View previous topic :: View next topic |
Good Idea or Bad |
Good |
|
80% |
[ 4 ] |
Bad |
|
20% |
[ 1 ] |
|
Total Votes : 5 |
|
Author |
Message |
lethal255 Don't just complain, do something about it

Joined: 11 Nov 2003 Posts: 76 Location: Right behind you
|
Posted: Sat May 22, 2004 5:17 pm Post subject: Time Triggered Events for Non-linear Games |
|
|
Recently I had the crazy Idea of making a game that didn't use actions to triggered events(I think it's called realtime) by making a script that ran from the games start useing tick intervals to turn on tags nad, if condtions we're met, trigger scripts. I have started using this theory in projest FarQuest. I have a tech demo of it out, but my first time trigger hasn't been loaded on yet. I'm adding a few things to make it better that I forgot to put in originaly, like making a camera follow an NPC. I'll load it a sap. Please be possitive about my "experiment"(unless someones done it before, but don't make me sad about that). Enjoy it!
Edit: About 10 minutes after I posted this, I uploaded the first Time Trigger. Altough it needs polish(add text boxes to trigger and finish redoing beach and terrain tranistion) its the first good example of my "experiment". Also forgot to say I have an invisible fame meter that changes people's reaction to you and opens up more quests, tasks and objectives for you. Once more, enjoy. |
|
Back to top |
|
 |
Flamer The last guy on earth...

Joined: 04 Feb 2003 Posts: 725 Location: New Zealand (newly discovered)
|
Posted: Sun May 23, 2004 1:34 am Post subject: |
|
|
that can be a good thing, but it can also be a bad thing.
the type of game you're talking about can be rather interesting, but limiting to the player's experience...
like, if they weren't at so and so place in time, they miss the ultra-rare super secret weapon... etc..
but i'd like to see something like this.
i'm not voting, mainly because i say yes and no _________________ If we were a pack of dogs, IM would be a grand Hound, CN would be a very ficious little pitball, and Giz...well, it doesn't matter breed he is, he'd still be a bitch
(no offense to anyone that was mentioned) |
|
Back to top |
|
 |
lethal255 Don't just complain, do something about it

Joined: 11 Nov 2003 Posts: 76 Location: Right behind you
|
Posted: Sun May 23, 2004 11:33 am Post subject: |
|
|
Well, missing some things would kind of be the point. What are the chances of seeing everything at just the perfect time. Plus, an event would last a certain period, and clues to it happening, like people who escaped a happening disaster, would be given. _________________ "what everyone went around calling you white stormy?"
"you mean, there's...a ...black stormy?"
"No" |
|
Back to top |
|
 |
junahu Custom Title: 45 character limit

Joined: 13 Jan 2004 Posts: 369 Location: Hull, England
|
Posted: Mon May 24, 2004 3:32 am Post subject: |
|
|
You could forego the possibility of missing events by having the ability to turn back time (ie. tLoZ majoras mask), therefor enclosing the existance of a planet into a set period. _________________
 |
|
Back to top |
|
 |
Valiant Warrior That guy over there...
Joined: 16 Mar 2003 Posts: 23
|
Posted: Tue May 25, 2004 4:22 am Post subject: |
|
|
an RPG with time has been done before (inMainstream) but I don't think there's an OHR game out there with it- correct me if I'm wrong though.
It could be limiting, but only if you think of it in the extreme linear sicne that there would be only one secret. I would venture to say that it could give more possiblities, because by missing events new stories could be developped, more items could be made available, and each time you played it the game would be different. _________________ *VW has left the building* |
|
Back to top |
|
 |
Valiant Warrior That guy over there...
Joined: 16 Mar 2003 Posts: 23
|
Posted: Thu May 27, 2004 1:36 pm Post subject: |
|
|
sorry, to comment on a dead-ish post, but I just realized that you could do this without using a tick systems. There are plotscripting commands that return the hours and minutes played ('hours of play' and 'minutes of play' are the names of them) This would be a more stable and predictable mode for this, instead of multiplying out the ticks to find out how many are in a second (which I know is told to you in documentation) but still, it would be quicker.
Hope that helps. _________________ *VW has left the building* |
|
Back to top |
|
 |
|