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Time Triggered Events for Non-linear Games

 
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Good Idea or Bad
Good
80%
 80%  [ 4 ]
Bad
20%
 20%  [ 1 ]
Total Votes : 5

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lethal255
Don't just complain, do something about it




Joined: 11 Nov 2003
Posts: 76
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PostPosted: Sat May 22, 2004 5:17 pm    Post subject: Time Triggered Events for Non-linear Games Reply with quote

Rolling Eyes 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! Rolling Eyes

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.
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Flamer
The last guy on earth...




Joined: 04 Feb 2003
Posts: 725
Location: New Zealand (newly discovered)

PostPosted: Sun May 23, 2004 1:34 am    Post subject: Reply with quote

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
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lethal255
Don't just complain, do something about it




Joined: 11 Nov 2003
Posts: 76
Location: Right behind you

PostPosted: Sun May 23, 2004 11:33 am    Post subject: Reply with quote

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.
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junahu
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Joined: 13 Jan 2004
Posts: 369
Location: Hull, England

PostPosted: Mon May 24, 2004 3:32 am    Post subject: Reply with quote

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.
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Valiant Warrior
That guy over there...




Joined: 16 Mar 2003
Posts: 23

PostPosted: Tue May 25, 2004 4:22 am    Post subject: Reply with quote

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.
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Valiant Warrior
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Joined: 16 Mar 2003
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PostPosted: Thu May 27, 2004 1:36 pm    Post subject: Reply with quote

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.
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