PythonMOO

1. General Meeting Minutes (Saturday 14th January 12-14 GMT)

Author: Moth (#2)
Subject: General Meeting Minutes (Saturday 14th January 12-14 GMT)
Posted: Saturday, January 14 2006

Thanks to everyone who was able to attend, the main points decided are as follows (Support/Object/Abstain):

* There will be two main sides to the MOO, a town and a mansion. (7/0/0)
* The starting point for players will be a porch. (5/1/2)
* 1850s haunted mansion in 1950s town, with town having limited hauntings (7/0/0)
* To include an alien landing site, and carnival (all reasonably small), with possible future expansion to ONE other era within mansion (6/0/0)
* The methods detailed below are followed to conduct hauntings (esp. noting frequency). (6/0/0)

* The current staffing method (1 arch, 2 wizards and 4 graduates), is generally supported due to lack of issues (on the basis Epitaph returns soon).
* It is seen that the development will encourage more members - however we do need assistance inthe developing.
* Also a consideration that a limited area of the MOO can be doubled as a Rpg area to encourage members, which members can enter at will, and that they will see normal people as ghosts and slay certain hauntings, or catch then and use their powers ect.

The full log is available by typing: read #763 (please note it is 111Kb)


Who does what:
* Fennec - Mansion supervisor and designer.
* Veneficus - Assisting Fennec in conducting plans and creating ghosts.
* Ian - As and when needed for access to other objects and assisting mansion.
* Colin - Alien landing site.
* Zahra - Modifing existing town, and adding quirks and layout.

Example vague town layout:

/------other towny stuff, haunting of each optional
|
1950s----alien landing site?
Quirky
Town-----spooky carnival? (cheap cardboard hauntings,
| occasional real ones :)
|
PORCH---haunted creaky old
*** mansion-------haunted rooms
| |
future expansion 1850s estate,
into distant time-warp? outbuildings (later)

Stone says, "Somewhere in the mansion, we should have a Dumble Door."

Haunting detail:
* Temporally based hauntings. This should be the baseline, I think- no single haunting should really occur more than once per day (unless you're testing it or something).
* User-driven hauntings. Someone pulls the old haunted bell-rope, and dozens of ghosts start moaning. (These should be limited in frequency- pulling it again five seconds later should NOT repeat the effect, though half an hour later, perhaps it should).
* User hauntings. Under certain circumstances, if you're walking in one haunted room, someone might see a ghost in another doing the same sorts of things. Again, these should probably be limited-use effects to heighten the spookiness.
* 'Channeling' type hauntings. Using Fennec's code, if you're wearing a cursed necklace, we could, say, make you say random things without your knowledge. If I *really* start developing it, we could see about crazy things like body-switching or the like... actually, I have this nifty idea about impersonating someone's voice by changing your ansi-title to match someone else's color pattern...
* Other thoughts - perhaps along with the 'user hauntings' we can have some paralell worlds, enchanted mirrors, and stuff like that. Random doorways in the mansion should change their destinations (over long-term intervals, perhaps based on the time of day).
If we can avoid the spam which is typical of most 'random message every N minutes' background activity, I think the place will end up *much* happier every which way. Because most random messages are only good about two or three times before they start to repeat and get /annoying/.