Ambrosia Garden Archive
    • Time Travel


      Is it possible through use of events to have a sort of 'time travel' in Coldstone? Basically what I would like to do is have the player witness someone vital to their quest die if they have not performed the correct actions, but then if they have done "something else" along the way they will be offered one more chance to attempt to save their friend/helper. Oh, and if this is not done, they might just have to lose the game. 😉

      What do you think?

      -Andiyar

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      "Any good that I may do here, let me do now, for I may not pass this way again"

    • Quote

      Originally posted by Tarnćlion Andiyarus:
      **Is it possible through use of events to have a sort of 'time travel' in Coldstone? Basically what I would like to do is have the player witness someone vital to their quest die if they have not performed the correct actions, but then if they have done "something else" along the way they will be offered one more chance to attempt to save their friend/helper. Oh, and if this is not done, they might just have to lose the game.;)

      What do you think?

      -Andiyar

      **

      That shouldn't be too hard in ColdStone.

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      'The day Microsoft makes something that doesn't suck is the day when they start making vacuum cleaners'

    • So basically you want a plot tree with two or three branches? Shouldn't be too hard, I plan on having three different endings to my game based on your decisions earlier in the game. It would require some fairly complicated event tree's but nothing that a decent pre-development plan couldn't solve. I recommend this, even if you don't plan on having multiple endings, it'll make development time much quicker and easier for you.

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    • Actually, it would probably not be very hard.

      Okay, say NPC A enters a Dungeon A and gets bumped off if the player does not do action A. Then, set some variable (or whatever they're called) that was previously 0 to 1. Now, all events that require the presence of NPC A would check for the variable, and, if it is 1, display, "Dude, NPC A is dead." Or something to that effect. Now, say you do action B. As a result, you are taken to Dungeon A and NPC A enters (or at least a carbon copy of him). If you prevent his death this time around, the variable would be set back to 0.

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