Re: Mapping Shareware



Jerry,

I hope you don't mind my quoting you out of sequence.

>A combination of scroll down and drag-n-drop I would think best. Scroll down
>lists for pre-gen options and fine tuning things like over all available
>surface either percentages or an exact number of squares/hexes of habitable
>vs non-habitable or mountains v. plains v. oceans Drag-n-drop would be
>best for fleshing out areas after generation, for adding minor/major deatils
>to a map placing treasure, encounters and additional terrain features.

Okay, this is Coarse setting.

>Even
>having this for adding more cities, towns and villages could be useful.

Okay, this is Medium setting.

>Looking at this, it seems you (we?) might need an artist to help with some
>of the drag-n-drop icons.

Not really... we can start with ugly but readable icons and let more
artistic
contributors suggest replacements.

>Though in this case a scroll-down list for each item type; one for armors,
>one for swords, ect. or maybe an "arrow keyed" (as in WarCraft) one where
>you click ItemX a pop-up appears to select the exact item and quality.

Okay... this is Fine setting.

Regarding armors, swords, even NPCs or players. I propose that every
possible
object type have a 128 bit unique signature, that signature would
include a Web octet address with 65536 subindices (eg:
128.128.128.128.50.2) and the other bits specifying the basic
properties of the object.

The base class will have slots to react to possible events and initial
properties
written in terms of axiomatic game physics (mass, location, chemistry,
electrical charge, magical charge, psionic charge, etc).

The Fine setting will select from a framework of contributed objects.
A core set of contributed objects will exist, probably as Python
objects written in C. A non-core object will be a Python script
derived by single or multiple inheritance from the base object, core
objects, or other non-core objects.

Finally, we will have an SRD object. It is just like any other object,
except its purpose is to explain basic interactions.. The core SRD
object will be in Fudge and have a default ID of localhost index 1 with
property 0. This can be changed in the system's startup object ID
list object.

(However, I think to protect myself I should have this as a
noncommercial use only open source with restrictions against
redistributing anything not an exact copy of what I already publish,
such to be enforced by comparison of authentication signature.)

>About the OGL with d20 system, I think MK's right, unless you qoute directly
>or use any other copyrighted material asscoiated with the d20 system there
>shouldn't a problem.

RIGHT. The key to authorized expansion without aggregation or
unauthorized redistribution problems for an individual's system setup
so that the startup object ID list object points to some other ID list
object anywhere else on the Web. I believe this way any uses of
anyone's objects would never be direct. And my authorized base system
shall NEVER point to anything which wasn't Fudge standard objects or
SRD!

This gives us, I think, a fully compartmentalized citation and
standardization process. "Let's play using the Blortwitzer standard
objects and SRD!", or "I want our tournament to use Blortwitzer minus
this and plus this" or even "My campaign cites Blortwitzer's but
contains additional objects with themes not suitable for young
children".

So far so fair?

The Eternal Squire

.



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