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Tuesday, April 26, 2016

Online Game - Day 3

The previous evening ended mostly quietly:

http://realmspeak.dewkid.com/games/Online2016/Day3/index.html

The Witch-King and Swordsman conspired to kill off the remaining Rogues at the Inn, and the Pilgrim spent time at the Chapel wishing for HEALTH and STRENGTH.  The remaining characters ended combat.

On to day 3!

Monday, April 18, 2016

Online Game - Evening 2

Another day has come and gone in the realm:

http://realmspeak.dewkid.com/games/Online2016/Day2e/index.html

The Swordsman continues to skulk around the Inn, looking for lost items carelessly left by past adventurers.  What's that glint in the corner...  a sword!  A smile spreads across his face as he absently plays with his well-waxed mustache.

The Berserker quickly and silently moves out of the Inn, an action not overlooked by the nimble archer who quickly follows his new employer.

The Sorceror haggles for a bit with the Rogues for a Horse that caught his eye earlier, but a sale was not forthcoming.  The Company tries to sway the Sorceror into looking at their acquired treasures, but after a quick glance, the Sorceror mumbles something, and storms out of the Inn.

The Witch continues to be drawn towards the Evil Valley, for a purpose only she comprehends.  Her eyes glass over as she communicates with her feline counterpart many tiles away.

The White Knight makes peace with all that is good, and moves into the Deep Woods.  A broken branch along the trail reveals a hidden path, and he thanks the good Lord for his luck.  Howls in the woods remind him to stay alert, for evil is near.

The unlikely trio of Magician, Woods Girl, and Dwarf venture into the mountains in the hopes of great riches, but find only bones.  The Woods Girl notes discarded scales, and warns of snakes... or worse.

The Amazon makes quick work of the tragedy at the Far Inn, rounding up a couple of horses, and some armor.  The Company looks on in disgust, and contemplates her strength against their own.

The Witch-King, returning from his short visit to the Cliff, moves as a ghost into the Inn, and begins to haunt the occupants while searching for treasure.

The Druid continues to move slowly and carefully into the Cliff region, having heard about the presence of not one, but TWO treasure laden pools!

The Captain rounds up his soldiers, and moves in a stealth pattern into the nearby Ruins.

The Pilgrim remains at the Chapel for another day, resting, and discussing religion with the Order.  He attempts to strike a bargain with the leader, but ends the evening with no sale.

The Wizard carefully moves into the Ruins, and wonders a bit why the local wildlife is so quiet.

Finally, the Black Knight leaves the Inn, and wanders from the Realm, never to be seen again.

------

If you are a player, it is time to move through your combats.  As the last evening of combats took a little over 2 weeks, I'm hoping we can make this move a little smoother.  It helps that a lot of players are on their own at this point.  If anyone is by themselves, and knows they will not be doing any activities in the evening, let me know, and I'll take care of it for you as soon as you come up, so you don't have to worry about it.  If you are in a clearing with another player, please contact those people now, and make a plan for when your turn comes up.  If you can't reach another player, let me know, and I'll try to organize it.

Ok, that should do it!  I believe Sorceror is first up!  :-)

Wednesday, April 06, 2016

Online Game - Day 2

At LONG last, day 1 has come to a close, and the dawn of a new day has begun.

http://realmspeak.dewkid.com/games/Online2016/Day2/index.html

For the most part, the evening ended quietly.  The Witch-King and Druid collaborated to guarantee safe exit from the Flying Dragons that surprised them in the Cliff.  At the Inn, there was some stirring and a fiery blast lighting up some tables, but in the end, only a newly hired Rogue bit the dust.

------------

As this was a VERY long first day, I'm going to establish some rules.  I believe BIRDSONG worked out just fine with people logging in, but I would ask that everyone uncheck their "Daily Combat" option if they aren't planning on casting spells or trading during the evening.  Likewise, "Daily Trades" should be off unless you have plans to trade.  That should at least eliminate the waiting for easily ended combats!

For the larger combats involving 2 or more characters, I'm going to institute a 2-day rule where each involved player must give me details for their behavior during combat, so that I can run it quickly, and get to the resolution quicker.  We can do a round at a time, or you can provide an action tree of how you want to proceed based on what occurs.  If everyone in combat agrees to be online at the same time, that's different, but you'll have to let me know that you are doing that.

Anyway, if you haven't all lost interest by now, on to day 2!!  Everyone is up for recording.

Monday, March 21, 2016

Online Game - Evening 1

Started a 16-character online game of RealmSpeak several weeks ago.  I was going to post updates via e-mail, but it makes more sense to post them here, on the blog.  That will enable me to post more frequently, without harassing everyone's e-mail accounts!  Here is the first real update I did via e-mail:

----------------------------


The first evening of the game is apon us:

http://realmspeak.dewkid.com/games/Online2016/Day1e/index.html

The tension at the Bad Valley Inn (Otis' fine establishment of mead and meat) has eased somewhat, but clearly something is going down soon.  The Sorceror stands in a darkened corner with purple magic tickling his fingers watching as the fighters (Swordsman, Berserker, Black Knight) haggle with mercenaries.  The Company has arrived, oblivious to the activity in the Inn, and are discussing amongst themselves the strange noises being heard around he nearby Cliffs, and the appearance of the Witch-King and Druid headed in that direction.  The Witch (with the Dwarf in tow) head out in a different direction, with both the Magician and Woods Girl sneaking along behind.Across the Realm, the White Knight and Pilgrim spend the day at the Chapel praying and preparing.  An Amazon ventures into the Deep Woods, on rumors of an evil Shrine.  One Wizard uses his guiles to convince a mercenary to quest with him, while another wanders from the Guard towards the as yet unexplored ruins.  Finally, the Captain musters the soldiers, as only he can do.
----
(Hope I got everyone, and I apologize:  my story telling skills are a bit rusty!)

At this point, there are a number of "combats".  If you are in a clearing with other characters, when the battle comes to your turn, try to coordinate a time that you can all log in (if possible), to make the battle wrap up quickly.  If this isn't possible, and you need my assistance, just let me know.  With reasonable instructions, I should be able to push a combat through to completion.  Also, remember that there is a checkbox on your character sheet to disable daily combat, in case you don't need to see the combat sheet every evening.  This is especially true with non-magic users.  Turning this off may help the evening progress quickly.

Interesting game so far - looking forward to see what happens!  :-)

Saturday, March 14, 2015

RealmSpeak Source Code is on GitHub

I've copied all the RealmSpeak source code to GitHub.  The link you need is here:

https://github.com/dewkid/RealmSpeak

Let me know if you have trouble seeing this link, or getting stuff to download from there.

Look in the Documents subfolder for instructions I wrote years ago about getting it all to build through "ant".  Once you have ant and a java JDK installed, it's a simple two commands to get the RealmSpeakFull.jar.  Then you just click run.bat, and you are off and running.  Not a good way to modify RealmSpeak, but a great way to get the final product when you are done debugging.

I use Eclipse IDE to do all my editing/debugging/compiling, but feel free to use whatever Java IDE you prefer.

To understand all the dependencies, take a look at the project-list.xml:

https://github.com/dewkid/RealmSpeak/blob/master/build/project-list.xml

Scroll to the very bottom, and note the project "RealmSpeakFull".  This is RealmSpeak in all it's glory!  You should be able to work backward from that to figure out how to setup projects in your favorite IDE.

Last note:  keep in mind that this was my first major project in Java.  Some parts of the code are "newbie programmer", and other parts are more sophisticated.  I hope that you understand that before you start cursing my name.  :-)

Feel free to ask me questions as they come up, or if you get totally stuck.  I might be able to save you a couple hours of frustration.  If you are interested in doing real work on RealmSpeak, let me know by either sending me a new build of the application with your changes, or a description of what you want to work on, and I'll add you as a collaborator. 

I've never done an open source project before, so if you see anything that would help make this more accessible, or anything obvious dumb about how I put it on GitHub, please let me know!

Hmm, anything else.....  I guess that's good for now.  If you want to advertise the source code, feel free.

Thanks everyone for years of support!  I'm interested to see where this goes...  Realm on!  :-)

Robin

Sunday, September 16, 2012

Version 1.1.2.0 Released

Yet another quick release to repair some bugs and add support for CTRL-click behavior (for those mac users with single-button mice).  Here's what's new:

NEW FEATURES:
  • [1769] - Added support for CTRL-Click anywhere there is a right-click (for Mac-users with single button mice)
BUGS/ISSUES:
  • [1817] - Fixed a bug related to using Absorb Essence from an Enchanted Artifact
  • [1816] - Changed the pieces of the Sword of Legend (expansion) to have Medium weight to match the assembled version.
  • [1767] - Fixed a bug that could leave a save game unusable if adding an Elf character, and clicking cancel on Light/Great Elf option.
  • [1753] - Fixed a bug that was allowing non-moving prowling monsters to block characters.
  • [1761] - Fixed an error in code that may have been causing some networking issues.
  • [1752] - Imp/Demon spell attacks will properly prolong combat now (even if they do no harm)

Sunday, September 09, 2012

Version 1.1.1.0 Released

Just a quick update to fix a few things from the last release, and to pick off a couple of issues on the bug tracker.  I also included the latest quests, so if you haven't been updating them from the website, you can get updated anyway.

Here's what's new:

QUEST UPDATE:
  • New Color Magic requirement added
  • Quest deck is now "shuffled" three times before drawing cards
NEW FEATURES:
  • Enabled multi-board for expansion. NOT THOROUGHLY TESTED!!!
  • [1720] - Can edit fame/not/gold in the GM tool now
BUGS/ISSUES:
  • [1804] - Fixed a bug with the RelationshipChange reward in the quest builder.
  • [1749] - Roll of 4 on Toadstool Circle will correctly allow enchanting clearings in other tiles.
  • [1403] - Toadstool Circle Extra Phase is working again.
  • [1768] - Fixed an issue with Exorcise that was failing to target curses when no Imp/Demon was in the clearing.
  • [1813] - Fixed an issue with the Ghosts that was causing them to remain dead indefinitely (since last release)
  • [1719] - Character kill scoring is sorted in order so that characters killing characters that killed things get credit for notoriety and gold earned that round.
  • [1801] - Fixed target spelling on Broomstick and Guide Spider or Octopus spell cards.
  • [1807] - Removed misleading information on Read Runes button that suggested sites (Statue, Altar, Shrine) could have awakened spells on them (they cannot).
  • [1808] - Fixed the behavior of conditional fame with the guild items (like Pirate's Map)
  • [1755] - Followers can energize permanent spells by playing a color chit.
  • [1802] - Fixed an issue with conditional fame when playing with multiple boards.
  • [1747] - Fixed problem trying to trade with Warlock when you can't learn the spells.
  • [1803] - Fixed a bug that crashed combat when the Lich is killed with Magic (like Fiery Blast)

Tuesday, August 14, 2012

Version 1.1.0.0 Released

At long last, an update to the core RealmSpeak game is here.  As I've been promising for the last year, and really in the last several months, a version of RealmSpeak with Steve Schacher's "Questing the Realm" variant implemented.  Questing the Realm is itself a variant of the original Book of Quests published by Jay Richardson et. al.

What is Questing the Realm?  Let me quote from the Users Guide:
Elements of the Book of Quests have been isolated into a set of Quest Cards that can be played during a game of Magic Realm to dynamically generate goals for players in a way that replaces the standard victory conditions.
Quest Cards depict daily life, travels, dealing with natives, fighting monsters, completing missions, and earning fame and fortune. Quest cards will combine to allow the player to tell a unique story for each play of Magic Realm.
Essentially, you play the game not with a single quest, but smaller quest pieces (though some can be quite complex) that earn victory points.  Rather than scoring by collecting GTs, Gold, Notoriety, etc, you score by completing quests.  As it turns out, this is really quite a fun twist to the base game.

With this update, you'll get 100 quest types in a deck of over 300 cards to draw from.  Each player get's a number of cards equal to their level plus one (so a typical non-development character gets 5), and uses these to guide them through the realm, and earn points.  The users guide contains information about how this variant is setup, and played in RealmSpeak, so I suggest you read that first.  For your first game, I suggest choosing the Questing the Realm variant on the options page, along with Sudden Death set to 15 VPs.

Of course, this version of RealmSpeak also supports the Book of Quests variant.  There are two BoQ quests provided that will let you try that variant, if you like.  If you want more quests, you may want to invest some time looking at the new quest builder.  You were introduced to this new tool in version 1.0.24.0, but it's undergone a lot of changes.  Lots of bugs were fixed, lots of features were added, and most importantly, all the requirements and rewards are working.  Oh, and there's a full featured quest tester in there too.

Before you dive into making any quests, I recommend first playing the game.  Then when you have become familiar with a few of the quests, open them up in the quest builder, and see how they were implemented.  I'm going to avoid going into a lengthy discussion on the tool itself, until I know people are interested.  If there is enough feedback, I may even put together some (gasp) documentation for it.

One more thing - this release would NOT have been possible if it weren't for all the hard work Steve Schacher put into developing, testing, and chasing bugs for me.  He put up with all kinds of random issues along the way, and helped me get the code into shape for this release.  Of course, there's the 100 quests he designed, which I can tell you was no easy feat.  Thanks Steve!!!!

Ok, that's a lot to digest.  Here's what's new:

QUEST UPDATE:
  • Preempt quest step works
  • New quest step logic to allow ANY required step as opposed to EVERY required step
  • Adjustments to quest view to make it fit the screen better
  • "Questing the Realm" (Quest Cards) logic is implemented
    • A deck of quest cards is shuffled at the start of the game
    • Each character draws a number of cards equal to their starting level plus one
    • Quests must be activated
    • ALL PLAY Quest cards allow the first player to achieve the requirements to earn VPs.
    • Discard and redraw unstarted quests at any dwelling or Lost City/Castle chit
  • Changed the in-game quest panel to be a bit easier to look at (no more quest diagram - that will only be for the editor)
  • Finished SearchResult requirement
  • Finished MissionCampaign requirement for testing when a mission/campaign is picked up, abandoned, or dropped off
  • Added quest debugging option
  • Lots of new rewards and requirements
NEW FEATURES:
  • "Show Card" button on character frame shows the whole spy window now
  • Full Featured "Quest Tester" so you can try out your quests without having to play the game.
  • New "OnFail" quest step behavior, so you can implement actions when requirements are NOT met.
  • Better Quest Deck viewer
  • Fixed a problem with companion editor in character builder
BUGS/ISSUES:
  • Fixed a bug that was causing the generated map to be the same every time when quests were active
  • Fixed the behavior of quest points
  • Fixed a bug that wasn't removing the effect of a mission/campaign when the chit was abandoned.
  • Fixed many issues around how Minor Characters worked
  • [1793] - Endless Option should be endless now.
  • [1781] - Fixed some issues with sound errors.

Saturday, June 16, 2012

74 Quests and Counting

Just a note to let you know that we have something like 74 mini-quests working within RealmSpeak.  These are all quests that Steve (primary quest developer) assembled for me last year, but it's taken me this long to get through them all, and make sure they are working.  I'll be throwing them back over the fence to him shortly, so he can make sure I didn't undo anything important, and then a release will be forthcoming.

Monday, May 28, 2012

Quest Tester

Wow, it's been a long time - more than a year since my last post!  I've been fairly busy the last year, working to develop a couple of Android apps (Grocery Ninja and Motherhood the Game).  Of course, that took a lot of time (a lot more than I would have guessed), and pulled me away from developing RealmSpeak.

Ok, so some random anonymous poster asked recently if I was still updating RealmSpeak.  The truth is, I was really thinking about being "done" with RealmSpeak forever.  However, there is a bunch of really cool questing stuff that I've been developing with Steve S, that would just be a shame to never release!

I decided that at the very least, I would get that code wrapped up and released in the very near future.  One of the newest features is the creation of a tool that will allow you to easily test your quests outside of RealmSpeak.  The main reason I'm writing the "Quest Tester", is because with all the quests Steve S has written, its gotten a bit hard to make sure they are all working!  The new tool will make our lives a bit easier, and should streamline the quest debugging I still need to do.

Timeframe?  I'm thinking that you'll see a new release by the end of June, assuming nothing major pulls me away from my weekend coding!

Hope you are enjoying a good Memorial Day weekend!

Sunday, May 15, 2011

Quest Work Continues...

Just a note to let you know that work continues on the quest code for RealmSpeak. I've been working fairly closely with another Magic Realm gamer (Steve S) to iron out a lot of the details, and for testing the application. Once we feel this is ready for prime time, I'll make the new version available, along with a bunch of quests.

Also, as a reminder: if you are designing quests in the builder, keep in mind that there may be drastic changes in the next release that will render your quests nonfunctional. Once I have a stable release, I'll let you know.

Saturday, April 23, 2011

Quest Reward Groups

I've gotten some questions about the "Reward Group" concept in the quest builder. Let me explain that a bit.

When a character completes the requirements of a particular step in the quest, there's always a chance for the quest designer to supply "rewards". In many cases, the rewards are clear cut, but suppose you want to give the player a choice of rewards?

There are 26 rewards groups (A through Z). If you specify more than one of these reward groups, RealmSpeak will provide the player with a choice of options. If you play the DragonSlayer quest, you see this right at the beginning, when the player gets to choose starting equipment.

There's also another reward group marked only with a dash "---". This reward group is ALWAYS given, regardless of the player choice. Say for example you wanted the player to have a choice between a horse, weapon, or 10 gold, but you want the "Old Man" to join as a Minor Character regardless. You would make the "Old Man" reward as a dash "---", the horse as "A", the weapon as "B", and the gold as "C".

Of course, you can have more than one reward land in each group. If you want the player to have the choice between a Warhorse or a weapon plus 10 gold, you would set it like this:

--- Old Man
A Warhorse
B Weapon
B 10 Gold

Friday, April 22, 2011

Version 1.0.24.0 Released

Here's a new release (finally) with a few minor changes, and one big change. The big change, you may have guessed, is that this is the first to support any form of "questing", an idea I originally heard about from Jay Richardson's "Book of Quests" (find information about that here).

Now before anyone get's too excited, keep in mind this is more of a quest-beta than the final product. In other words, there's still a long ways to go. That said, there is actually ONE quest in this release based on the Book of Quests: Dragon Slayer.

When you start a new game of RealmSpeak, you'll notice a new "Victory Conditions" section:


To try out the quests, you'll want to select "Sudden Death", and "Book of Quests" like I did above. The other two questing options do NOTHING, so no need to even select them. Choose a character like normal, and then you'll see new gold button on your character pane:


Click that button, and you should get a quest chooser popping up, with the lone quest "Dragon Slayer" as your only option. Notice that you can click on the little shields to see how the quest all fits together. Click OK, and the game is on!

Notice now that there is a new quest tab:


This is where you'll periodically want to check back to see what it is you need to do. The gold shield with a Green check mark, is the setup step, and you've already done that. The two gold shields without a green check mark indicate the next possible steps in the quest. The gray shields are not achievable until you've completed those. Click on the shield, and there is a description about what that quest step requires. Once you have completed the requirement, the shield will automatically get a check mark, and gray shields will turn gold. Complete that last shield on the right, and you win the game. (I'll be honest, this is a bitchin' hard quest to complete)

Now if you've played the Book of Quests before, you'll immediately notice some shortcomings. Remember, this is supposed to be a beta!! I'll get to that stuff eventually, but this is what I have now. Also, there is only the ONE quest...

If you look in the download, you'll see a new batch file called "launchQuestBuilder.bat". This will actually launch the beta version of the Quest Builder for you to play with. WARNING: I will likely be changing things about the builder, and any quests you may assemble now will likely be broken later. Please don't put a lot of work into any quests with this tool! Once it is a bit more solid, I'll lock it down, and you can design to your hearts content!!

Ok, my wife is bugging me to wrap this up so we can go grab a bite to eat (is it really 8pm already?) Here's what's new:

NEW FEATURES:
  • Quests
    • Completely revamped the victory options in the setup dialog:
    • Choose between Endless, Timed, and Sudden Death games
    • Optionally select one of the questing choices: Book of Quests, Questing the Realm, or Guild Quests (only Book of Quests works right now)
    • Currently only "Dragon Slayer" from Book of Quests is provided. Many more to come, as well as a tool to make your own!!
      • The quest itself, should work. From rescue, to looting, to slaying the dragon, to returning the girl home to her family.
      • Some aspects of the quest not yet implemented (for example, you still earn fame/notoriety even though the quest states that you do not)
    • New Quest tab added to character window for following quest results
  • [1744] - New house rules to make character development easier
    • No VP Ramp: 1 VP per chit regardless of level
    • No VP Restriction: VPs count towards level regardless of initial allotment
BUGS/ISSUES:
  • [1748] - Fixed a bug that caused the SEARCH function to crash when the character is located in a clearing that doesn't lead anywhere.

Sunday, April 03, 2011

Quest Actions

Just for fun, thought I'd list some of the actions that can be applied for a given quest step, once the requirements have been met:

InformationDisplays a dialog with information in it. This is a good way to inform the player what is happening.
ItemAdd an item to the character inventory, or take one away. Allows for choosing items from a group.
AttributeModify Fame, Notoriety, or Gold. Can either add or subtract points/gold.
HirelingAdd or remove a hireling.
CompanionAdd or remove a monster ally.
MinorCharacterAdd or remove a Minor Character. Must create Minor Characters BEFORE creating this reward.
TeleportTeleport the character to a new location. Must create a QuestLocation BEFORE creating this reward.
RelationshipSetSet the relationship of the character with a particular native group, or all natives in the clearing.
RelationshipChangeModify the relationship of the character with a particular native group, or all natives in the clearing.
QuestCompleteTells RealmSpeak that the character has completed this quest.
QuestFailedTells RealmSpeak that the character has failed this quest.
SummonGuardianFor a specific quest location, summon the treasure site guardian (if any)
ScareMonstersRandomly move all monsters in current clearing to other clearings either in the same tile or other tiles, as defined.
AlterHideChange questing character's hide status (from hidden to unhidden, or the other way around).
MarkDenizenMark a particular denizen for later reference. This is useful if you want to make sure a character kills (for example) a particular monster.
StripInventoryRemoves ALL inventory and (optionally) gold from the character.
LostInventoryToLocationAll future lost inventory from this quest will go to a specified location.
LostInventoryToDefaultAll future lost inventory from this quest will go to wherever they started the game, including treasures. This is default setting.

I should mention that there are actually more actions planned, than those listed above, but these are the ones I have going so far.  This list also covers everything I need to complete the Dragon Slayer quest.

Wednesday, March 30, 2011

Amazon Quest

The quest integration with RealmSpeak is coming along. Thought a teaser was in order (click for a full size view):


What you are looking at is the Amazon after having selected a quest. This quest, "Dragon Slayer", comes straight from Jay Richardson's Book of Quests, so you may recognize his wording copied verbatim here. Notice that this is a new tab (yeah, there are a ton of tabs now...).

At the top of the tab is the quest name, followed immediately by a short description of the quest. Below that is the quest step tree, which describes the order that the steps must be completed. As you can see, the first step (left-most shield with a green check) has been completed. That step was actually the "setup" step where the starting reward (warhorse, weapon/armor, gold, etc) was chosen. The next two shields appear as "gold" because they are the next up. The top one (currently highlighted in green, if you can see that) is "The Rescue", and the step description is immediately below. The shield below that is "The Treasure", and details that you must draw a treasure from the same HOARD or LAIR that you rescue the girl from.

The rest of the shields are gray because they cannot be considered yet. Notice that two of the gray shields are dependent on "The Rescue", and the last shield is dependent on those two, plus "The Treasure". Complete that last step, and you will receive appropriate rewards, and finish the quest. Hooray!

This quest was created by the quest builder tool (described in some detail in a post from Aug 15 last year), and saved as a file to a "quests" folder with RealmSpeak. RealmSpeak automatically recognizes the quest file, and makes it available when the character chooses a quest. As myself and others make more quests, there will be more to choose from, much like the custom character design.

Ok, so what I'm not telling you, is that there is still some work to do to get the Dragon Slayer quest working, and a bit more work after that to get the builder tool ready for prime time. I'm really quite pleased that the integration of quests with RealmSpeak went so smoothly, so now its just a matter of filling in the blanks. Like I stated previously, I'll make the Dragon Slayer quest work mostly like Jay Richardson intended, and then release that with the next version (hopefully). Shortly after that, I'll release a version of the tool that will let you design your own quests.

They said it couldn't be done.... :-)

Monday, March 21, 2011

Slaying the Dragon

I've had a few e-mails about the next release. I haven't put anything new up in a while because my goal is to have some form of RealmQuest working in the next release. At the very least, you will have the first quest in the Book of Quests (Dragon Slayer) in all its glory to play with.

The challenge is making sure that every aspect of the quest can be encoded using the Quest Builder tool, without requiring any technical knowledge of the underlying data itself. One of the toughest parts of that, is giving the quest designer a way to reference any piece in the game, like a Magic Sword, or a T Dragon (flying or land).

The way I'm accomplishing this (partly) is through regular expressions. If you are a software programmer, you've probably heard the term, and if you are a Perl programmer, you likely use them every day. As you may or may not know, regular expressions are used to search strings for patterns, and can be very powerful tools. Regular expressions can also be very complicated, but I'm hoping to alleviate the pain there a little bit. When you design your regular expressions, you'll have a usage key visible, and a live list of RealmObject data updating live as you tweak your search. It's pretty intuitive, I think, so we'll see how that works once I can put it your capable hands. :-)

Not sure yet whether I'll also release the quest builder tool this time around, but it is coming. You see, I'd rather not enter all the quests into RealmSpeak myself, so I figured I'll let you guys work on that. ;-) Seriously though, its much like the character builder: the more people designing stuff, the more fun they are to play.

Anyway, look for something in the next month. If I get time during Spring Break, I may have something even sooner than that.

Saturday, January 15, 2011

Version 1.0.23.0 Released

Mostly fixes to expansion features. Here's what's new:

NEW FEATURES:
  • Added a "flies" notation to the remodeled/Frenzel chits (helpful with expansion monsters and natives)

BUGS/ISSUES:
  • Search hint for "Peer Neighborhood Clearing" no longer shows current clearing hints

EXPANSION CHANGES:
  • Holy Relic will work to prevent undead from generating at the Tomb now
  • Removed Stink W from carnoplants summon box (didn't like that these could appear at the L Fire)
  • Added the "flying" attribute to some monsters that were missed:
    • T Harpy
    • H Harpies
    • Wasp Queen
    • Wasps
    • The Fairy from the Fairy Ring treasure
    • Dragon Men (yes, flying natives!) - makes for some interesting hirelings that can carry you around...

Sunday, January 02, 2011

Version 1.0.22.0 Released

Some bug fixes, some expansion game changes, and a couple neat new features. Wanted to get this out before my next online game so that it is ready to go. My favorite new feature is the search table hint system.

Sometimes when I'm playing with someone new, I get the question: "Which search table do I use to search for the path?". If you are a veteran realmer, the answer is obvious, but even though there is descriptive text on each button, it's still an issue. Oh, this is especially true with the expansion games, because there are a lot of new pieces, and it isn't always clear which table does what.

Now, when you are presented with your choices of search, you will also see what applies in your current clearing. For example:



You can quickly tell, for example, which button to press to search for the hidden path, and which to search for the Status. Also, the "hints" only show things you haven't yet discovered, so you will be less likely to click the wrong button when searching for a secret passage versus a hidden path.

Anyway, here's what's new:

NEW FEATURES:
  • Hint system for search table buttons
    • Peer: shows icons for hidden paths you need to find
    • Locate: shows icons for secret passages, treasure locations, and other chits you need to find
    • Magic Sight: shows all the chits you need to find, or can loot
    • Other search actions (Read Runes, Capture, Open Vault, etc): identifies the game piece being acted on

  • Moved all game play menu options into a single dialog called "Options..." under the File menu (there were just too many, and I found it confusing)

BUGS/ISSUES:
  • Fixed another problem with the map rating system, that sometimes caused primary dwellings (Inn, Chapel, Guard, House) to be placed in unreachable clearings.
  • Fixed a bug with the GM tool that would crash when Wasps were on the board
  • [1743] - Added code to catch and report an error when custom character files cannot be unzipped.

EXPANSION CHANGES:
  • Expansion spell "Heal" now allows you to target up to four chits, instead of only one.
  • Presence of Holy Relic will stop Bones X from summoning undead.
  • Changed the name of the treasure location "Labyrinth" to the "Maze" (because it fits better on the chit!)
  • Changed the name of "Labyrinth Map" treasure to "Map of the Maze".
  • No longer able to "Run Away" from the Maze until you've discovered it.
  • Moved the Murkers to Monster Die "5"

Thursday, December 23, 2010

Version 1.0.21.0

Wow, has it really nearly six months since the last release? I remember thinking that I wanted to get this one out quickly, because there were a couple of unpleasant bugs that needed fixing.

In any case, here it is, just in time for Christmas! :-)

Here's what's new:

NEW FEATURES:
  • Added 6 random spells to the Magic Guild, for sale at 10 gold a-piece.
  • In addition to stopping monster generation (expansion), destroying a generator will also:
    • Kill all generated monsters (excluding guardians) on the board (without the source of power, they die/leave/disintegrate)
    • Reward the character with 20 Fame and 20 Notoriety

  • [1685] - Experimental new launch file (SmartRun.bat and SmartRunHere.bat) to allow Windows 7 users to launch without tweaking the files.

BUGS/ISSUES:
  • [1727] - Fixed a bug that causes the HTML export to fail when a character has more than one hired leader
  • [1725] - Fixed a bug that was crashing combat on an old save game, when armor was destroyed.
  • [1726] - Witch's familiar, and Phantasm spell can PEER again. Note that for the Familiar to work, you must start a new game (an old game will still have this problem)
  • [1732] - Fixed a problem with TERROR result of Power of the Pit when the target is transmorphed into a H or T monster.
  • [1733] - Can learn spells while transformed now, as long as you have the correct type of MAGIC chit
  • Newly added companions (like when a custom character is playing a development game) will start off HIDDEN, so that they don't get killed in the same turn you receive them.
  • [1740] - Fixed a bug that sometimes crashed the game when trying to move a dead traveler.
  • Trading activated treasures to the Magic Guild for advancement no longer leaves the items in their activated state when they are bought back.
  • Lockpick Set treasure actually works now (apparently never implemented - sorry about that!)
  • Bag of Weightless works correctly now when you are flying away from combat.
  • Flaming Oil no longer destroys the Tomb (only Pond and Hive are affected)
  • [1722] - Skeletal archers now have a length of 14, and skeletal swordsmen have a length of 3 (instead of zero!)
  • Captured travelers will follow by default, and cannot be reassigned. If the character teleports or runs away, the traveler immediately escapes.
  • Fixed a problem with the "build map by rating" feature that was causing the campfires to sometimes be placed in unconnected clearings.

Sunday, August 15, 2010

Realm Quest Update

I recently got a Mantis issue:

Hi Robin,
Wow, you have been busy! So I am sorry to ask, but I was just wondering if you could give an update about the Book of Quests. Is it still in the que or is it not practical at this time. The last update to the Wiki was October 27, 2009. Thank you for all your hard work!!!!
Mike

Fair enough. It has been awhile since there has been any movement on the quest code, though you may be surprised that there is a full featured quest builder mostly finished in the RealmSpeak code:



The quest builder will ultimately allow you to build a quest from scratch (much like the RealmSpeak character builder), and make it available for RealmSpeak (more on that later). Each quest will consist of one or more quest steps, each with their own requirements and rewards. At least one of the steps will have as its reward "Quest Complete". The steps can be processed in order (step 1 before 2, before 3, etc), or you can setup your own logic to make multiple quest path possibilities (i.e., you can either save the villagers from the Dragon, or kill the villagers).

Each quest step has requirements and rewards. The requirements are things like:
  • Certain number of attribute points added (gold, notoriety, etc)
  • Specific treasure in your possession
  • Perform action, or satisfy a condition at a specific location
Rewards are things that you might expect:
  • Gain points/gold
  • Gain relationship levels
  • Earn a hireling or companion
  • Receive an item
  • Teleport to a new location
When you build a quest, you get to specify which rules must be in or out of play:


By default, none of the rules are tied to quests, but there might be a reason (for example) that the optional DRAGON HEAD rule must be active, and that AMBUSH should not be used.

Each quest can have a number of locations. These are named in a special window on the builder:


Each location can be a clearing, dwelling, and/or chit, and they can be specific to one, selected by the player, or even randomly chosen. Once you have a location, you can refer to it in the text, and it will update the text to match in the quest when you are playing the game. Locations can be referred to by any quest step requirements, so it is easy to define when and where you want the player to go.

Jay Richardson introduced the concept of a "Minor Character" in his Book of Quests (available here) which I'm planning on supporting in RealmSpeak:



Now that I've presented all this, you are probably wondering when it will be available? Although the quest builder is nearly done, there is virtually NO code in RealmSpeak to actually play a quest. That's primarily because I haven't completely decided HOW quests should be implemented in-game. There's the Book of Quests approach, where each character chooses a quest that they must complete to win the game. There's Steve Schacher's Quest Cards concept (based on Book of Quests), where a number of cards are drawn/selected by players based on predefined victory conditions. Then there's my own version, where quests are available at the three guilds in-game, and must be completed to advance a level in the guild.

Time to complete? Considering that I'm not working on it now, its hard to say. I imagine there's easily a months worth of work in there, so don't expect anything this year unless I get particularly crazy.

I hope that's a good enough update Mike! If I do make any more headway, I'll be sure to post the progress here. If you have ideas/suggestions, be sure to drop me a line.