Ambiance for manses

by Cairam

Back to Ideas.

Cairam2005-12-07 19:25:48
In the forests, in Celest, in Magnagora, there are timed little noises or happenings, depending on the type of area. They create ambiance, and help the player in that area to feel more... Real about the area. The sound of birds chirping in Serenwilde, or the blistering hot sun in the desert, the chill of mountain air while climbing Avechna, or the sun reflecting off the water in a river.

What if manse owners could have different kinds of ambiance for their manses? It would help the roleplay and help to set the atmosphere for one's home. If you have an "outdoor" manse, you could set outdoorsy type of noises. Or in a castle, you could hear the soft whispers of a breeze passing through.

Like other cool things that can be added to a manse, ambiant noises should probably have a credit cost. The owner purchases the ability to set ambiance through their manse, and their ambiance is customizable, so that they can have what they want specifically for their home. For each room, to set an ambiance setting, it costs 1000 gold, just like room titles and descriptions. There can be up to five ambiance events per room. You can set your ambiance events to cycle with day and night, so at night time, you'll have a different effect versus the daytime.

Does anyone else think this is a cool idea? I was thinking about Lusternia when I was drifting off to sleep last night when it entered my mind. I told myself to remember it for the forums. happy.gif
Unknown2005-12-07 19:29:20
Yes, it's a nice idea.
Arix2005-12-07 19:37:57
oooooh.....*imagines Deepnight with ambiance*
Richter2005-12-07 19:40:30
Good idea. Now join the LID forum, and see what I've done with manse ideas. smile.gif
Arix2005-12-07 19:41:50
I'm curious what kind of ambiance Deepnight would have...
Shorlen2005-12-07 19:57:41
It would be a nice idea smile.gif I don't see why not, I mean, we can mold the aether however we want. Why not have lingering effects? Maybe charge for them, have a manse artifact to generate them, or an item you buy with gold that activates one?
Richter2005-12-07 19:58:03
The Merchant's quarter would have the voices of merchant's shouting out wares during the "daytime" (as it's always night there).

The unnamed district with the treehouse would have some quiet effects, maybe people walking lightly, or small animals running around.

The elite district and the unnamed fourth district... I dunno yet, would be fun though.
Xenthos2005-12-07 20:31:45
You'd have to then hack manses into districts in the code as well... not sure how that'd work, Richter. But general noises, hm, seems like a good idea.
Shorlen2005-12-07 21:09:34
QUOTE(Xenthos @ Dec 7 2005, 04:31 PM)
You'd have to then hack manses into districts in the code as well... not sure how that'd work, Richter.  But general noises, hm, seems like a good idea.
234183



No you wouldn't - the ambiance could be room specific.
Richter2005-12-07 21:24:30
As soon as our call volume goes down (we're getting slammed today), I'll post my idea on how it all should work on the LID forum. I like the way it's set up in my head. *glee*
Cairam2005-12-07 21:39:49
I want it to work like manse settings...

Manse Ambiance Event Number (1) Description (Description)
Manse Ambiance Event Number (1) Time (Time setting {Daytime|Nighttime}) Frequency (5 Minutes)
Manse Ambiance Event Number (2) Description (Description)
Manse Ambiance Event Number (2) Time (Time setting {Daytime|Nighttime}) Frequency (5 Minutes)
Manse Ambiance Event Number (3) Description (Description)
Manse Ambiance Event Number (3) Time (Time setting {Daytime|Nighttime}) Frequency (5 Minutes)
Manse Ambiance Event Number (4) Description (Description)
Manse Ambiance Event Number (4) Time (Time setting {Daytime|Nighttime}) Frequency (5 Minutes)
Manse Ambiance Event Number (5) Description (Description)
Manse Ambiance Event Number (5) Time (Time setting {Daytime|Nighttime}) Frequency (5 Minutes)

So the command to do it would look like...

Manse Ambiance Event Number 3 Description A soft tinkling can be heard on an errant breeze.
Manse Ambiance Event Number 3 Time Daytime Frequency 8
Richter2005-12-07 22:05:50
Essentially the same idea I had! biggrin.gif
Galatae2005-12-07 22:42:55
Yes, please!

It would definitely add personalized flair to each manse, and... well, with the manse that we're working on, I think that sort of thing would work really, really well.

pleasesign.gif
Richter2005-12-07 23:02:58
From the LID board:

QUOTE(Richter@LID board/Skill ideas/Aethercrafting)
AMBIENCE
Allows you to add ambient area emotes to a manse.
Note: This request must be mailed to artifacts@lusternia.com (like pet reactions). Cost is 25cr per ambience, as they would have to approve each one. We would need this information added to HELP MANSE, and new basic manse commands would need to be added, the first of which is MANSE AMBIENCE LIST. This command would show you all possible approved ambiences in your manse. After that, you'd either do MANSE AMBIENCE ALL to add all ambiences to your manse on a random basis (good for people with small amounts of rooms/ambiences). You could also do MANSE AMBIENCE NONE to clear all choices for all rooms. If you wanted specific ones in specific rooms, you'd check the list, and do MANSE AMBIENCE <# of minutes that it cycles>. One additional command would be needed, MANSE AMBIENCE SHOW , since it would likely be cut off on the list. You must be standing in the room you want to add ambience to in order to use the command.

Example:

MANSE AMBIENCE LIST
# Ambience
* ****************************************
1 The voices of merchants loudly down the street.
2 An owl hoots gently in the night.
3 You hear the sound of flapping wings overhead, an

MANSE AMBIENCE SHOW 3
You hear the sound of flapping wings over head, and briefly, several pairs of dark wings are visible.


Sorry that it's a little messy, that was straight out of my head, and hasn't been gone over yet.
Cairam2005-12-07 23:19:11
...25cr per ambiance?? Holy Nil... I like my idea better. tongue.gif
Richter2005-12-08 00:18:28
I'd much rather the gods approved something like tha, because of the fact ambiences "make" you see or feel something. Like, you hear something rushing by, you see something moving. We don't want idiotic things...

So, I based it on pet reactions, which are simple, god-approved things. Granted, they're a pain in the rear to add in (so says the helpfile), so I suppose it could be a different cost.

Nevertheless, the idea is sound, and the only discussion is if it should be god approved or not, and the cost.

...that is, if they'd ever add something like that. *shrug*
Narses2005-12-08 18:21:48
I feel that ambient voices would really add a neat personilzrd touch to things.
Another thing that could be nice would be to allow different terrains... like forestal rooms? I think it would be a great idea. and maybe a way to populate a manse with mobiles?
well those were just thoughts anyways, hope some of these make it.
Shorlen2005-12-08 18:30:50
QUOTE(Narses @ Dec 8 2005, 02:21 PM)
I feel that ambient voices would really add a neat personilzrd touch to things.
Another thing that could be nice would be to allow different terrains... like forestal rooms? I think it would be a great idea. and maybe a way to populate a manse with mobiles?
well those were just thoughts anyways, hope some of these make it.
234537



I really do doubt the last two, sadly sad.gif They're more than just flavour, they're effect, and manses are supposed to just be homes, I think.
Ialie2005-12-08 18:42:19
QUOTE(Richter @ Dec 7 2005, 07:18 PM)
I'd much rather the gods approved something like tha, because of the fact ambiences "make" you see or feel something. Like, you hear something rushing by, you see something moving. We don't want idiotic things...

So, I based it on pet reactions, which are simple, god-approved things. Granted, they're a pain in the rear to add in (so says the helpfile), so I suppose it could be a different cost.

Nevertheless, the idea is sound, and the only discussion is if it should be god approved or not, and the cost.

...that is, if they'd ever add something like that. *shrug*
234260





YOur manse description can make you see or feel something. Your manse description can be entirely stupid. The walls can be covered with clown poo and have boulders dropping in to a volcanic tunnel that spurts ice cream. Ambience should cost more than what it takes to make a manse room. There is no reason to police ambience in manses when manses aren't policed themselves.
Richter2005-12-08 20:50:48
QUOTE(Narses @ Dec 8 2005, 10:21 AM)
I feel that ambient voices would really add a neat personilzrd touch to things.
Another thing that could be nice would be to allow different terrains... like forestal rooms? I think it would be a great idea. and maybe a way to populate a manse with mobiles?
well those were just thoughts anyways, hope some of these make it.
234537



Click link in sig, I've proposed a way to fix the terrain whining. It's on page five or so. tongue.gif

QUOTE(Ialie @ Dec 8 2005, 10:42 AM)
YOur manse description can make you see or feel something. Your manse description can be entirely stupid. The walls can be covered with clown poo and have boulders dropping in to a volcanic tunnel that spurts ice cream. Ambience should cost more than what it takes to make a manse room. There is no reason to police ambience in manses when manses aren't policed themselves.
234539



Point taken, will revise suggestion.