Author Topic: PREVIEW: Lines of Succession  (Read 7132 times)

Offline nologgie

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Re: PREVIEW: Lines of Succession
« Reply #15 on: September 18, 2013, 09:52:32 PM »
I just thought that some folks might like that feature
of the old Atari game.

Absolutely!  ;D ;D ;D  The most I'd worked out on this so far was having a 'beached' boat available (if not stolen or destroyed)  on an overland map when the party returned to the spot where they'd left it.
Some days it just doesn't pay to gnaw through the straps.

Offline Milos Gulan

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Re: PREVIEW: Lines of Succession
« Reply #16 on: September 19, 2013, 12:55:03 AM »
Yeah that sounds wonderful. :D Thanks for making DC more interesting. Definitely those things also should be added (like items moving :)) but for now I am just happy to hear the news and on the other side i was thinking about making my own adventure and hm i probably should start it soon so i better look for that version 0.999326.

Offline manikus

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Re: PREVIEW: Lines of Succession
« Reply #17 on: September 21, 2013, 05:43:07 PM »
Gosh, I leave you kids alone for a couple of days and come back to see that you are getting into all kinds of trouble. ;)

So, how much is this going to cost (yes I realize the price for Drop functioning in the new way is already listed). To be completely honest, while I think this is very cool and would make good use of it, I would rather have the persistent graphic mentioned in regards to having a compass. That is a much bigger deal in DC as far as I am concerned.

In other news... I have completed the databases for this design. I may need to go back and add/rewrite some of the special abilities, but I'm feelign pretty good with it. I still need monster icons, though.
While most peole don't normally concern themselves with databases until they play a game, you might want to know that the databases are 2e and have 30 new wizard and 7 new priest spells - all of which will go into the 2e database set. :)

I've done some more worldbuilding and have an opening now. I still haven't started coding levels, because I don't want to get bogged down with that before I have a solid outling - else I'll get lost in the details (again) and this will be another shelved project.

Offline Paul R. Stevens

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Re: PREVIEW: Lines of Succession
« Reply #18 on: September 21, 2013, 08:56:03 PM »
Quote from: Manikus
I would rather have the persistent graphic

Curious.  A relatively powerful additional
function versus a graphic nicety (In my less
diplomatic days: "Eye Candy"). 

Shows to go you what I know :-[

Offline Milos Gulan

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Re: PREVIEW: Lines of Succession
« Reply #19 on: September 22, 2013, 02:31:51 AM »
Glad to hear that :) well i am curious to see it really, as an example what can be done and learn from it, and i hope it will be completed, soon :). Anyway for my design, i really want to do it but i feel tired, and still haven't started it but i am planing to. Now I need advice though i want to start with a fresh engine for this year as i hope i will do something before 2014 :). So how soon will new version will be available, i mean for me to start my mod. I can wait a week or so :) and i thought to start with as good engine as i can. So i just need info about databases and engines if there will be any more important updates soon so i can make a fresh start :)

Offline manikus

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Re: PREVIEW: Lines of Succession
« Reply #20 on: September 23, 2013, 02:46:40 PM »
Quote from: Manikus
I would rather have the persistent graphic

Curious.  A relatively powerful additional
function versus a graphic nicety (In my less
diplomatic days: "Eye Candy"). 

Shows to go you what I know :-[

That is a valid point, and I am the first to admit that I am all about the eye candy. :) But, actually I was thinking about DC being more like FRUA, which does have a graphical compass, but does not have persiistency of items.
Also getting soemthing over not getting anything, I will take your offer. :D And I really wouldn't have thought of the graphics if you hadn't brought it up. :D :D :D

Offline Paul R. Stevens

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Re: PREVIEW: Lines of Succession
« Reply #21 on: September 23, 2013, 04:34:31 PM »
Quote from: Manikus
getting soemthing over not getting anything

Well, we should work on what is needed first.

The extra graphic....perhaps we should have
a simple hook that runs when we render the
adventure window.  The hook might invoke a
function that specifies a graphic file
and placement/parameters.  This could be a
very small first step in anticipation of allowing
a scripted rendering.

If we were to go the other route and provide
persistent items, how would they be displayed
in the adventure/3D viewport?  A display file
for each item  -  "Inverted Axe.jpg"?  An additional
parameter in the item editor?  Would it be necessary
to show the item in any but the currently occupied
cell?  Could we simply display a "Item Present Icon"
and force the party to 'LOOK" to see what is there?
Need we display a pile of items or just the topmost
item in a pile?  Etc.

Offline manikus

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Re: PREVIEW: Lines of Succession
« Reply #22 on: September 23, 2013, 05:07:31 PM »
Quote from: Manikus
getting soemthing over not getting anything

Well, we should work on what is needed first.

The extra graphic....perhaps we should have
a simple hook that runs when we render the
adventure window.  The hook might invoke a
function that specifies a graphic file
and placement/parameters.  This could be a
very small first step in anticipation of allowing
a scripted rendering.

Said Hook would need to set the X,Y coordinates for the upper left corner at the bare minimum. Actually, we might just want that. The other consideration would be if there was transparency or not - the kind used for combat icons. If Parameter 7 is set to "T" then the image would use the color at 0,0 as teh trans color, else all colors would be shown.

If we were to go the other route and provide
persistent items, how would they be displayed
in the adventure/3D viewport?  A display file
for each item  -  "Inverted Axe.jpg"?  An additional
parameter in the item editor?  Would it be necessary
to show the item in any but the currently occupied
cell?  Could we simply display a "Item Present Icon"
and force the party to 'LOOK" to see what is there?
Need we display a pile of items or just the topmost
item in a pile?  Etc.

I imagine that there are two ways we could go: 1) an image is displayed 2) a menu item is displayed when in cell. Likely a combination of the two would be optimal
Let me tell you how I imagine it would look if this were in place and we got exactly what we wanted.:
There is a persistent item in the cell 5,5 When in cell 5,5 there is an image displayed on scrreen that shows that there is treasure there - if the item is a sword, maybe the image is also a sword, and there is an additional menu option of "PICK-UP". When the party is in any of the bordering cells (5,4 5,6 4,5 and 6,5) There is a different smaller image  similar to a sprite and the three different views and no additional menu options - this image should only appear if a wall is not blogcking it. The next ring out there would be a msaller image seen when looking at 5,5 and no menu option.
This picture would be set by the designer - I use the singular because I am imagining either a sprite being use or a special graphic that has multiple frames.
Alternatively, instead of a special option in the menu, using "LOOK" could be used when in the cell and this would trigger an event similar to a Give Treasure event. Also there could be one picture, like a treasure chest or something, used for all such events.
It crosses my mind that in giving a visual aspect to the persistent item, you might very well be creating a Hook that allows us to use a graphic placed anywhere on the screen...

Offline Paul R. Stevens

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Re: PREVIEW: Lines of Succession
« Reply #23 on: September 23, 2013, 06:18:13 PM »
All good things to ponder over the coming days.

Obviously, there are tradeoffs of nice versus easy.
I am accustomed to the Dungeon Master method.
Items appear piled on the floor (or in Alcoves) in
the corner of the cell in which they are placed.
In DC, they would have to all be placed in the center
of a cell or on the edge (depending on the party's
facing at the time of the "DROP").  In Dungeon Master
you could access any one of four piles of objects with
the mouse (No menu business in Dungeon Master).

But......for consistency....In DC one would have to
use the "DROP" option in a menu after selecting a
inventory item.  I would think that symmetry would
require a player to select a "PICK" option after
selecting an item from a list of items in the cell.
That would make it advisable to put all objects in
the center of a cell.  Then, to give the player a hint
that items are present -- a small icon displayed
at an arbitrary location -- perhaps a small circle
in the upper left corner -- perhaps a treasure chest
near the bottom center -- perhaps nothing but an
addition menu item such as "PICK".  More fancy
would be such an icon to be displayed for each
cell visible to the party (More like Dungeon Master).
Most fancy, and not advisable because it would require
so many additional icons, would be a picture of each
such item rather than a generic "items are here" icon.

Well...Sometime after AURAs, I guess.

Offline manikus

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Re: PREVIEW: Lines of Succession
« Reply #24 on: September 23, 2013, 06:41:51 PM »
It's been quite a while since I've played Dungeon Master, but I vaguely remember how it looks. Vaguely. :)
If I'm understanding correctly, an event would not be used, but the item would be "DROP"ped into a cell, at which point once the party gets into the cell again there would be a "PICK" up option for any items dropped there. Also, there would be a grraphic of some type that would indicate there was treasure there to be picked up. Is that about it?
Would the graphic be viewable from other cells? If it's only in the one, then it is just eye candy since a "PICK" option would also be appearing at the same time. Not that I'm  opposed to eye candy (as we've already established).
Something for us to think about, as you say. And for others to chime in on.

Offline steve_mcdee

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Re: PREVIEW: Lines of Succession
« Reply #25 on: September 23, 2013, 08:02:13 PM »
Would the "pick up" option then lead to a "give treasure" event?

Offline Paul R. Stevens

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Re: PREVIEW: Lines of Succession
« Reply #26 on: September 23, 2013, 08:41:20 PM »
No.  You are simply picking up something
that you dropped.  It may have been treasure
when you first acquired it.  But now it is like
picking up a bubblegum wrapper found in
the street.

Offline steve_mcdee

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Re: PREVIEW: Lines of Succession
« Reply #27 on: September 24, 2013, 12:52:24 AM »
Whenever I want my player to pick up a bubblegum wrapper, I use the give treasure event. Despite its name, the event actually can be used for giving any items to the party, whether they are treasure or not.

But I take it from what you are saying that the item would just, perhaps, return automatically to the party member who dropped it? But what if they were "overloaded"? Or if every party member was "overloaded"?

Steve

Offline Paul R. Stevens

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Re: PREVIEW: Lines of Succession
« Reply #28 on: September 24, 2013, 01:10:53 AM »
Quote
perhaps, return automatically to the party member who dropped it

Certainly not automatic.  It just lies there on
the floor unless the player takes some action.
It can be ignored.

The way it works in Dungeon Master is that
any party member can pick up an object if
he has room for it in his inventory.  Just as
any party member can drop an object from
his inventory -- in the current DC, a dropped
object is lost forever.  In the new DC, a dropped
object lies on the ground waiting to be picked
up.

Offline Milos Gulan

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Re: PREVIEW: Lines of Succession
« Reply #29 on: September 24, 2013, 03:35:11 AM »
That will be awesome, i really like idea of finding my dropped items and using them if needed.