From the NannyMUD documentation

LAST CHANGE

2001-10-06

RULES

NAME

        antharis - rules on the Antharis continent

DESCRIPTION

        As far as areas go, on this new continent we'll try to do things
        slightly differently from the mainland.


        BEFORE YOU START 

        All the rules in area.r applies to Antharis areas as well as these.
        Read them all carefully.


	DEVELOPMENT OUTLINE

	1.  Explore Antharis with a test character. The ferry leaves
	    9 s, e, s from green. The entrance is /room/cont2/basalt_keep/pier1

	2.  Watch the maps of Antharis available on the Nanny WWW pages.
	     (Probably http://www.lysator.liu.se/nanny/misc/maps/terrain2.jpg
	      and http://www.lysator.liu.se/nanny/misc/maps/named.jpg)

	3.  Read all files under /room/cont2/doc/ 

	4.  Read /room/cont2/doc/guidelines.txt one more time.

	5.  Join the antharis board and read it. 

	6.  Think through where you want to put your area. At the current time
	    we only accept areas north of, or in the cloudpeaks. There are two 
	    reasons for this:
		a. The continent will feel like a very thin skeleton if we 
	           don't start by concentrating our efforts on a smaller part 
		b. The dwarven gates through the mountains is not coded yet.

        7.  If you have ideas for an area, mail them to the admin responsible
	    for Antharis or the topography admin(s) _before_ you start coding 
	    anything. This will lead to a general plan for the area ahead of 
	    coding. It needs not be extremely detailed, but things that would 
	    make everyone very happy are: 
		1) A rudimentary map, either a scanned drawing or an ascii 
                   version. 
		2) One page of text describing the area's theme, major 
                   features, geographical content and future expansion plans. 
                   It is then assumed that this general plan will be followed 
                   by the area creator.
		3) Some suggestions where you want to put the area.

            The location for the area will be chosen _prior_ to coding, as
            opposed to how it works on the mainland, where people come up and
            say, "Hi, I have an area ready, where can I put it?". The idea
            behind this is to avoid having a topographic mess. It will of
            course require more work by the topography admin in keeping track 
            of progress and such.

	8.  Wait for response. (Yes, it may take a while)

	9.  If you get an ok from the admin, you can start coding your area.
	    remember that your claim is only valid two Nanny-years, so keep
	    us informed if you don't think you can make it in time.

	    Make sure your claim is registered in /room/cont2/doc/areas.txt

	    The use of time-dependant descriptions is strongly encouraged on 
	    Antharis since they add to the athmosphere and life of the 
	    environment. This is most relevant for outdoor rooms.

	    Areas should and must refer to features visible on the master map 
            of the new continent, as per the www page, if the areas are 
            situated near or in them. This is very important, in order to 
            create a better feeling of a coherent world as opposed to a 
            patchwork of unrelated areas. Read the info on the areas already 
            available on Antharis to make yoursel familiar with the 
            surroundings of your area and make sure that it fits. It is a 
            good idea to talk to the people responsible for neigbouring 
            areas to make the integration as seamlessly as possible.

	10. Write your tourist information files and put them _both_ under
	    /open/info/name/ and /open/info/cont2/name/ where name is your 
	    name of course.

	11. Prepare the message you want to put on the announce board.

	12. When your sponsor feels that the area is ready for opening, let us 
	    know. There might be changes that has to be made to fit your area 
	    into Antharis. 


        CODING

        Use the /room/cont2/antharis_room, antharis_time_room or
        antharis_water_room in stead of the /std ones. This is due to 
        teleporting issues between that continents and such, they work just 
        like their /std counterparts (in fact they inherit them and just 
        set some properties).
        

        CONTENTS OF AREAS       

        To be allowed to open an area on this new continent, it should
        contain at least two puzzles, or a quest. This is to add incentive
        for players to travel to the continent after it opens. It will take
        years before there will be as much to do down there as on the
        mainland, and so everything we can do to draw players (without giving
        in to the inflation trap) is encouraged.


        INFORMATION FOR MORTALS

        To open your area you also need to write a description of it for the 
        tourist office on Antharis. This description shold be more extensive
        than 'I have an area located here and here, please visit.'. Try to 
        make the description as 'in-game' as possible, that is maybe write
        a little about the history, legends or politics of the area.
        

        GENERAL

        If you want more background information about the continent than is
        given in these docs, feel free to ask the admin responsible for 
        Antharis.

        Just because there is a map drawn and some places and cultures have
        been generally outlined doesn't mean that things _must_ conform
        exactly to the data in the overview section. All that's required is
        that it makes some kind of sense within the setting chosen for it,
        and that it doesn't collide with already existing areas/topography,
        and that it uses the already named features on the continent that are
        applicable.

        When connecting an area to the existing framework, you (the wizard
        opening the area) should, consulting the topography admin, write a
        few new /room rooms to make a smooth connection. The reasons why
        these rooms should not be part of your area are two: Your area will
        not block as much potential space for future area connections, and
        also the framework of the continent itself will be expanded. It is
        not much work, the rooms need not contain anything special other than
        good descriptions - it is very important that surrounding
        topographical features are mentioned here where applicable.



        FEATURES

        In /room/cont2/event the is an evend_daemon. It works by periodically
        checking a number of events, which you can program yourself, and
        according to the parameters of these events (frequency, minimal time 
        between and so on) decide if it is activated. In that case it runs the 
        code specified in the event which can be used to notify affected rooms 
	of this. An example is the volcanic eruption event which affects
	Basalt Keep.