Re: puzzles?
Posted: Sun Aug 11, 2013 10:07 pm
Your welcome powerhouse me and (if wyrm likes) can come up with the mental puzzles (or anyone else who wants to join) can cone up with mental puzzles if you would like.
the "activation tiles" that Oskar is planning on implementing can be a great asset to puzzle makers...oskarwiksten wrote:Awesome idea, Ian!Ian wrote:What do you think about an activation tile: If you step on it, it triggers and changes the map.
This would be useful for letting a tunnel collapse, spawning suddenly monsters, landslides(I'm trying to bring Sarumar's idea in the game), having a passageway opened or it gives and actorcondition to the player(lava and swamp tiles hurt the player.)
I've been wanting to do scripted areas for quite a while now. I guess today is as good a day as any to do it
For v0.7.1 I'm aiming for us having the ability to do scripted areas, where we can do gui-less scripts sort of like the conversation-scripts that we have today, but just without the gui part. My thought is that we could create areas that execute the ordinary script logic that we already have in place, and make that trigger when the player enters some area specified by the TMX file. When executing a script area, the game could do that without showing the regular conversation gui, and do the regular rewards based on the conditions we have in place already.
I'm also thinking that we could make those gui-less scripts could run quite often, unless they are expensive - computationally speaking. For example, a script area that executes every round, or every tick (500ms) could lead to very interesting possibilities. Showing conversations as soon as you've killed that monster, for example! OMG, we've been wanting to do that for so long now.
With something like this, we could do areas that give you an actor condition based on whether you are wearing a certain item or not. We could do areas that cause monsters to become aggressive. We could do areas that only trigger a quest when the player is wearing a certain item (quest helm of searching?). Lots of neat possibilities. It would also mean that any expansion of our current script system would be applicable to map areas as well.
Good ideas, Ian! We'll have some really nice things in place for creating good quests in v0.7.1!
Question would the player be given a clue/hint on how many they would need?mspowerplant wrote:Was just brain storming:
How about we have a puzzle that's 4 boxes
and it takes so many small rocks, glass gems and so forth to unlock
the trick is you won't know the number of anything need
so its a more active puzzle of collecting common found items to access what the puzzle unlocks??