[crossfire] Dialog mode

2010-01-05 Thread Nicolas Weeger
Hello. I'd like to propose a (menu-driven) dialog mode for players. Something like what you can find in various RPG games. Description: - started when player says something to a NPC, like now - player is presented with text and options, and a free text zone (to not have all options

[crossfire] NPC respawning

2010-01-05 Thread Nicolas Weeger
Hello. I'm wondering about NPC (not monsters, but real NPC the player can interact with) respawning when killed. If for instance you kill the owner of a tavern, should she respawn? I can see three options: - keep the same way it is now, respawn at map reset - make (some) NPCs unkillable -

Re: [crossfire] NPC respawning

2010-01-05 Thread Rick Tanner
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 On 1/5/10 12:13 PM, Nicolas Weeger wrote: Hello. I'm wondering about NPC (not monsters, but real NPC the player can interact with) respawning when killed. If for instance you kill the owner of a tavern, should she respawn? So the tavern

Re: [crossfire] Dialog mode

2010-01-05 Thread Rick Tanner
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 On 1/5/10 12:17 PM, Nicolas Weeger wrote: Hello. I'd like to propose a (menu-driven) dialog mode for players. Something like what you can find in various RPG games. Description: - started when player says something to a NPC, like now Would

Re: [crossfire] NPC respawning

2010-01-05 Thread Nicolas Weeger
So the tavern owner would never respawn .. ever? That's the subject of this thread :) What about making the NPC un-attackable or immune to all attacks? = unkillable. Going with you preferred option listed above.. what happens when that NPC dies for some reason? Another nearby NPC is

Re: [crossfire] Dialog mode

2010-01-05 Thread Nicolas Weeger
Would the dialog system (at least, initially) work like it does now? Meaning, NPC response is based on key word(s) from the player character? Yes, probably keywords. Though the player wouldn't use the 'say' command, but click on the selected reply in the dialog. Game-wise the player will see

Re: [crossfire] NPC respawning

2010-01-05 Thread Mark Wedel
Having the NPC's be unkillable is the easiest approach - all that is needed is set up of proper immunities, etc to do so. Having new ones spawn is reasonable, but I then start wondering what do we really get from that vs making them unkillable? If the bar tender is killed and in a

Re: [crossfire] Dialog mode

2010-01-05 Thread Mark Wedel
Nicolas Weeger wrote: Would the dialog system (at least, initially) work like it does now? Meaning, NPC response is based on key word(s) from the player character? Yes, probably keywords. Though the player wouldn't use the 'say' command, but click on the selected reply in the dialog.