Page 2 of 3

Re: Mobs/Dying

Posted: Tue Aug 14, 2012 11:30 am
by buddyCasino
Basically triggering an event when entering a tile is possible (text pops up), it would be interesting what else could be done with this. It's a great tool for creating unique moments in quests.

Re: Mobs/Dying

Posted: Tue Aug 14, 2012 2:10 pm
by nyktos
buddyCasino wrote:Basically triggering an event when entering a tile is possible (text pops up), it would be interesting what else could be done with this. It's a great tool for creating unique moments in quests.

Yeah, "Map Events" I was wondering if we could use them to "trigger" certain parts of quests...
and possibly even generate rare spawns?

tons of uses if we could find ways to implement them...

i brought it up in the meeting & it was warmly welcomed.

we ended up trying to think of ways to use this kinda feature to make changes to NPCs when you finish certain quests.

- Leta finds Oromir...
- The Guard finally leaves drunk...
- (and in turn) The man breaks out of prison... etc.

Oskar has written some really brilliant scrpits,
he missed the meeting - but i am sure he will have feedback soon.

:D

still just trying to think of ways to make the world feel more dynamic!
great posts!

:twisted:

buddyCasino wrote:...but could we have tiles that trigger a one-field movement of an opponent? It would be similar to a trap: enter the trigger tile and something happens. An enemy, a bomb...

We are currently testing monsters with intelligent movement...
each monster type has it's own behavior pattern,
vague examples (because we may scrap this idea) - but...

- insects swarm
- mammals with pack mentality
- undead are somewhat passive

it would be great to have them "react" to things...

like when you attack a "leader" with two "henchmen"
one henchman engages you in combat, the other blocks your escape!

:lol:

[i can't wait to start writing this stuff in!!!]

:twisted:






Re: Mobs/Dying

Posted: Tue Aug 14, 2012 10:30 pm
by Sarumar
nyktos wrote:
buddyCasino wrote:Basically triggering an event when entering a tile is possible (text pops up), it would be interesting what else could be done with this. It's a great tool for creating unique moments in quests.

Yeah, "Map Events" I was wondering if we could use them to "trigger" certain parts of quests...
and possibly even generate rare spawns?

tons of uses if we could find ways to implement them...

i brought it up in the meeting & it was warmly welcomed.

we ended up trying to think of ways to use this kinda feature to make changes to NPCs when you finish certain quests.

- Leta finds Oromir...
- The Guard finally leaves drunk...
- (and in turn) The man breaks out of prison... etc.

Oskar has written some really brilliant scrpits,
he missed the meeting - but i am sure he will have feedback soon.

:D

still just trying to think of ways to make the world feel more dynamic!
great posts!

:twisted:

buddyCasino wrote:...but could we have tiles that trigger a one-field movement of an opponent? It would be similar to a trap: enter the trigger tile and something happens. An enemy, a bomb...

We are currently testing monsters with intelligent movement...
each monster type has it's own behavior pattern,
vague examples (because we may scrap this idea) - but...

- insects swarm
- mammals with pack mentality
- undead are somewhat passive

it would be great to have them "react" to things...

like when you attack a "leader" with two "henchmen"
one henchman engages you in combat, the other blocks your escape!

:lol:

[i can't wait to start writing this stuff if!!!]

:twisted:





Really intresting "ideas" here,....

Re: Mobs/Dying

Posted: Wed Aug 15, 2012 1:17 am
by Pyrizzle
nyktos wrote:like when you attack a "leader" with two "henchmen"
one henchman engages you in combat, the other blocks your escape!
On the quest for the lady in the Crossroads Guardhouse Tower. You have to kill 3 NPCs to collect all the peices, but i never understood why the game forces you to fight the leader first and why the 2 other NPCs just stand there and watch as you kill their leader.

It's the same thing with the Prim/BWMS quests, the guards really wouldn't just stand there as you attack their leader.

Re: Mobs/Dying

Posted: Wed Aug 15, 2012 1:42 am
by nether
I've always wanted tothe option to kill more guards.... especially the ones that give me condescending or patronizing looks :twisted:

The option to kill more npcs would be nice. It could be your choice and in doing so it could turn the town hostile or unfriendly. If you've ever played genforge before you'll know what I mean

Re: Mobs/Dying

Posted: Wed Aug 15, 2012 12:08 pm
by Mino
What I liked about Prim, was after you kill the leader, the guard says" I just work here".

Re: Mobs/Dying

Posted: Wed Aug 15, 2012 3:12 pm
by Sarumar
Mino wrote:What I liked about Prim, was after you kill the leader, the guard says" I just work here".
Yes, I love that attitude ;) ... Smart guy.... do not want to stand against me. :twisted:

Re: Mobs/Dying

Posted: Wed Aug 15, 2012 7:19 pm
by nether
Sarumar wrote:
Mino wrote:What I liked about Prim, was after you kill the leader, the guard says" I just work here".
Yes, I love that attitude ;) ... Smart guy.... do not want to stand against me. :twisted:
LOL. Both of you :D

Re: Mobs/Dying

Posted: Sat Aug 25, 2012 5:03 pm
by SuFiC8
I too enjoy games when you drop your gear when you die... you'd have to gear up and retrieve said items which maybe difficult depending on your gold and location :twisted: and for those who may find this feature too hard, maybe have a skill much like failure mastery to eliminate the xp loss or dropping your gear upon your untimely death...

Re: Mobs/Dying

Posted: Sat Aug 25, 2012 5:23 pm
by Sarumar
SuFiC8 wrote:I too enjoy games when you drop your gear when you die... you'd have to gear up and retrieve said items which maybe difficult depending on your gold and location :twisted: and for those who may find this feature too hard, maybe have a skill much like failure mastery to eliminate the xp loss or dropping your gear upon your untimely death...
+1 I like this idea.... and auto save when dead too :twisted:


There are a major problem... this bottomless bag, some extradimensional thing ? (im not sure how it works). Anyhow the problem is .. I'm afraid if it suddently drops every item on the ground ... weight of objects will cauce major earthquake and may even create a black hole :?