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Castle Paradox
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FyreWulff Still Jaded

Joined: 02 Apr 2005 Posts: 406 Location: The Internet
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Posted: Fri Mar 23, 2007 7:18 pm Post subject: |
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Moogle1 wrote: | Sword of Jade did something similar with its fatigue system. The scripts are open-source now, too, if I'm not mistaken. |
Hats off to the first non-Fyre and non-Charbile person to decipher that massive tome.
Even I have trouble reading it sometimes. Comments? Who's heard of comments? |
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msw188
Joined: 02 Jul 2003 Posts: 1041
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Posted: Wed Apr 04, 2007 7:27 pm Post subject: |
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Well, its been something like two weeks and I'm sorry to say that I haven't been able to think of anything particularly clever in terms of map interaction. Maybe something to do with weight, where if the total weight of the party is greater than a certain amount, they break the bridge (or whatever). Then there are certain places that only heavy parties can reach, and certain places only light parties can reach...? The scripts involved might be a bit more complicated than what I've discussed here so far.
How about allies that are not directly controlled, but are given a strategy? (For those who follow the Game Discussion Forum, you will know I've been playing DW IV recently) You'd have to get creative getting rid of the default weapon attack command, but other than that this would be just giving the character four spell lists for four different strategies, and making them all random selection spell lists. Then put several different infinite chains of attacks for that character to choose from. Or if you want to be able to reassign the strategy every so often, let the chain end after however many attacks.
With the lack of any kind of battle AI, this would be horrendous for the entire party. But it could make one unique character, maybe a pet monster that cannot be told precisely what to do...? _________________ My first completed OHR game, Tales of the New World:
http://castleparadox.com/gamelist-display.php?game=161
This website link is for my funk/rock band, Euphonic Brew:
www.euphonicbrew.com |
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planethunter Lost In Emotion

Joined: 07 Jul 2003 Posts: 258 Location: Éire
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Posted: Mon Apr 09, 2007 5:40 am Post subject: |
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One thing I always thought was quite cool was items you collected that showed a textbox, which then ran a script. Lot's of potential there. _________________ ~PH
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msw188
Joined: 02 Jul 2003 Posts: 1041
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Posted: Fri Apr 13, 2007 7:29 am Post subject: |
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What about having doors change where they lead based on tags? This is very easy to do in custom, and it could have all sorts of uses. The most obvious is having certain places change after certain events occur in a game. Instead of having complicated scripts to change the place's map, just have a new map for the place (you can use the "copy of map ##" command in custom when making this map) and have all the doors that used to lead to the place lead to the new map. This could also be helpful for day/night mechanics, magical doorways (?), trap doors that only spring once, and I'm sure plenty of other things that I can't think of right now. _________________ My first completed OHR game, Tales of the New World:
http://castleparadox.com/gamelist-display.php?game=161
This website link is for my funk/rock band, Euphonic Brew:
www.euphonicbrew.com |
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TwinHamster ♫ Furious souls, burn eternally! ♫

Joined: 07 Mar 2004 Posts: 1352
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Posted: Sun Apr 15, 2007 5:48 pm Post subject: |
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Shops with changing stocks!
Well, one day, I got to wondering: "Would a store that just sold its entire inventory for $50,000 to the player really decide to go out of business? Heck no!"
The best option would be to invest the cash in better stuff, right?
So the idea is that a store has a counter for the money it earns, which is stored in a simple global variable.
Now, the script will check your money before the shop window pops up and afterwards, subtracting the two will yield the change of your money flow and will be added onto the shop's total money counter.
When you buy an item, the shop's money counter goes up.
When you sell an item, the shop's money counter goes down.
When the counter reaches a certain limit, the script replaces the current shop with a more advanced one which sells nicer goods.
As nice as this process sounds, it would be incredibly burdensome to impliment into every single shop in the world, so it may be best suited for a specialty shop of sorts? |
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Moogle1 Scourge of the Seas Halloween 2006 Creativity Winner


Joined: 15 Jul 2004 Posts: 3377 Location: Seattle, WA
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Posted: Sun Apr 15, 2007 6:28 pm Post subject: |
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How about, I dunno, a world economy that doesn't revolve around the player? Because, for that matter, you should be able to put a store out of business by selling him your entire collection of toenail clippings, monster antennae, and things you found on the ground for 1G each. _________________
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Joe Man

Joined: 21 Jan 2004 Posts: 742 Location: S. Latitude 47°9', W. Longitude 123°43'
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Posted: Mon Apr 16, 2007 1:57 pm Post subject: |
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Yeah, why should the player so easily be the richest person in the world?
I think that instead of money that helps fight monsters directly coming from the monsters, it should come from other diversions, forcing players to deviate from the main path if they want to really advance. _________________ "Everyone has 200,000 bad drawings in them, the sooner you get them out the better."
~Charles Martin Jones
Last edited by Joe Man on Fri Dec 13, 1957 1:21 am; edited 2,892 time in total |
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TwinHamster ♫ Furious souls, burn eternally! ♫

Joined: 07 Mar 2004 Posts: 1352
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Posted: Mon Apr 16, 2007 2:06 pm Post subject: |
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Joe Man wrote: | Yeah, why should the player so easily be the richest person in the world?
I think that instead of money that helps fight monsters directly coming from the monsters, it should come from other diversions, forcing players to deviate from the main path if they want to really advance. |
Because they're saving the world? Duh?
Although I suppose I can sort of almost see your point as well.
So you're suggesting that money can only be obtainable by doing quests and things? |
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Moogle1 Scourge of the Seas Halloween 2006 Creativity Winner


Joined: 15 Jul 2004 Posts: 3377 Location: Seattle, WA
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Posted: Mon Apr 16, 2007 2:55 pm Post subject: |
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He's suggesting that Sand Scorpions don't usually carry much gold on their person. It's common in American RPGs for gold to be restricted to people who might actually carry it (the Baldur's Gate and Elder Scrolls series, for example). _________________
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Bloodblade-the true Huh?

Joined: 26 Jul 2007 Posts: 41 Location: Why are you asking ME that?!
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Posted: Sun Jul 29, 2007 10:56 pm Post subject: |
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hmmm.....an underused feature would be,maybe,the ability to use tags to manipulate the way a conversation goes. (A series of choices activating diffrent tags,and cousing diffrent things to happen)
I use this a lot in my game GeneForge,but in much other games,I dont see it used at all. |
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