Quick Module concepts
#51
Posté 21 mai 2011 - 08:26
What I'm think is that it'd be possible to make such a thing pretty much fully automated. Your OM's OnLoad script could fire custom scripts by itself, or look up in a 2da what modules have been added, and then put in the hooks based on data there. That way, people could add their own choice of mini-modules to the campaign. I'm actually working on a little proof of concept which will do pretty much exactly that (the same idea in principle, anyway), but now that I have some free time I need to get Project T done, so it'll have to take back seat for a bit.
#52
Posté 22 mai 2011 - 10:22
This is where there is an area count limit, and if you want do add depth to your game you need to do so via the more quicker way of layering quests in the same area, rather than the slower area building every time you have a new idea.
Great example is how many quests spun into the sewer in BG2.
So we could say: 4 exterior limit, and 8 interiors.
An exterior for the city, 3 surrounding areas (maybe 1 is actually underground but in terrain mode) and then 8 interiors allowed for inn, townhall, a bazzar with all the shops, a temple, some random homes (note can use more than one small 1 tile house in the same "interior").
#53
Posté 23 mai 2011 - 01:33
Lugaid of the Red Stripes wrote...
HOTU solved that problem with a pocket merchant, just carry the store with you, and you never have to leave the dungeon.
I implemented something similar back when I was customising BG2. I created a lamp that summons a djinni merchant, who had a bunch of unique (and unbelievably expensive) customised weapons. His prices weren't exactly competitive, but he was fine for unloading cheap cr*p that you'd otherwise just drop. Even a small amount of (apparently weightless) gold is better than no gold at all.
Another merchant option would be to shamelessly rip off the 'town portal' scroll idea from the Diablo games, so you could return to the nearest town you've been to when your inventory was about to burst.
Modifié par DannJ, 23 mai 2011 - 01:40 .
#54
Guest_Chaos Wielder_*
Posté 23 mai 2011 - 01:39
Guest_Chaos Wielder_*
The Fred wrote...
Chaos Wielder added all the areas to the campaign and OM by hand. Adding a new module would require adding a new OM point, which I think *could* be done just fine by script, but I don't have SoZ either and I don't know how CW did it.
What I'm think is that it'd be possible to make such a thing pretty much fully automated. Your OM's OnLoad script could fire custom scripts by itself, or look up in a 2da what modules have been added, and then put in the hooks based on data there. That way, people could add their own choice of mini-modules to the campaign. I'm actually working on a little proof of concept which will do pretty much exactly that (the same idea in principle, anyway), but now that I have some free time I need to get Project T done, so it'll have to take back seat for a bit.
It could be done by scripting, yes, but the horrible, painful things that it could cause would be quite pronounced.
#55
Posté 24 mai 2011 - 02:16





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