Design Guidelines - Aetolia Online Help

22.3 Design Guidelines

Welcome to the wonderful world of crafting! These are some basic things to know when designing an item. This is a very elaborate file, so we hope it is helpful.

First, you'll need to create your design. See HELP <crafting skill> for a brief explanation of the process. You can also find more information about the new crafting system in HELP PAPERLESS CRAFTING. Below are some things you should consider when checking over your design, though.

Design specifics:
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Appearance:
Example: "a brown tunic"
- Note the lack of capitalization and punctuation. Begins with an article (usually 'a' or 'an'). An exception would be something like "black pants" or "flowing robes". This line should not be longer 50 characters long.

Dropped:
Example: "A brown tunic lies here."
- Note the capitalized first letter and terminating punctuation. It should have a maximum length of one line, that is 80 characters in length and no more. The exception to this is furniture, where the dropped may exceed this by five characters if it contains the $(direction) tag. 

Examined:
Example: "This is a plain brown tunic with utilitarian stitching. It is
quite drab, without any markings other than a few stains on the side."
- Capitalized and punctuated. A minimum of two lines is expected for all designs, please note that there might be a difference in wrap width. If the description of the examined is as short as the dropped, then there is cause for rejection. Other than that, there is no length limit to the examined descriptions. It is up to the designer, not the approver, on how detailed they want to be.

Attire:
Example: "worn across the forehead"
- Note that an attire description isn't required, but if one is provided it must follow certain rules. It must strictly be no longer than 40 characters and it must make a certain amount of sense when appended to the appearance. For instance, the above example might be "a circlet, worn across the forehead" which is great. If you follow the 'verb <description>' formula, you won't run in any problems, but some leniency will be applied if you choose to deviate.

Pockets:
If you set an item to have pockets, it must be mentioned somewhere in the description.

WearLocation:
If an item is set to a unique location (such as a ring on the nose) then this must be made apparent within the design. If a cloak is worn 'fullbody' rather than 'shoulders,' one can assume that it is a large, sweeping cloak, rather than a simple cape.

Dyes:
You can use two dyes in any description, in any text-based field. In order to do so, use the tokens $(dye$), also $(dye1$), or $(dye2$). Use these tokens in place of 'color' such as red, or blue. Before being dyed, they will be replaced as 'gray,' so do a quick reading of all your designs, substituting $(dye$) for gray, and see if the descriptions make logical sense.

Special descriptions:
When describing taste, smell, eaten, removed and worn descriptions, the text should not be longer than three lines (240 characters).

Note: You should try to keep as vague as possible when creating these here. Try your best not to make insinuations in regards to how people perceive a taste/smell, or how they remove/wear an item. In regards to worn/removed items, this is why the ability to prefix wear/remove with an emote was created!

Warmth:
For tailoring. You can set a warmth factor to an item. DESIGN <#> WARMTH <type>. Types: breezy (33%), cool (66%), normal (100%), warm (133%), toasty (166%). So, if your designed dress is barely there, it'd be DESIGN # WARMTH BREEZY.

When you have finished, you can DESIGN <sketch> SUBMIT at any craft office. If you are successful, instructions to pick up your design will be sent to you by letter, else you will be made aware of the rejection. If you have a problem with a rejection, contact Becue or another Administrator, or file an issue - do NOT simply re-submit.

For more on design approval, see HELP DESIGN APPROVAL. To learn more of what you may or may not use as a reference for your chosen design, see HELP CRAFTING REFERENCES. It helps provide insight on where all of the crafting references for each trade are located at. See HELP PAPERLESS CRAFTING for more information about the crafting submission system in general.

For a more detailed discussion on commodities, see HELP CRAFTING COMMODITIES.

General Guidelines:
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	- Note that all patterns come with a "base commodity" requirement, which may not be appropriate for your unique design if you choose to add features to it. For example, a basic shoe requires leather and cloth. A basic shoe with a 'razor sharp' heel should have some sort of metal added to it, even if you do not specify metal - as a 'razor sharp' heel could not be accomplished with leather and cloth alone. In short, your design should be feasibly constructed with the components added to your pattern, even if you do not specifically refer to the components in the description.
	
	Additionally, the inclusion of these base commodities does NOT require that you reference them in the design. Consider base commodities a "set cost" that may or may not be referred to in your design. 
	
	- Aetolia is a PG13 game and as such, no items designed  solely for sexual purposes (for example, a dildo) are to be crafted. Failure to follow this guideline may result in your crafting privs being revoked.

	- Is it the correct item type? With few exceptions, the type must match the exact item you are making. You cannot  make a skirt from a dress, or a pipe from a vial.
	
	- Extensive liberties should not be taken with designs,  and they should more or less be similar in shape of the    basic design. For example, you cannot make 'flower beds' out of 'beds'. It should just be a bed.

	- The base item type should be in the appearance, dropped, and examined descriptions. With the exception of alternate nouns as listed in HELP CRAFTING REFERENCES, this base item type should not be altered, hyphenated, or obscured by any means.

	- Don't tell an observer how they feel or react to your design. You can't know that they'll turn their head to catch a glimpse of sparkles. You can't know that they will eagerly scarf down that pie. NOTE! Words such as lovely, beautiful, majestic, inferior, unsightly are seen as ways to describe the item. If this is done without a way of forcing opinions, by saying 'you think is lovely' or 'most beautiful you ever seen', the design should be ok.

	- Don't assume how much light there will be, due to day or night. The only safe assumption is that there is enough light to see it by, and even that is iffy. Try to be creative with light qualifiers - "when caught by light",    "seen under any light", et cetera.

	- Natural color variations as they would exist (varying shades of the opal gemstone, for instance) are permitted, even if the only 'opal' you know of is a specific color. This is a good example of a common sense judgment - realistically, it would be improbable to find dozens of variations of each item in the game world.

	- List the exact components you're adding: if you have a heavy silver chain, it's probably more than one silver in the making as a base component, if you have a cake with mixed fruits, it's going to have more than a single fruit ingredient.

	- If you're going to claim a design is for a guild, house, city, or other organization, make sure you describe in the examined why it is. If you want it to be a cloak with the symbol of Chakrasul, describe the symbol of Chakrasul. If it bears the crest of House Nebre'seir, describe the crest.

	- Don't use fantastic ingredients you couldn't possibly gather or use, such as glowing cloth, pulsing gems, et cetera. The only ones available, with limited glowing properties, are in HELP SPECIAL COMMODITIES. Only Divine can make glowing items, so these commodities are considered divinely made. Any items not listed in that file that had glowing or fluorescent properties before being used in the design are assumed to lose those properties upon creation.

	- All designs should be in English, or an established game language (Kalsu, Illumine, etc.). There is a 50 character   limit to words embroidered/etched/carved/et cetera into items. These words MUST be in double quotation marks. 
	
	- Numbers should be spelled out by their word, and not alphanumeric symbol.
	
	- Paintings do not require inks be added. It is assumed that they are painted and thus would not have necessarily used ink to do so.
	
	- Aetolian races should always have the first letter of their name capitalized when referenced in a design.
	
	- All crafts, no matter the skillset, must contain the structural stability for their purpose - including a realistic expectation of how long said construction should last. This means you cannot make a dress out of meat, or a statue out of whipped cream, or a shield out of glass. Note, this also means that you cannot make a musical instrument out of glass as modern technology would be required to make it.
	
See also: HELP DESIGN APPROVAL, HELP GRAMMAR