Navigation - Pinacolada64/NOW GitHub Wiki

Navigating the world can be done in several ways. The most common is moving under your own character's power via directions or destinations shown in your current location's list of exits.

Ride/Follow

Characters may give others a ride, or choose to follow. While riding, a rider can travel to places that might otherwise be unreachable to the rider character, whereas following may not always be possible or succeed. Thus, riding is usually the better option when possible. For this reason, riding always supersedes following - thus when you have mounted a ride, you will not simply follow anyone if you have chosen to, until you are unmounted again.

Home

A character can immediately return home, either to the character's home room, or optionally an additional home location.

Exits

When moving in a direction or to a destination via an exit, anyone riding you will move with you as you go; any follower will attempt to move in the same direction as you after you move. If a location has no exits (like Nothingness), then usually the option to go back is given. The player controlling the room can choose to remove that option to create a trap or one-way navigation experience (a dead-end), but a character will always have the option to go home.

Orange (Simple) exits

Orange exits are the simplest exits to create. They are always unlocked, allowing anyone to traverse them, but they have no aliases (and only one abbreviation) and travel in only 10 possible directions: 4 cardinal, 4 ordinal, and 2 altitudinal.

  • Cardinal directions (4): North (N), South (S), East (E), and West (W)
  • Ordinal directions (4): Northeast (NE), Southeast (SE), Northwest (NW), and Southwest (SW)
  • Altitudinal directions (2): Up (U), Down (D)

Green (Object) exits

Green exits can have locks, go in any possible direction and have several aliases and abbreviations. They can also have up to two possible destinations; The normal destination if you pass the lock, the fail destination if you fail the lock, or if there is no fail destination given, you fail to go anywhere.

Blue (Path Object) exits

Blue exits are the same as Green exits, with the additional feature of taking time to traverse, and having an intermediary destination along a path. While traversing a path, one can stop (then later continue or return), or abruptly make a u-turn and go back before reaching the destination. Travel time depends on character's speed and distance to destination.

Vehicles

Vehicles are objects that characters can climb in or on and can move characters to different locations where they can then leave the vehicle when it has arrived at the destination of choice. Vehicles can be driven in possible directions, or move by themselves along a selected route.

Portals

Portals may sometimes appear, and often soon disappear. They can be triggered by events and/or created by characters. They may only be passed through when active. Like teleporting, there is a cost associated with opening portals. Every portal may also be different and have its own set of rules. There are considered three classes of portals, minor, major and normal.

Summoning

A character can at times open a normal or minor portal for summoning another character or delivering an item. The cost associated with opening a summoning portal is: bound in a component or energy source, usually less than the cost of teleporting or creating major or long-term portal, and usually requires no abilities.

Normal portals

Normal portals allow for direction to and from a singular location. Characters can cast them at times to join another character, usually from one public location to another, but the owner of a private location can open a portal temporarily to allow visitors.

Major portals

Major portals are usually event driven they may go to (and from) one or possibly many locations. A great war may be being fought somewhere and those who pass the portal may wind up on one side or the other. These portals may or may not have a way back so one should be careful before traversing them (if they have a choice).

Minor portals

Minor portals are any portal that only allow travel in a single direction. Once you have arrived at the location there may be no way back through the portal. These can be opened by characters to leave, but not enter, a private location, usually to facilitate meeting another character.

Entryway (formerly Beacons)

Entryways are objects that are placed at locations to allow a portal (typically minor) to connect to the location, they are usually controlled remotely by this owner to control an access point. They are rechargeable and typically can be purchased.

Teleports

Teleports move objects from one location to another, skipping exits entirely. Some locations may forbid teleporting, and there is a cost associated with teleporting yourself, depending on the realm you are in. Your followers will not follow you when you teleport.

Vanish

A special type of teleport - one that vanishes the intended target into Nothingness where the target will be immune from all things, but also unable to affect anything.

If you have a rider when you teleport, the rider will come with you, unless you teleport/vanish, in which case your rider will be left behind.