Andrew Fuchs wrote:
On 10/13/05, Rick Tanner <[EMAIL PROTECTED]> wrote:
...
On a somehwat similar thought, what about map entrances that vary based on
time of day or other event?
For instance, during the day a castle contains royal guards, no wondering
monsters, etc. But at night, interior map is replaced with ghosts and
other nasties. Or, a dungeon in a tower next the sea floods every
afternoon because of high tide.
Theres a RFE on the tracker, for a time-based connected object. Which
could be used for this.
http://sourceforge.net/tracker/index.php?func=detail&aid=1318639&group_id=13833&atid=363833
The problem is that the same issue that applies with different exit pointer
based on quest completion has.
EG, player 1 enters time based map. Player 2 decides to join him 10 minutes
later - unfortunately, in that time period, the event time has changed, so
player 2 is now on a different map.
I will say I'd prefer the idea of time based rather than player based events.
But trying to keep in synchronized seems odd.
Now I guess in theory the same thing can happen for random maps - a player
could be deep in a random map set in which the first few maps have reset, so
that a new player gets a different set of maps.
I think for time based stuff, more likekly, different information given out by
time (eg, NPC abc says something at night, not at day). And maps being
open/closed by time make sense (the shop is closed, etc).
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