Ambrosia Garden Archive
    • multiple chapters


      Sorry... I know this has been brought up before, but I can't find the topic, I don't remember if it was clarified, and things might have changed since then anyway.

      Do we know if saved game data from one CS adventure can be made to work with a different CS adventure? You know, for one big story to be played in multiple installments (like Shenmue, Shining Force 3, Baldur's Gate...). I know several people are talking about making such games. Our team plans to do several practice games based on old D&D; dungeon modules (that we would release for free) before we start on our real game. Each one would be higher level than the last, and it would be cool if the same character could be used for each.

      myshkyn

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      "I'll give the fans just what they want, and nothing else at all."

    • Hrm. Maybe if you did something fancy with plug-ins...though I'm not sure if the plug-in architecture includes being able to play with the same character. In fact, I doubt it.

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      Fortress of Die Nacht: An upcoming game from Aviary Productions.
      (url="http://"http://www.aviaryproductions.f2s.com/downloads.html")Go take a look!(/url) | (url="http://"http://www.aviaryproductions.f2s.com/fortress/progresslog.html")FoDN Progress Log(/url)

    • Quote

      Originally posted by myshkyn:
      **Do we know if saved game data from one CS adventure can be made to work with a different CS adventure? You know, for one big story to be played in multiple installments (like Shenmue, Shining Force 3, Baldur's Gate...). I know several people are talking about making such games. Our team plans to do several practice games based on old D &D; dungeon modules (that we would release for free) before we start on our real game. Each one would be higher level than the last, and it would be cool if the same character could be used for each.

      **

      I'm guessing here, but if you construct a single engine, and then release the other 'modules' as plugins for the engine, then you might be able to do it. Of course, I believe that this would limit you to only the graphics etc. This way you would have to release the game itself as only one of the modules, and the others as 'expansion packs'. Of course, I don't know whether or not this can actually be done, but from what I know of Coldstone I'd say that this would be the only way.

      With the plugins for PoG, can you use the same character? If so, then yes, I'd say you can do a multiple chapter game.

      -Andiyar

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

    • Okay, I just thought of this:

      At the end of each adventure, would it be possible to have the engine compile a code, a phrase of letters and numbers summarising the character's level and equipment upon completion of the adventure, a code that could then be input into the character creation screen of the next adventure, and translated using a key common to all adventures to recreate the same character? That way, as long as the code process and the key were included in each game, the same progressive character could be used and advanced despite any descrepency in graphics, combat engine, or setting.

      myshkyn

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      "I'll give the fans just what they want, and nothing else at all."

    • Quote

      Originally posted by myshkyn:
      **Okay, I just thought of this:

      At the end of each adventure, would it be possible to have the engine compile a code, a phrase of letters and numbers summarising the character's level and equipment upon completion of the adventure, a code that could then be input into the character creation screen of the next adventure, and translated using a key common to all adventures to recreate the same character? That way, as long as the code process and the key were included in each game, the same progressive character could be used and advanced despite any descrepency in graphics, combat engine, or setting.

      myshkyn

      **

      You don't touch the code at that level.

      ------------------
      Fortress of Die Nacht: An upcoming game from Aviary Productions.
      (url="http://"http://www.aviaryproductions.f2s.com/downloads.html")Go take a look!(/url) | (url="http://"http://www.aviaryproductions.f2s.com/fortress/progresslog.html")FoDN Progress Log(/url)

    • Quote

      Originally posted by myshkyn:
      **Okay, I just thought of this:

      At the end of each adventure, would it be possible to have the engine compile a code, a phrase of letters and numbers summarising the character's level and equipment upon completion of the adventure, a code that could then be input into the character creation screen of the next adventure, and translated using a key common to all adventures to recreate the same character? That way, as long as the code process and the key were included in each game, the same progressive character could be used and advanced despite any descrepency in graphics, combat engine, or setting.

      myshkyn

      **

      You also have to think of everything in terms of relational data. Everyone will have different stats and the basis for those stats. Your level 54 character might not cut it against another games level 21 enemies. Not to mention that the whole character graphic is out of the question in most cases. As are items, spells, etc...

      Saphfire

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    • I'm not sure. It would probably work if you could release multiple games that read the same save game files.
      For example, if I cloned POG and changed the maps. It would, probably, read the same file. The only problem I can see with this, is your character's position, and what map he's on. This, I doubt, will hinder you too much.
      I would be willing to bet that plug-ins will allow you to do this as well. Though I have no reason for believing so. 😉
      I must agree with GlueBubble that the barcode idea won't work. I would be quite surprised if it did.
      I can't wait to play with Coldstone and push its limits. 🙂

      ------------------
      V-16 Twin Bombers: $8,000,000
      1 Aircraft Carrier: $4,000,000,000,000
      Battlecruiser loaded with marines: $8,000,000,000,000
      The look on Bin Ladin's face when we get him: Priceless...

    • First of all, let me thank you all for helping me out with this idea. I am not presenting this idea for encouragement, I am presenting it for exactly the responses I have been getting--honest opinions from those who know better. Second, I assure you this is my FINAL go at this topic, so please hear me out one more time and set me straight.

      If a statistic can be assigned to a character, such as attack strength, and then raised or altered as the game progresses through experience, items, and effects, isn't it possible for a character code (code as in cypher, letters and numbers representing other things, not as in programming) to also be assigned, and altered as the game progresses through experience, items, and effects and made just as visible to the player as his Strength score? Then, assuming Coldstone supports character creation at the start of a game, couldn't it be possible to provide a space for such a cypher to be typed in by the player to automatically assign stats, items, and levels, and whatever else would normally be generated in the character process?

      If, during the character creation process, we can let a player choose skills, allocate points, and buy items, isn't there a way to let him type something that gives him these same things? If he can click on the sword icon to buy a sword, can't he type in "ow67()kj" to get the +5 Pigsticker he got in the last adventure? I'm talking about a creating single statistic that summarizes the character, and then allowing that statistic to be set by the player when he creates his character form the next game.

      This is assuming all items, effects, spells, etc from the previous game are included in the new game, and as saphire pointed out, this would only work for games made by the same group, but this would still serve the purpose. Also, it would limit the variety of stats and items to keep the length and complexity of the cypher realistic...

      Anyway, I hope I made this clear. Help me out one more time and I promise I'll shut up about it...

      myshkyn

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      "I'll give the fans just what they want, and nothing else at all."

    • I don't believe that's supported in Coldstone, but who knows...perhaps someone can figure out a way to do it. If you wanted to do it on an honor system (ie, let the person pick out their armor, and if they pick out what they actually had, good for them), that would be easily accomplished.

      ------------------
      Fortress of Die Nacht: An upcoming game from Aviary Productions.
      (url="http://"http://www.aviaryproductions.f2s.com/downloads.html")Go take a look!(/url) | (url="http://"http://www.aviaryproductions.f2s.com/fortress/progresslog.html")FoDN Progress Log(/url)

    • I can under stand how you think. You were hoping to do something like this right:

      ---------------Fake Code----------------

      _var charStrength=(get character strength)
      var charMaxHealth=(get character maximum health)
      var charCurHealth=(get character current health)

      var summarycode="s"+ charStrength + "mh"+ charMaxHealth +"ch"+ charCurHealth_

      --------------End Fake Code---------------

      Now, if you can do this,(which might be debatable) the real problem is extracting the information from the summary code. I doubt this is possible in coldstone. Other than that, this string is easily hackable. Instead of entering what he was supposed to, he might enter:
      "s1000mh100000ch100000"
      Depending on your game, these numbers are ridiculously unreasonable.
      So I can understand how you think, but I doubt it will work.

      My suggestion is to use my previously posted "multiple game-same saved file" idea or use plug ins. Because I doubt your idea will work.

      (edited for clarity and addition of small ubb code)
      ------------------
      V-16 Twin Bombers: $8,000,000
      1 Aircraft Carrier: $4,000,000,000,000
      Battlecruiser loaded with marines: $8,000,000,000,000
      The look on Bin Ladin's face when we get him: Priceless...

      (This message has been edited by spitfire (edited 11-07-2001).)

    • Thanks all!

      Topic ended.

      myshkyn

      ------------------
      "I'll give the fans just what they want, and nothing else at all."

    • Quote

      Originally posted by myshkyn:
      **Thanks all!

      Topic ended.

      myshkyn
      **

      That's odd. I could have SWORN that I read somewhere that this was possible. I don't know if I was dreaming or what, but I thought that it was possible to load the character from one game to another specific game. I really thought that it was possible to specify one project as a sequel to another. I must be loosing my head. Someone please tell me if I'm mistaken. Or is there another out there who thought the same?

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    • Quote

      Originally posted by Kireck L:
      **That's odd. I could have SWORN that I read somewhere that this was possible.
      **

      Who said it wasn't possible?

      Quote

      **I don't know if I was dreaming or what, but I thought that it was possible to load the character from one game to another specific game. I really thought that it was possible to specify one project as a sequel to another.
      **

      I don't know where you heard it, but look at my first post. It is, however, just a guess.

      ------------------
      V-16 Twin Bombers: $8,000,000
      1 Aircraft Carrier: $4,000,000,000,000
      Battlecruiser loaded with marines: $8,000,000,000,000
      The look on Bin Ladin's face when we get him: Priceless...