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Tue, 30 Apr 2002 16:54:00

mago

Well, while RambOrc writtes the list (I'm sure he is writting one [img]images/smiles/icon_wink.gif[/img] , I'll just put these as a reminder, listing some of the aspects I think that should be implemented, or at least deserve a try. Let's go: -First, I think that the limits for THINGS (800 in a single map)should be bigger. This is too little for some kinds of maps, such as plains, forests, or dense villages. This may be even harder, but the number of THINGS the engine can display at the same time (64, I believe) should be bigger too, for the same reason. I think that any modern machine will deal with no problems the bigger number of sprites in the screen. An alternative could be that the engine should always display the nearest ones, as a priority. -If possible, there should be a program that allow people or the map builder to modify any (I mean ANY) characteristic of a character (monster, NPC, players, and even some others things like fire, lava, wind...), such as kind of AI, routines (more below), damage of attacks, health, speed, etc. This may be very difficult... PS: this one is "very" optional, not relevant but useful. -New A.I., for NPCs and Monsters. NPCs: new routines like attack monsters (if they are allowed to, I mean, if they belong to a "Warrior kind" or something), follow the player, ignore the player, follow routes, flee from Monsters, obey commands from the player. Also capacity to recognise allies or enemies (that could be the player too), and special scripts attached to them, like this one: if you kill some NPC that has this script, all the others attached to this script will flee from the player or attack him (if they are of the "Warrior kind", like guards, etc). Monsters: if possible, a more realistic A.I., like a "Deaf" option when the player is far away, a limit for sight when the player is too far (the chance of seeing the player fades with distance), they could be faster/slower (you can choose) when "wounded" (I mean the damaged skin). Also, the capacity to recognise allies and enemies (specially useful for possessed monsters, and should work like this: the allies follow their own routines when together, like following routes, etc. They only attack each other when attacked first, and then the one who began the fight would be attacked by everybody), and the follow routes routine. -Conversation system: for what I've understood, no one likes the conversation system, but I REALLY think it should (and could) be added to S.Evil. There could be two kinds: the "Locked-Door" system (simpler), and the Advanced system (complicated). The "Locked-Door" system is easy to understand. In this system, all we get from a NPC is a message (like the ones you get when you try to open a locked door, without the key). The message would be the same everytime you press "use" next to the NPC, changing only when a certain action (the related script) is achieved. The Advanced system is the system where we could actually have a chat. You would "use" next to the NPC, and a Window/Menu/Screen would appear, showing in the top the NPC's dialogue and the possible answers below (before you ask, the answers would be choosen by pressing keys, not with mouse [img]images/smiles/icon_wink.gif[/img] . The conversation would finish by moving away from the NPC, or by reaching the end of the chat's topics. -Advanced script action: like gates that close, workshops that close at night(or randomly), NPC's that go to home when something happens, timed actions/reactions, etc, something like these impossible, head-blowing pieces of programming. [img]images/smiles/icon_smile.gif[/img] Well, I guess that's it for now. RambOrc, if you think something should/shouldn't be here, let us know! And if he thinks everything is ok, I would love to hear your opinions, Janis and Remi. Just one final thing: this is for Scattered Evil, and not for Serpent Power!!! This is also a continuation for my most hot, successful and well recived post ever, "Why fight alone?" [img]images/smiles/icon_biggrin.gif[/img] [img]images/smiles/icon_biggrin.gif[/img] [img]images/smiles/icon_biggrin.gif[/img] PS: Hey, people, could somebody PLEASE send me an adress or some tutorials about map making? I would specially like the ones about scripts and sectors within sectors, but please remeber I'm a novice in the area... Thanks. [img]images/smiles/icon_confused.gif[/img]
Tue, 30 Apr 2002 18:01:00

dj_jl

<blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
-First, I think that the limits for THINGS (800 in a single map)should be bigger. This is too little for some kinds of maps, such as plains, forests, or dense villages.
There's no limit on things that can be in a map. Where did you get this? <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
This may be even harder, but the number of THINGS the engine can display at the same time (64, I believe) should be bigger too, for the same reason. I think that any modern machine will deal with no problems the bigger number of sprites in the screen. An alternative could be that the engine should always display the nearest ones, as a priority.
DoomsDay has this limitation? If so, I will deal with this. <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
-If possible, there should be a program that allow people or the map builder to modify any (I mean ANY) characteristic of a character (monster, NPC, players, and even some others things like fire, lava, wind...), such as kind of AI, routines (more below), damage of attacks, health, speed, etc. This may be very difficult... PS: this one is "very" optional, not relevant but useful.
There is a one - Microsoft Visual C++ 6.0. Seriously everything is in DLL, and support for external info data is something I don't want to do. Simply there are too many places where indexes into info tables is used, making it very hard. OTOH editing properties and animations of objects in Vavoom is really simple, so leave this for Serpent Power. <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
-New A.I., for NPCs and Monsters.
Sure. <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr>-Conversation system: for what I've understood, no one likes the conversation system, but I REALLY think it should (and could) be added to S.Evil. There could be two kinds: the "Locked-Door" system (simpler), and the Advanced system (complicated). The "Locked-Door" system is easy to understand. In this system, all we get from a NPC is a message (like the ones you get when you try to open a locked door, without the key). The message would be the same everytime you press "use" next to the NPC, changing only when a certain action (the related script) is achieved. The Advanced system is the system where we could actually have a chat. You would "use" next to the NPC, and a Window/Menu/Screen would appear, showing in the top the NPC's dialogue and the possible answers below (before you ask, the answers would be choosen by pressing keys, not with mouse [img]images/smiles/icon_wink.gif[/img] . The conversation would finish by moving away from the NPC, or by reaching the end of the chat's topics.<hr></blockquote> Conversation system is what I also would like to have. And I also want to be able to use mouse for GUI. <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
-Advanced script action: like gates that close, workshops that close at night(or randomly), NPC's that go to home when something happens, timed actions/reactions, etc, something like these impossible, head-blowing pieces of programming. [img]images/smiles/icon_smile.gif[/img]
Most of this can be done with ACS.
Tue, 30 Apr 2002 18:18:00

mago

As for the limitations, I read them in all kinds of tutorials and help texts, but if they are incorrect or doesn't exist anymore, forget it. About the program, if it's too complicated and time demanding, forget it too. I guess only you programmers will be able to make the changes, if needed. Do you think all I said about the new AI could be implemented? Could you be a bit more clear? Could you do the conversation systems? At least the first one? Please elaborate... What about those tutorials, do you know one? [img]images/smiles/icon_biggrin.gif[/img]
Tue, 30 Apr 2002 21:14:00

RambOrc

For Scattered Evil, IMO the best shoot at a conversation system would be to simply make an exact copy of the one in Strife, with one little difference (depending on the length of the text, a certain amount of minutes would go by automatically). I'd say keep real-time interaction for when we use the Vavoom engine.
Sun, 23 Jun 2002 10:39:00

mago

Don't forget about this post when you writte the deign guide, alright? [img]images/smiles/icon_smile.gif[/img]

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