>
>What exactly is a trigger?

a trigger (some unique number) is used to force special actions..
like: if you step on a trigger (invisble to the player, in most cases), 
like when you try to enter a room. then the trigger can cause a demoscene 
coming up with saying: "you're not allowed to enter!" when something is 
done (you found some crystal or something) internally remove the trigger, 
or set the trigger non-active and you can walk trough. Or a trigger could 
be like in sd-snatcher, when you enter the first building @ the start of 
the game, what's-her-name speeks to you but actually she's just gfx and NO 
NPC. SO, the DESK itself is a trigger to get a conversation.

Hmmm, I seem to use the term "birdview" for a different view than you do.
>Does anyone know for sure, what is the Metal Gear type called and what the
>SD Snatcher type?

in MY eyes: birdview is like metalgear, sd-sn, ds6, xak, fray etc.
top-view is like bastard. where you can't stay behind a wall.

moving your player in a map should be top-view to check for wall's & 
triggers. display should be birdview (display has nothing to do with 
collisions & triggers!)


> > * walk area width + height (if the story tells: "you'll find the doctor in
> > the hospital" you don't want the doctor walking away :)
>
>Not just width and height, the entire rectangle should be defined. Maybe a
>rectangle is limiting, but I think defining non-rectangular areas is too
>complex. Unless we define them on a tile-by-tile basis, like in the data
>map.

yeahyeah.. width+heigth AND x offset + y offset is rectangle yes :)

I think a rectangle is enough.. since most buildings are rectangle-shape too..


> > * random walk or predefined route !!
>
>What about a pointer to a movement algorithm routine? That would even work
>for the player character (PC), it could call a keyboard + joystick read
>routine. The advantage is that it would be easy to make the PC follow a
>predefined route during certain scenes (this can be seen in many RPGs).

hehe :) like strategy games on pc.. like starcraft.. using mouse as pointer..
and what about pathfinding ? this recursive stuff is really hard to make!
I think a predefined route would be alot easier..


> > * bitmap gfx for use in the statusbar (like in sd-sn)
>
>I think not all characters should have this. It looks real nice, but it
>does require a lot of graphics, putting a burden on both the GFX artist and
>on the VRAM.

I don't think the amount of gfx/music artists is the problem here... the 
coders are!



>By the way, you seem to assume a separate battle screen, like SD and PA3.
>Battles in the playing field are also possible, like Ys and Xak. An engine
>for that may be more complicated, so we shouldn't attempt it at first, but
>it could be an option once the engine is more mature.

well.. atleast support both ways.. a seperate fightmode is more classic, 
and is more strategic fun (healing, magic, escape etc... ooh.. those old 
days :)

>It seemed Laurens wanted to rush into coding phase right away.

I did in too..  :) and everytime I was going too fast.. result: re-program 
again :)

\/\/

Maarten van Strien,
  * composer
  * sounddesigner
  * Ixalance-sound developer
-----------------------------------------------------
http://www.shortcut.nl/
mailto:[EMAIL PROTECTED]
-----------------------------------------------------
Shortcut Software Development B.V.
Julianaweg 9, 3603 AP Maarssen, The Netherlands.
Phone: ++31 (0) 346 579 659
Fax: ++31 (0) 346 579 745
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