Current State of the Mud 03/17/2009
The River Clan home area is open for testing and should include most everything needed to perform crafting and other skill advancement. Rooms are designed to randomly spawn specific objects that are appropriate to their environment (timber in wooded areas, rocks in areas that accumulate stone, etc.). There are a few types of fauna in the area but none are outright aggressive (some will fight back, most will try to run). Specific animals have a chance to spawn variable items upon death but, keep in mind, most can be skinned and butchered for things as well. All skills, except lead and the shamanic ones are available for teaching from elders in the game. In addition, players that master a skill can teach it to other players. Communication is limited to the in-game lexicon (help lexicon) and the use of emotes/semotes. Age of "maturity" for players and will limit both sexual interaction as well as initiating attacks on animals. Until a player is age 13 or greater they will not be considered to have performed the rite of passage that goes along with being a hunter (help clans). There are a few "homes" available at the clan camp and get claimed at level 10 or higher and can have up to two other players share it (home comclaim, abandon, hutmate). Homes and the communal hut will save objects over reboots. Players don't *have* to have a home and most will tend to use the communal hut for shelter. I would normally think that bonded couples and/or leaders would get them before others, but I will make some more in the future if it looks like a necessity. I am working on the expansion of the lands eastward towards the tundra plains/grasslands but this initial area was *very* important in ways beyond simple room building, so I would like players to basically try to *live* here and give me feedback on anything strange that probably should not happen. I spent a good day of just fine-tuning and debugging and worked out at least 4 or 5 little (but important) facets. Please use the forum for testing feedback. Welcome to CoG 02/06/2009
Welcome to my second "official" mud! For those who never tried Age of Reptiles, you will soon discover that I have a penchant for working on very "niche" type mud settings and some might wonder why I bother to do so. What it comes down to is that I build muds based on things I love. Age of Reptiles is based on a comic series about dinosaurs, both things I love, and, like it, CoG is about something I have a strange attraction to, genre-wise. |



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