If I'm running a private server and don't log in for a few days, it would
be annoying for all the shops to be closed.
This should not be a problem: it should be easy to only count active ticks
(i.e. ticks when someone is actually logged on to the server) when
considering which shops thrive
Out of curiosity, how hard would it be for city life to animate other
things that are not NPCs? Am thinking along the lines of tumbleweed,
whirlwinds, leaves and such. Not sure it is a suggestion yet. Was also
thinking of objects the player might be able to walk on rather than have
them be
Hello.
Here is a proposition for new player account mechanism and character
management.
To be clear:
* player = human playing on Crossfire
* character = ingame character
When connecting to a server, a player can create or log in to an account. This
account is linked to characters, and the
Hello.
One issue I have with maps is that sometimes you have no clue what quest or
thing they are linked to.
Example: I was browsing (in the editor) maps in Navar, and discovered some
quest spawning various maps, with keys in one or the other, but no idea where
to find other maps.
So I'd
Also spracht Juha Jäykkä (Sun, 03 Feb 2008 10:29:38 +0200):
This is more difficult. Perhaps the npcs themselves could help with
this? Perhaps the npcs could be made to go to the shops as well? They
might not need to buy anything, just enter and exit. Also, their
influence in determining
Nicolas Weeger wrote:
Hello.
Here is a proposition for new player account mechanism and character
management.
Note that this has been discussed a lot before on mailing list on wiki -
probably good to look there for some starting points on this.
To be clear:
* player = human playing
When connecting to a server, a player can create or log in to an account.
This account is linked to characters, and the player can manage (add,
delete, maybe other things) them.
this is a step that is not there right now - I'd like a little more
information on why to add an account that
Here is a proposition for new player account mechanism and character
management.
To be clear:
* player = human playing on Crossfire
* character = ingame character
When connecting to a server, a player can create or log in to an account.
This account is linked to characters, and the
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