Ambrosia Garden Archive
    • Soliciting Answers! and Opinions!


      Hi all!

      I've become interested in fashioning some sort of game with CGE. Been perusing the reams of opinions and commentary here, and I must say this is an interesting community.

      Anyways, I've a few questions that I couldn't find the answers for(maybe a couple of beta testers would help enlighten me? :):

      1. Would it be possible for other actions to be implemented during a pause? No, this isn't the dreaded realtime vs. turnbased question. It's just that in the PoG demo (don't have my hands on the full version, yet), pausing simply locks down the whole game. More accurately, I guess, is whether pause is hardwired into the engine or we can define our own states and actions?

      2. Now I've read somewhere that the battle system can't be changed, so this question is more inline with attack behavior. Since I couldn't find a ranged weapon in the demo, I don't know how ranged attacks are implemented. So is it possible for the player to, say, move around with the keyboard while at the same time shoot off arrows using the mouse? Now, if that were possible, what if the target were located to the left or right of the player, could a different set of frames be displayed for the attack animation instead of the default for when the target is in front of the player? e.g. if a nasty kobold was to the left of the character and he/she is moving forward/upward, could an animation be played that showed the player snapping a shot off to the left barely even turning or does it default to the standard turn and attack?

      3. I'm also interested in exploring some other ideas for this RPG. One of them is using the storyline and content as the main incentive for making the player play the game, as opposed to, say, Diablo, where leveling up becomes the most important incentive in the game. Not that leveling should be abolished altogether, that would make it an adventure game, but that the focus should be more on customizing your character rather than boosting stats at a variable interval. For example, transferring the 1000 experience points received by killing Purple Dragon X immediately and transparently into 1 statistic point that the player can use to increase strength/HP or whatever, instead of having the player wait until he/she has killed a hundred Purple Dragon Xs so that he/she attains the 100 000 xp necessary to attain the next level to use the statistic points. I'm just pulling these numbers from my behind mind you, my game hasn't passed the conceptual stage! So, whatcha think?

      Sorry for the rather long post, but I'd appreciate any and all Answers! and Opinions! regarding the above. Thanks for reading up 'till here!

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      Look at what you do!?

    • Quote

      ...this is an interesting community...

      As chill_rx said, this is not a community, just some webboards.
      Although I personally don't agree that there is no Coldstone community.

    • Quote

      Originally posted by Demon:
      **

      Quote

      ...this is an interesting community...

      As chill_rx said, this is not a community, just some webboards.
      Although I personally don't agree that there is no Coldstone community.**

      As he also said "it exists solely within your mind"

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      "" hustles $5 cd's on the side

    • Quote

      Originally posted by Demon:
      **

      Quote

      ...this is an interesting community...

      As chill_rx said, this is not a community, just some webboards.
      Although I personally don't agree that there is no Coldstone community.**

      I think we're more of a collection of waiting souls who are beginning to lose hope...
      Ah well, back to the campaign.

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      "And that is why you do not slaughter my friends"
      ~Kayalin, after ripping an enemy in half.

    • Quote

      Originally posted by chill_rx:
      **

      As he also said "it exists solely within your mind"

      **

      Yes, I know. :rolleyes:

    • Ah, the joys of a webboard. I'd hoped this would turn into one of those long, rambling threads that departs tangentially from it's origin and arrives nowhere.

      At least I got a few replies 😛

      On a side note, I'm currently outlining the fifth episode of epic, triple-A, double platinum game, without making it dependant on a few "features" that may or may not be inccluded in the game (thanks chill!). See, this Internet thing isn't so useless after all!

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      Look at what you do!?

    • Not that i have any info but i can at least come close to answering a Question when outline with numbers.

      1. The full PoG allows you to use skills tables and move inventory while puased but basicly stops any in game actions. It does appears to be customizable but i dont know.

      2. you can move and fire at same time and mouse and keyboard accept input. and yes the attack animation does sort of turn half way between target and walking path.

      3. sounds like a good concept and appears fesible with my limited inter action with the PoG and CGE beta v8. but again Im "pulling these answers from my behind"
      In PoG you can drink potions that effect player stats sooo the logical conclusion is you can attach event triggers to actions in game (ie drink potion = str + 1 therefore kill purple dragon can = player lvl up).

      Did I stay on topic?

      somebody jump in here and correct me if i err!!

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      The iMac with the shiny Chrome finish.

      (This message has been edited by straytoaster (edited 09-06-2001).)

    • Quote

      Originally posted by straytoaster:
      **Not that i have any info but i can at least come close to answering a Question when outline with numbers.
      ...
      **

      Thanks for the answers!

      I guess I shall have to keep the combat system I have in mind still a bit vague for now until I can well and truly explore CGE. Not that everything else is fleshed out in any way...

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      Look at what you do!?