose, but I would not mind working on our characters

interaction between other people on the board. For example, what causes

them to talk with each other, or what they say to each other.

Derick Forsyth - I don't really know what I want to do on this class project yet but I was thinking of something maybe in the working of the text. Like put

up the text box and writing the multiple choice replies that we can say.

Brad Galloway - I've come up with a general idea for the story, and I presented the basis for it in class today. Now I want to give you a more detailed

overview. Although not as in detail as I hope to have for you on

Wednsday.

The land, Barovia is dying. On the coast of the Barovian lake there is

a small fishing village called Murray. This town is governed by a

village elder named Hanon. About fifteen years ago Hanon was placed in

charge of two small children, Malcom and Marion. He protected them and

nurtured them, helping them grow up. Malcom took up the sword while his

sister became a spellcaster like Hanon. In the present time the fish

are dying in the lake, and they don't know why. Around the same time a

Bard (an entertainer who travels from town to town) shows up. The Bard

ingratiates himself with the people of the land until the discovery that

he is behind the killing of the planet. Malcom and Marion travel to his

castle and stop him, but right before he dies he ejects them out of the

castle, down the river, and into the hole in the ground. After washing

up on shore they are found by a pair of Gnome children who join them on

their quest. The gnomes are a group of inventors and have developed

many useful things, such as motorized underwater vessels (submarines)

and flying ships. The gnomes are afraid of bright light however. After

solving some mysteries underground they find the true source of what is

killing the land, an under ground, underwater dragon, who was posioning

the water as it was being filtered back up to the Lake of Barovia.

Michael Gregory - My first suggestion is to do away with the idea of building a

graphics-based game. Programming such a great deal of cells will move

the focus of the quality of the game to the graphics of the game. Also,

the chance is slim that we will finish the game this semester. A

text-based role-playing game will be complex enough without having to

program graphics.

Whether we do graphics or text, I would like to make the weapons,armor,

and other special items. This would include random number generators to

determine the damage inflicted. Magic spells could also be incorporated

in the same way. Special items and some magic spells could improve the

health of our hero as well as attack the enemies. This section could

also include making weapons shops throughout the world.

Morgan Hardy - I'd like to contribute to the propagation of the storyline.

Here's my version of the story, which I'm just throwing out there as an

alternative. It uses the same map as Brad's, however. It has some Norse

overtones, as you may notice...

Years have passed since Yggdrasil, the "World Serpent" has been seen.

Ever since Yggdrasil vanished, the earth itself has been scorned. Plants

have failed to take root, lakes vanish under pounding sun and icing

winters, and animals have virtually vanished from the forest. Famine has

the land in its iron grip. The people have begun to perish.

One morning, while traveling in a vain search for food, a young boy

named Tyst stumbles over a rock. He picks himself up and begins to dust

himself off when he notices that the rock is not truly what it seems-

it's a gigantic scale. He takes it back to his father, Kyros, who

immediately takes Tyst to the local priest. Without a word, the priest

seizes the scale and scurries off with it, leaving Tyst and his father

standing in the chapel without a clue of what has passed.

(this all takes place with the player in charge of Tyst... the player

now takes charge of Kyros, with Tyst as a secondary character)

Kyros, a former warrior, has never held much trust for priests, whose

'healing magicks' cost one of his comrades his life in a battle. Thus,

two days later, when the same priest who took the scale comes to the

village council proclaiming that the Gods have invested him with their

powers, and that it is their will that the priest, Urafein, rule the

town, Kyros becomes skeptical. Kyros then steals into the temple at

night and finds Urafein seemingly draining the scale with a device never

before seen or imagined by Kyros. Combat then takes place after Urafein

notices him.

After Urafein's death, Kyros rifles through his desk, finding scrolls

telling of battles beneath the earth between four parties: the

Kfinsedai, or Under-Gnomes, the Butrmsk, or Deep Dwarves, the Opwrati,

or Dark Elves, and the Yggdrasen, or Rock Elves. From what Kyros can

understand from one scroll, forty years ago, five years before Yggdrasil

disappeared, the Yggdrasen were captured by the Opwrati, who have been

commiting genocide ever since against the Butrmsk and Kfinsedai. Also,

rather than take part in the Opwrati's campaign, the Rock Elves fused

themselves with the earth, becoming statues. Only Yggdrasil's power can

release them from their prison.

Kyros then takes a vial which the device has been draining into with the

scale's power and smashes it over a statue in the courtyard of the

village, releasing a Yggdrasen by the name of Hlurg. Hlurg, after told

of what has passed, recalls the prophesy of the Scale-Turner. With what

remains of the mysterious liquid from the scale, Hlurg instructs Tyst to

drink it. He does so, and instantly ages fifteen years, becoming over

seven feet tall in the process- a true Viking, if you will. Tyst, Hlurg,

and Kyros then take the device, which is of Kfinsedai manufacture, under

the ground via the waterway to find out why the Kfinsedai have entered

league with the Opwrati...

If you like where this is going, give me some feedback... else, I'm more

than cool with going with Brad's.

Jason Higdon - I would like to be involved in some aspect of helping with the

stroyline. I know Brad seems to have finished the story pretty much,

but I would like to be involved in the storyline as far as the interface

between the game and the player is involved. If this is not possible I

would be willing to do whatever it is you ask of me.

Jason Haydon - I would like to work on either the music or graphics.

Justin Henson - I really don't mind what I work on during this Class Project.

Anna Kern - If

though you assign me a task please let it concern something with the controls.

Something like: which button to push when you go up, down, left, right.

John Laffoon - My initial desire would be to work on the data structures for

everything in the game. Initially, the game sounded like it would

closely mirror a MUD. Now it sounds like it's moving into the realm

of an arcade game. The muds I've dealt with allow you to add

objects on the fly (yes, while people are logged in and playing the

game). Therefore, it was *very* flexible and easy to update. Out

project sounds like the environment is going to be very static. No

problem there. However, all of the items in the game will probably

have certain characteristics, which won't change. I would like to

set up the structures for those. Other (more complex) objects

would then inherit the properties of those simpler objects.

For instance, you might have an object called ITEM. Each ITEM

would have a WEIGHT, VALUE and a NAME. The NAME would be

a string, while the WEIGHT and VALUE would be integers.

Anytime the object is referenced, it would be called by its name.

Anytime you tried to pick it up, the system would see if it was too

heavy for you. If you tried to sell it, the value would determine how

much you got for it, etc.

Then, you could have an new object, let's say a SWORD which

inherits the properties of ITEM. In addition, the SWORD would

also have a DAMAGE property. This integer would be passed to a

random number generator when you hit someone else with it in

combat. So, if your SWORD's DAMAGE value was 6, you would

do between 1 and 6 points of damage to your opponent.

Same thing goes for rooms, monsters, players, etc.

Donna LaVoice - Anything you care to assign me for the class project

will be fine with me.

Mallie McCloud - I have thought about what I would like to do for the class

programming project. I have come to this conclusion...I would enjoy

writing the story, but I'm afraid my sarcastic ideas would bother some

of the people who seem to take these video games a bit more seriously

than I do. Not that I think of this project as a joke, I just think it

can be made quite humorous.

Anyway, if you already have enough story-writers or simply don't want me

anywhere near the writing of the story, I'll understand. In that case,

I'd like to work on the castle or waterfall or something of that sort.

Please don't make me work on the underworld, though -- that's

depressing.

Josh Metzger - I think that we should do a text-based game. In my opinion the GUI idea

will divert too much energy from the actual content of the game and

story line. If we are just going for looks and not a truly enjoyable

game than the GUI is okay I guess. Personally, though, I would like to

have a game that I might actually half-way enjoy playing. I would like

to work on the story if that is possible.

................
................

In order to avoid copyright disputes, this page is only a partial summary.

Google Online Preview   Download