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!?